DDEX01-07 Drums in the Marsh (Inactive)

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Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

Draco will sacred flame the nearest once dmg: 1d8 ⇒ 4 dex save of 12, all or none


Female Half Elf | Warlock 3 | Spell slot 2 First 1 Second | DC: 13 | HP: 24/24 | AC: 14 | Saves: S-1, D+3, Co+2, I0, W+3, Ch+5 | Passive Insight and Perception: 13 |

As the lizardman who dare strike her is consumed in flame and steel, Sera whirls towards the other, a fiendish grin etched on her blood covered face.

Sylvan:
Who else wants to feel my flames? You perhaps?
Spotting another lizardman who insists on fighting to the death, she unleashes blast of blackish red energy without any of her usual fanfare or posturing.

The Boop!: 1d20 + 5 ⇒ (13) + 5 = 181d10 ⇒ 3


Male human paladin 6 | hp: 50/52 (used 0/6 HD) | AC: 16 (18 w shield) | Init +4 | Saves: S +3, D +6, C +4, I +2, W +6, Ch +7 | Insp [ ] | Spell DC 13, +5 spell atk | Slots 1st - 4 (0 used) 2nd - 2 (1 used) | Passive Per 14 | Lay on Hands used 0/30

Rav grits his teeth and turns his attention to red (if it is still alive) while fending off blue, or attacks blue, if red is dead.

Rapier: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 5 ⇒ (3) + 5 = 8


Male Lizardfolk | Fighter (Champion) 4 | Bite 1/1 | 2W 1/1 | AS 1/1 | HD 4/4 | HP 40/40 | AC 18 | S4, D2, C5, I-1, W2, C-1 | PP 14 | Status: Normal | Insp: No

Rakish continues to fight.

Attack 1: 1d20 + 4 ⇒ (6) + 4 = 101d8 + 2 ⇒ (4) + 2 = 6

Attack 2: 1d20 + 4 ⇒ (10) + 4 = 141d8 + 2 ⇒ (8) + 2 = 10


2-1B Med Droid | Star Wars Handouts | Star Wars Maps | Lost Mine Maps | DDEX1-7 Marsh Maps


Round 5

Ravvek
Draco
Lizardfolk
Krissina <------------------------------------
Rakish
Glenda
Sera

Sera spins spotting a lizardman weakly struggling with Krissina she unceremoniously unleashes a blast of blacking red energy that slams into the scaly chest of her foe overwhelming him and throwing him black into the mud dead!

Draco aims a pillar of golden fire at the remaining Lizardfolk, but it dives aside!
1d20 ⇒ 14

Then it viciously and somewhat frantically stabs at Ravvek again!
Blue V Ravvek : 1d20 ⇒ 3
Missing in it’s haste.

The dwarf moves in, swinging his makeshift weapon menacingly as he struggles through the swamp.

Krissina, still to act

Rakish steps in swinging his axes, missing with the first, his second axe bounces off the lizardfolks scaly back!

Glenda sends an icy looking Finn slamming into the last foe! 4 dmg

Sera, still to act

Ravvek slashes his sword down at the scaly enemy, drawing a bright red line across it’s chest!
8 dmg

Draco, still to act

Map is updated


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

Not wanting to put her rapier away just yet or plunge into the swamp, Krissina throws a dagger at the last creature. dagger: 1d20 + 3 ⇒ (15) + 3 = 18 dmg: 1d4 + 1 ⇒ (1) + 1 = 2


Female Lightfoot Halfling Wild Magic Sorcerer 2 | AC 12 | Init +2 | HP 14/14 | Pass Perc 11 | Spells 1st: 0/3 Spell points: 0/2 DC 13 Atk +5 | Tides 0/1 | ST Str +0 Dex +2 Con +4 Int -1 Wis +1 Cha +5 | Insp: Used

"Please... just sink already!" Glenda yells, tossing Fynn.

Ray of Frost: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 ⇒ 4

However, the fish just drops to the water and flips around for a bit before flying back into her hands.

"Ugh.. now you're all icky!"

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

Saving his first level spells in case someone goes down for healing word, Draco will use another sacred flame on the closest one dmg: 1d8 ⇒ 4


Female Half Elf | Warlock 3 | Spell slot 2 First 1 Second | DC: 13 | HP: 24/24 | AC: 14 | Saves: S-1, D+3, Co+2, I0, W+3, Ch+5 | Passive Insight and Perception: 13 |

With only one foe left standing, Sera grins devilishly as even more dark energy pours forth from her diminutive frame toward the lizardman.

eewwww dank energy!: 1d20 + 5 ⇒ (8) + 5 = 131d10 ⇒ 7


Male human paladin 6 | hp: 50/52 (used 0/6 HD) | AC: 16 (18 w shield) | Init +4 | Saves: S +3, D +6, C +4, I +2, W +6, Ch +7 | Insp [ ] | Spell DC 13, +5 spell atk | Slots 1st - 4 (0 used) 2nd - 2 (1 used) | Passive Per 14 | Lay on Hands used 0/30

If blue is still alive, Ravvek slashes out with his slim blade!

Rapier: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 5 ⇒ (1) + 5 = 6

If it isn't, the young paladin drops to a knee, catching his breath, Are they safe?


Male Lizardfolk | Fighter (Champion) 4 | Bite 1/1 | 2W 1/1 | AS 1/1 | HD 4/4 | HP 40/40 | AC 18 | S4, D2, C5, I-1, W2, C-1 | PP 14 | Status: Normal | Insp: No

Rakish lashes out at any remaining lizardfolk.

Attack: 1d20 + 4 ⇒ (11) + 4 = 151d8 + 2 ⇒ (8) + 2 = 10

Attack: 1d20 + 4 ⇒ (7) + 4 = 111d8 + 2 ⇒ (2) + 2 = 4

Safety had come to them, for now.


I'm tired of my PC being locked in this game, so I'm taking over.

The party kills the final lizard folk.

Rakish takes you back to where he stashed the prisoners, and - at first - they look like they're about to attack Rakish, but as the rest of you show up, a communal sigh of relief can be heard.

Thank you for rescuing us. We thought we were all dead, says one of the dwarves.

Those local to the area recognize everyone except the dwarves. The dwarves, it turns out, were passing through when they were captured three days ago. Everyone else is from the local farms.

They tell you a bit of what they know about what's going on:

Three lizardfolk clans are having some sort of contest whereby the winner is the clan with the most captives. It has been going on since the drums began a tenday ago, and appears to end in a few nights.

Most everyone believed there was only one lizardfolk clan, not three. Their names: Muckmarsh, Rootwater, and Dusk-Dusk clans.

The drums call out the leading clan somehow.

Before the contest, something powerful attacked the lizardfolk villages and killed a powerful lizard king called Scalecrusher.

The lizardfolk constantly complain that they can't eat any of their victims until the contest is over.

The lizardfolk have been pushing them steadily in the same direction for days. Rolk assumes it leads to their ultimate destination and thinks it translates as the Island of the Lizard King in the Ringcurrent Islands.


Female Lightfoot Halfling Wild Magic Sorcerer 2 | AC 12 | Init +2 | HP 14/14 | Pass Perc 11 | Spells 1st: 0/3 Spell points: 0/2 DC 13 Atk +5 | Tides 0/1 | ST Str +0 Dex +2 Con +4 Int -1 Wis +1 Cha +5 | Insp: Used

"Wow... it sounds complicated... what do you need us to do? I think calming the drums would be a good start. Can we get the captives back?" Glenda says.


Male human paladin 6 | hp: 50/52 (used 0/6 HD) | AC: 16 (18 w shield) | Init +4 | Saves: S +3, D +6, C +4, I +2, W +6, Ch +7 | Insp [ ] | Spell DC 13, +5 spell atk | Slots 1st - 4 (0 used) 2nd - 2 (1 used) | Passive Per 14 | Lay on Hands used 0/30

How far is this island? Ravvek asks as he tends whatever wounds that the captives have...


I'm not entirely sure. I think it's about another hour.

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

We better get there then before the lizard folk eat their victims


Male human paladin 6 | hp: 50/52 (used 0/6 HD) | AC: 16 (18 w shield) | Init +4 | Saves: S +3, D +6, C +4, I +2, W +6, Ch +7 | Insp [ ] | Spell DC 13, +5 spell atk | Slots 1st - 4 (0 used) 2nd - 2 (1 used) | Passive Per 14 | Lay on Hands used 0/30

Rav stands, looking at the townsfolk and the dwarves, Can you get to safety? We will bring them home, whoever is left.


He brandishes a make-shift club, We dwarves can get the rest to safety. But you may need the raft if you have to rescue anyone else.


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

"Well, at least it sounds like the folk aren't dead. I guess we follow the sounds of the drums..."


Recap

The characters are invited or hired to investigate kidnappings along the Trank River. They meet their initial contact at the Crossing Inn and given known clues and the happenings of the past tenday. As the meeting wraps up, a farmhand named Taroo bursts in and frantically reports that his employers were kidnapped last night. Taroo pleads for help and the characters are encouraged to go with him downriver to the Renons’ farm, where he lives and works.

At the farm are clues further implicating the lizardfolk. The characters may visit nearby farms, only to discover additional overnight disappearances and livestock theft. The clues spur the characters to head further downriver towards the Twilight Marsh.

The weather turns cold and rainy. Overnight, the characters hear the drums for the first time. They are ambushed by the Dusk-Dusk clan (you attacked the scouts), following up from the night before.

When the characters arrive at the Twilight Marsh, they are free to search however they wish. Along the way, they must contend with a giant toad attack and avoid or defeat lizardfolk patrols. They also likely run across a prisoner raft escorted by Rootwater kidnappers.

The adventurers rescued the prisoners. Rescued prisoners can provide more clues to the events in the marsh, and are capable of finding their way out of the marsh without the party escorting them.

Just copied the overview and slightly edited to match group accomplishments so far.


Female Lightfoot Halfling Wild Magic Sorcerer 2 | AC 12 | Init +2 | HP 14/14 | Pass Perc 11 | Spells 1st: 0/3 Spell points: 0/2 DC 13 Atk +5 | Tides 0/1 | ST Str +0 Dex +2 Con +4 Int -1 Wis +1 Cha +5 | Insp: Used

"Yes. I had neighbours like that once. Sang and strummed all night. Tried my best to do halfling hospitality but at some point you just have to tell them to KEEP QUIET. Would be nice to have some peace and silence. The drums have a nice beat but I'd rather the sounds of water lapping, thank you," Glenda says. She helps to steady the raft and to get it headed towards the source of the sound.


Female Half Elf | Warlock 3 | Spell slot 2 First 1 Second | DC: 13 | HP: 24/24 | AC: 14 | Saves: S-1, D+3, Co+2, I0, W+3, Ch+5 | Passive Insight and Perception: 13 |

Sera nods to the groups general assessment that they need to pursue deeper into the marsh and try and put an end to this competition. Seems pretty lame, she comments once the prisoners have set off a ways Using common folk as pieces in a bloodsport. If these lizardfolk really wanted a challenge, they should go after each others warriors. Capturing someone as strong as Rakish or their tribes version of him, would clearly do more to dictate dominance than who can gather up more squalling whelps and unarmed nursemaids...


Male human paladin 6 | hp: 50/52 (used 0/6 HD) | AC: 16 (18 w shield) | Init +4 | Saves: S +3, D +6, C +4, I +2, W +6, Ch +7 | Insp [ ] | Spell DC 13, +5 spell atk | Slots 1st - 4 (0 used) 2nd - 2 (1 used) | Passive Per 14 | Lay on Hands used 0/30

Let us head on, then, Rav looks to the others, a look of grim determination plastered across his face...


I am so glad I copied all this text before hitting submit. Site was down and I would have lost it all.

The Ringcurrent Islands are named for the source and shape of their ring-like arrangement. A large, slow moving circular eddy formed along one of the Twilight Marsh's deeper water channels, and the circular motion shaped a number of islands. The Muckmarsh tribe lives on and around the islands, which surround the King's Island.

At night, the drums are tremendously loud and clearly located somewhere in the middle of the islands. You all gain advantage on Dexterity (Stealth) checks (bold for emphasis) when the drums overwhelm the ambient sound.

The sharp eyed among you notice first, but eventually everyone sees that about half of the huts on the surrounding islands are destroyed or damaged.

Coming up to the entire area, you approach the first of the islands classified as the Ringcurrent Islands.

Up close, it is obvious that some of the huts have been physically knocked over or crushed, with logs snapped like twigs. However, many more of them are oddly destroyed, and the remains show signs of being dissolved or rotting away.

Further inland, you see several a pair of ragged winged shapes hanging like decorations high in the tree branches. The silhouette of a large and powerful lizardfolk appears from behind the trees. It jumps high in the air, grabs one decoration in each hand and rips them from their ropes. It lands, throws them to the ground, and stomps them flat. The lizardfolk strides into the gloom.

This lizardfolk is too far away to take any actions except for the most extreme ranged attacks, and doing so would give away your position.

If you investigate, DC 12 Int (Inv):
Looking around the island, you find no other living lizardfolk.

You discover lizardfolk bodies in the rubble of some of the ruined huts.

A successful DC 12 Intelligence (Investigation) check suggests that the bodies and huts show signs of being burned partially away by a very powerful acid.

Searching the huts reveals basic weapons, shields, and other items common to a primitive village.

If you look for the ruined decorations, you discover they appear to be crude effigies of a dragon. The island is long, but only a hundred feet or so across. On the other shore, you find another series of destroyed huts. Beyond the huts, you can see the King's Island in the center of the enormous eddy.

DC 15 Wis (Survival, Track):
You can follow the lone lizardfolk right up to the waters, where the tracks disappear. It seems to be headed back to the main island - King's Island.


Female Lightfoot Halfling Wild Magic Sorcerer 2 | AC 12 | Init +2 | HP 14/14 | Pass Perc 11 | Spells 1st: 0/3 Spell points: 0/2 DC 13 Atk +5 | Tides 0/1 | ST Str +0 Dex +2 Con +4 Int -1 Wis +1 Cha +5 | Insp: Used

Glenda tries to do her best to keep quiet. She whispers to Fynn. "I hope there aren't anymore alligators about..."

Stealth: 1d20 + 2 ⇒ (1) + 2 = 3
Advantage: 1d20 + 2 ⇒ (13) + 2 = 15

She tries to investigate.

"What are those decorations..."

Investigate: 1d20 + 1 ⇒ (5) + 1 = 6

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

Draco will stealth up with guidance on himself and investigate stealth: 1d20 + 1 ⇒ (1) + 1 = 2 advantage: 1 + 1d20 ⇒ 1 + (17) = 18 guidance: 1d4 ⇒ 2
investigate: 1d20 - 1 ⇒ (4) - 1 = 3 well they are lizardfolk alright whispers Draco what is the plan?


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

Investigate: 1d20 + 5 ⇒ (18) + 5 = 23
Survival: 1d20 ⇒ 7
Stealth: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (10) + 3 = 13

Speaking quietly "Look, Lizardfolk bodies, burned by acid like the houses. I don't think a mere Dragonborn could have done this, maybe a Dragon or someone using magic to make us think it's one? If it is a Dragon they tend to fortify their lairs if that's what it is, perhaps we can draw it out?" she looks around "Though the terrain out here is hardly any better."


Male human paladin 6 | hp: 50/52 (used 0/6 HD) | AC: 16 (18 w shield) | Init +4 | Saves: S +3, D +6, C +4, I +2, W +6, Ch +7 | Insp [ ] | Spell DC 13, +5 spell atk | Slots 1st - 4 (0 used) 2nd - 2 (1 used) | Passive Per 14 | Lay on Hands used 0/30

Dexterity (Stealth): 1d20 + 3 ⇒ (1) + 3 = 4
Advantage: 1d20 + 3 ⇒ (13) + 3 = 16
Wisdom (Survival): 1d20 + 3 ⇒ (15) + 3 = 18

Rav nods at Krissina's assessment, kneeling at the tracks in the dirt, The big guy went that way, then the racks go into the water. No doubt, he is headed toward the main island. If this was a dragon, he doesn't seem to be a fan. Maybe we can sow some discontent among them, get them to turn against the will of this creature...


Please read this post carefully, and perhaps even multiple times. There's a ton of information here, and you're going to need it to start the last part of the module.

In the center of a massive, slowly swirling eddy is a long island that appears to be taller and larger at one end. From your vantage point, you can see two distinct encampments of lizardfolk. Each has a ragged banner with different markings on them. You can just see the top of a third banner hidden behind a cluster of six massive drums in the center of the island. Destroyed wooden huts and crude fortifications sit on a low mound around the drums, and down into the water.

Two large wooden cages lashed together from tree limbs dominate each encampment. One appears to contain humanoids. Animal-like sounds from the other ones imply they hold livestock. Each cage has tall poles with winged decorations similar to those on the outer island.

About a dozen lizardfolk roam each encampment. Some are guarding the cages, while others work on large rafts at the water's edge. The lizardfolk seem more interested in keeping an eye on the other tribal groups than watching for other dangers.

The marsh thunderdrums boom away, covering most sounds in the area and making speech difficult on the island. The drums pulse with a magical blue energy each time they are struck, a side effect of the minor enchantment that drastically raises the volume. It lights the whole island.

Each clan has their own encampment on each arm of the Y-like island. The King's huts, and those of his lieutenants and bodyguards are mounds of wood and debris. In the center of the island stands a pike with a half-dissolved lizardman skull on it.

The mound, bordered by the drums, is something of a no-man's land between the clans. The clans only deliver captives to their own encampment. Deliveries are guarded to keep the other clans from stealing their catch en route.

The Muckmarsh are on the northeast arm, the Rootwater are on the southeast, and the Dusk-Dusk are due west. Each group has ten lizardfolk, plus an average lizardfolk turned-clan leader who would be king. There are three or four rafts beached on at each camp. The Muckmarsh clan is armed with primitive swords, shields, and javelins. Only the clan leaders and shaman of the other two clans are so equipped.

The Muckmarsh cages hold 18 humans and
strongheart (stout) halflings, plus about 25 various livestock. The Dusk-Dusk have 12 humans and wood elves, along with 32 mostly large livestock. The Rootwater hold 10 strongheart halflings and shield (mountain) dwarves, along with 14 assorted livestock.

You know have to decide what you're going to do. It's night right now - will you go in now or wait for dawn? Will you stop the drums? Will you rescue any of the people of animals? If rescue, who will you decide to rescue? Id you want to rescue more than one group, which will you go after first? How will you do it? Will you attack, sneak, negotiate, or something else entirely?

Please see the map for more details.


Male human paladin 6 | hp: 50/52 (used 0/6 HD) | AC: 16 (18 w shield) | Init +4 | Saves: S +3, D +6, C +4, I +2, W +6, Ch +7 | Insp [ ] | Spell DC 13, +5 spell atk | Slots 1st - 4 (0 used) 2nd - 2 (1 used) | Passive Per 14 | Lay on Hands used 0/30

We cannot see the map.


Male human paladin 6 | hp: 50/52 (used 0/6 HD) | AC: 16 (18 w shield) | Init +4 | Saves: S +3, D +6, C +4, I +2, W +6, Ch +7 | Insp [ ] | Spell DC 13, +5 spell atk | Slots 1st - 4 (0 used) 2nd - 2 (1 used) | Passive Per 14 | Lay on Hands used 0/30

The drums will make negotiation challenging, short of some thaumaturgy nonsense. Rav would be intent on taking out one corner of the island at a time, a blitzkrieg-style attack.


Female Lightfoot Halfling Wild Magic Sorcerer 2 | AC 12 | Init +2 | HP 14/14 | Pass Perc 11 | Spells 1st: 0/3 Spell points: 0/2 DC 13 Atk +5 | Tides 0/1 | ST Str +0 Dex +2 Con +4 Int -1 Wis +1 Cha +5 | Insp: Used

"Gah... who to save? Perhaps we can let out the cattle at one of the camps?" Glenda says.
"Do you think we could influence them? Maybe negotiate with the weakest for safe return of the prisoners? I hope they don't plan to use them as sacrifices," she says.

She'd like to approach the Rootwater and suss out what they need, and how they could help them win the election, for safe return of ALL the prisoners

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

I vote, lets wait for dawn, I don't have darkvision and light attracts things


Female Lightfoot Halfling Wild Magic Sorcerer 2 | AC 12 | Init +2 | HP 14/14 | Pass Perc 11 | Spells 1st: 0/3 Spell points: 0/2 DC 13 Atk +5 | Tides 0/1 | ST Str +0 Dex +2 Con +4 Int -1 Wis +1 Cha +5 | Insp: Used

"I think finding out how and what they plan to do would be a good step. Maybe I can talk to them... even prepare them a fishy meal," Glenda says.


Male human paladin 6 | hp: 50/52 (used 0/6 HD) | AC: 16 (18 w shield) | Init +4 | Saves: S +3, D +6, C +4, I +2, W +6, Ch +7 | Insp [ ] | Spell DC 13, +5 spell atk | Slots 1st - 4 (0 used) 2nd - 2 (1 used) | Passive Per 14 | Lay on Hands used 0/30

Draco, those lights coming off the drums are lighting up the whole place, so I don't think that light will be a problem. If we go with Glenda's plan, we will need to get them to stop drumming. Perhaps, it will stop in the morning, perhaps not.

Rav looks at each of them then at Krissina and Seraphyna as well...


Female Lightfoot Halfling Wild Magic Sorcerer 2 | AC 12 | Init +2 | HP 14/14 | Pass Perc 11 | Spells 1st: 0/3 Spell points: 0/2 DC 13 Atk +5 | Tides 0/1 | ST Str +0 Dex +2 Con +4 Int -1 Wis +1 Cha +5 | Insp: Used

"Maybe they're uniting to do something about the dragon? Sacrifice the prisoners? What if we help... unite them to fight it?" she says, not believing her own words. She'd rather be cooking...


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

"We could go straight for the middle, ignore the tribes, deal with whatever is powering these drums, hope that either impresses the lizardmen enough for them to hand over their captives, or we can put on a show to make them bow down."

"If we try to negotiate, I'm still a Tiefling, I can make myself heard, assuming those drums don't counter magic in any way."

"I wouldn't mind the opportunity to regain my magic, but I think that when the drums stop it may be too late for the captives, maybe take an hour to tend our wounds"


Extra notes: you will be able to see just fine on the main island, due to the magic lights when the drums go off.

Any stealth is done at advantage, due to the drums.

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

Draco looks at Krissina for a second Diplomacy? here? what blasphemy


Male human paladin 6 | hp: 50/52 (used 0/6 HD) | AC: 16 (18 w shield) | Init +4 | Saves: S +3, D +6, C +4, I +2, W +6, Ch +7 | Insp [ ] | Spell DC 13, +5 spell atk | Slots 1st - 4 (0 used) 2nd - 2 (1 used) | Passive Per 14 | Lay on Hands used 0/30

Are we still able to ask Rakish? Is he still present?


Male Lizardfolk | Fighter (Champion) 4 | Bite 1/1 | 2W 1/1 | AS 1/1 | HD 4/4 | HP 40/40 | AC 18 | S4, D2, C5, I-1, W2, C-1 | PP 14 | Status: Normal | Insp: No

Sorry this isn't in Rakish's normal voice. Lots of info to convey, and it's hard to translate it all to the way I normally roleplay him. Plus, limited time. I'm writing this on my coffee break.

Rakish says, Speaking with the tribes can be difficult, but it is possible. Look, the tribes are split into three. They say there used to be one - this means that the three tribes were ruled by one king. That head on the pike must be his.

Their new king must be powerful to have destroyed all this stuff and force the different tribes to start collecting prisoners. Contest, maybe? Maybe to see what the new tribal hierarchy will be.

And look at how the tribes act towards each other. If they're having a contest, and we go in to kill the Lizardfolk or steal prisoners, I bet the other tribes won't even bother to help.

Remember the mission: rescue the prisoners. Anything else is secondary. Even the animals.


Male human paladin 6 | hp: 50/52 (used 0/6 HD) | AC: 16 (18 w shield) | Init +4 | Saves: S +3, D +6, C +4, I +2, W +6, Ch +7 | Insp [ ] | Spell DC 13, +5 spell atk | Slots 1st - 4 (0 used) 2nd - 2 (1 used) | Passive Per 14 | Lay on Hands used 0/30

Ravvek nods, Rakish is correct. The well-being of the captives is our primary concern. Do you think we could break one group out without the lizardfolk knowing? Get them on the raft and out?


Female Lightfoot Halfling Wild Magic Sorcerer 2 | AC 12 | Init +2 | HP 14/14 | Pass Perc 11 | Spells 1st: 0/3 Spell points: 0/2 DC 13 Atk +5 | Tides 0/1 | ST Str +0 Dex +2 Con +4 Int -1 Wis +1 Cha +5 | Insp: Used

"Well... if violence is the answer... but I don't think Fynn and I will be much help. Perhaps we can get an hours rest at least?" Glenda says.


Male human paladin 6 | hp: 50/52 (used 0/6 HD) | AC: 16 (18 w shield) | Init +4 | Saves: S +3, D +6, C +4, I +2, W +6, Ch +7 | Insp [ ] | Spell DC 13, +5 spell atk | Slots 1st - 4 (0 used) 2nd - 2 (1 used) | Passive Per 14 | Lay on Hands used 0/30

Rav looking down at his injured side, Perhaps, a short rest wouldn't be a bad idea.


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

If the prisoners are part of a contest, I doubt we will convince them to let them go, as it will weaken their claim. What are the clan politics like? If we slay the leader of a clan will the others back down?

Krissina doesn't like needless death, while she knows it's oft necessary she'll try to minimise it where she can

Also looks like we're voting for a short rest, if anyone heals any don't forget you can add +1d6 from 'Song of Rest'


Short Rest is allowed.


Male human paladin 6 | hp: 50/52 (used 0/6 HD) | AC: 16 (18 w shield) | Init +4 | Saves: S +3, D +6, C +4, I +2, W +6, Ch +7 | Insp [ ] | Spell DC 13, +5 spell atk | Slots 1st - 4 (0 used) 2nd - 2 (1 used) | Passive Per 14 | Lay on Hands used 0/30

HD: 1d10 + 1d6 + 2 ⇒ (4) + (6) + 2 = 12

I believe that the song of rest die is rolled once and applied to everyone that spends a HD on a short rest. It looks like a 6 was rolled for anyone spending. :)

Back at full. Down 5 hp on my Lay on Hands, though.


So I think we're down to four players. Average party level is now classified at Very Weak for this adventure, due to the few number of players and average level. You should be able to handle this without too much trouble.

If you're planning on sneaking, please I'll a stealth check, with advantage.

If you're planning on attacking, please roll an initiative.


So I think we're down to four players. Average party level is now classified at Very Weak for this adventure, due to the few number of players and average level. You should be able to handle this without too much trouble.

If you're planning on sneaking, please roll a stealth check, with advantage.

If you're planning on attacking, please roll an initiative.


Male human paladin 6 | hp: 50/52 (used 0/6 HD) | AC: 16 (18 w shield) | Init +4 | Saves: S +3, D +6, C +4, I +2, W +6, Ch +7 | Insp [ ] | Spell DC 13, +5 spell atk | Slots 1st - 4 (0 used) 2nd - 2 (1 used) | Passive Per 14 | Lay on Hands used 0/30

So, sneak in and release the first group? Then we can figure out what to do with the next group? Oh, how many people can we carry on the raft in one go?

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