U1:The Sinister Secret of Saltmarsh 5E (Inactive)

Game Master nilesr

Map found on Sanbalet
Parchment with Strange Symbols


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Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

Peren moves a little ways in front of the group, then slides into the shadows. He keeps his bow out and ready as he moves towards the old house. As he moves he stays aware of his surroundings.

Stealth: 1d20 + 5 ⇒ (15) + 5 = 20
Perception: 1d20 + 3 ⇒ (19) + 3 = 22


Encounter Map

Peren leads the party to the Haunted House, and it seems much as you left it.

The party heads down into the cellar and immediately notices that the corpse (with the Rot Grubs) is missing.


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

"Well, that's unnerving, isn't it? Either someone removed it or we have an undead problem now."

Investigation: 1d20 + 6 ⇒ (1) + 6 = 7

Kirian has a quick look around for clues, but probably doesn't find any.


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

"Sure is... perhaps they are trying to make us look like fools. We should check if they cleared all of the evidence," Habbi draws his mace, just in case.


AC: 15/17; Passive Perception 14; Init +3; Saves: Str +5, Con +3;

Rolen pouts slightly, I wanted that armor.

The elf hefts hid shield in front of him and keeps his sword ready. Moving to lead on if the others are okay with it. I seem to be doing "okay" in the not getting hurt dept so I can take lead?


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

"Lead on, Rol," Habbi unslings his shield as well, "I'll be right behind you."


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

"We'll need to check the hidden doors for traps as well. If someone came back to clean up they may have left presents behind."


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

"I'll check the door", Perren says as he reaches into his pack and removes a small rolled-up package containing a number of very interesting tools.

Not sure if I can use my double thieves' tool check for examining a door for traps?


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

Usually, Perception is used for finding traps, though Investigation may be called for instead. The doubling for Expertise, if you took that for Thieves' Tools would be applied to disarming traps.


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

Thanks Habbi...I thought it was only for traps, but I was not sure if I could utilize my tools to assist in finding them as well.

Perception: 1d20 + 3 ⇒ (2) + 3 = 5

Why does the dice roller hate me so...lol


Encounter Map

Finding traps is indeed Perception.

Kirian investigates the room and finds no trace of the corpse, the wizard also notices that someone has taken the supplies that were stashed here.

Peren checks the door and its unlocked, however it IS barred from this side and the wooden bar appears to have been in place for a while. It can be removed with no check


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

"Why would they bother barring the door if they were leaving anyway, unless they're keeping something in there from getting out?"

Kirian plants his ear against the door to listen.

Perception: 1d20 + 3 ⇒ (7) + 3 = 10

"I can't really hear anything, but if we open that door, we should assume attack positions."


Male Wood Elf Ranger Monster Slayer (Soldier)/4; AC: 16; HP: 36/36; Passive Perception 14; Init +4 (Adv); Saves: Str +2, Dex +6; HD Used 1/3

Carric places an arrow to his bow, flanks the door and nods.


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

Perrin waits for everyone to take their place and be ready for...well..whatever might be within. With a nod he quietly removes the bar, then throws the door open.


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

Is this the door that had the Keep Out sign?


Encounter Map

Peren opens the door and

This room is dark. Light from the large room behind you spills faintly to show that the room is only about 12' across, but to your left there is only darkness. What little you can see is dingy and dirty.

Carric notices several boney figures shambling around the room, they turn to face the opened door with claws outstretched!

Initiative:

Habbi: 1d20 + 0 ⇒ (7) + 0 = 7
Rolen: 1d20 + 3 ⇒ (7) + 3 = 10
Carric: 1d20 + 3 ⇒ (19) + 3 = 22
Peren: 1d20 + 3 ⇒ (9) + 3 = 12
Kirian: 1d20 + 3 ⇒ (12) + 3 = 15
Skeletons: 1d20 + 2 ⇒ (17) + 2 = 19

Round 1
Carric
Skeletons
Kirian
Peren
Rolen
Habbi

Carric is up Map is updated


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

"This is fantastic! Finally something in this house that isn't giant vermin!" Kirian exclaims excitedly, and, inappropriately.

"Habbi, are you any good at turning undead?"

Kirian lobs a fire bolt at the nearest skeleton.

FB Att: 1d20 + 6 ⇒ (2) + 6 = 8
FB Dam: 1d10 ⇒ 9

And in his excitement he forgets to actually aim.


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

Habbi smiles at Kirian, "I think so, but I have never tried!"

He raises his shield and mace, "In the name of Al'Asran, begone!"

Turn Undead, Wisdom save DC 12.

I know I go last, but posting now as I know you'll put me in place!


AC: 15/17; Passive Perception 14; Init +3; Saves: Str +5, Con +3;

Since I am so low in the order I am wondering if I can wait until after Habbi to go? There isn't technically a hold option in 5th listed is there? (I dont have my book right in front of me)


Male Wood Elf Ranger Monster Slayer (Soldier)/4; AC: 16; HP: 36/36; Passive Perception 14; Init +4 (Adv); Saves: Str +2, Dex +6; HD Used 1/3

Round 1

Carric fires at the foremost creature.

LB Att: 1d20 + 7 ⇒ (2) + 7 = 9
LB Dam: 1d8 + 3 ⇒ (6) + 3 = 9


Encounter Map

Round 1
Carric fires at a Skeleton, he misses.
Skeletons
Three skeletons converge on Peren, clawing at him! 3d20 ⇒ (16, 18, 5) = 39+4 2d4 + 4 ⇒ (4, 2) + 4 = 10 they shred into Peren, Peren falls under their assault.
Kirian *posted actions
Peren [DST!]
Rolen
Habbi *posted actions

Round 2
Carric
Skeletons
Kirian
Peren
Rolen
Habbi

Good guys are up!


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

Habbi will also utter a healing word as a bonus action!

"Peren, my friend, get up!"

healing word: 1d4 + 5 ⇒ (2) + 5 = 7


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

Yikes!! Will I be able to act this round or will I have to wait until next turn?


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

I move last, so you will miss Round 1.


Encounter Map

Nah, go ahead and act Peren, although remember you are prone.


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

Does it cause an AoO to stand? If not, Peren will get up and strike at one of the skeletons, then use his disengage action to get the heck away from the skeletons


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

Nope, the only thing that provokes is running away (leaving threatened range) without taking the Disengage action. You are golden, buddy!


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

Woot...thanks Habbi!

Peren scrambles quick to his feet and swipes at the skeleton right in front of him, then swiftly disengages and move back from the mass of undead.

Attack-melee: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 3 ⇒ (2) + 3 = 5


Encounter Map

Reminder: This is a minimum 1 per 24 hour posting game. Botting 1/3 of my players isn't something I care to do with any regularity. I'll cancel a game if I feel like the post rate isn't high enough to warrant my time and energy.

Kirian hurls fire at the nearest skeleton, missing.
Rolen steps over the fallen Peren and attacks a skeleton 1d20 + 5 ⇒ (14) + 5 = 19 hitting for 1d8 + 3 ⇒ (3) + 3 = 6
Habbi turns undead 6d20 ⇒ (8, 20, 6, 10, 11, 10) = 65-1 wow all of the skeletons except one are turned! Habbi heals Peren!
Peren hops up, swipes and disengages.

Round 2
Carric disengages and backs away.
Skeletons all run except blue who attacks Rolen 1d20 + 4 ⇒ (9) + 4 = 13 missing.
Kirian
Peren
Rolen
Habbi

Round 3
Carric
Skeletons
Kirian
Peren
Rolen
Habbi

Good guys up


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

Kirian throws another fire bolt at the skeleton that attacked Rolen.

FB Att: 1d20 + 6 ⇒ (3) + 6 = 9
FB Dam: 1d10 ⇒ 10


Male Wood Elf Ranger Monster Slayer (Soldier)/4; AC: 16; HP: 36/36; Passive Perception 14; Init +4 (Adv); Saves: Str +2, Dex +6; HD Used 1/3

Round 3

Carric moves up to q15 and fires at the skeleton on his companion, Rolen.

LB Att: 1d20 + 7 ⇒ (11) + 7 = 18
LB Dam: 1d8 + 3 ⇒ (3) + 3 = 6


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

Not wanting to get up close and personal with the skeletons again, Peren puts his sword away and takes out his shortbow. He backs up to get a better line of fire on the creatures as they come out the door.


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

"Huzzah! Take them out, one by one, boys!" Habbi moves in and swipes with his mace!

Mace: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 4 ⇒ (6) + 4 = 10


AC: 15/17; Passive Perception 14; Init +3; Saves: Str +5, Con +3;

Sorry folks, I'm hopefully on the other side of things with minimal swiss cheese, lol

Attack Blue!: 1d20 + 5 ⇒ (18) + 5 = 23
Dam: 1d8 + 3 ⇒ (4) + 3 = 7

If that is enough to down the foe Rolen will advance forward to draw skeleton ire...


Encounter Map

Round 2
Carric disengages and backs away.
Skeletons all run except blue who attacks Rolen missing.
Kirian hurls inaccurate fire.
Peren scurries away!
Rolen whacks blue, and then its just a crap shoot after that.
Habbi

Round 3
Carric
Skeletons
Kirian
Peren
Rolen
Habbi

The Skeletons literally cannot attack back for like 9 more rounds, so lets just call this one.

Combat Over, XP gained 50*6=300/5= 60XP each

The room lay silent and still.


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

When the dust settles, Kirian starts tapping around the room with his quarterstaff and examining things.

"Why keep skeletons in here? Did the smugglers bring them here to unleash on intruders? Something else?"

Investigation: 1d20 + 6 ⇒ (18) + 6 = 24


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

Peren also examines the now quiet room...sorting through all the bones to see if anything of worth might be found.

Perception: 1d20 + 3 ⇒ (11) + 3 = 14


Encounter Map

This room looks like it hasn't been opened in decades. Whomever put the skeletons here, it probably wasn't the smugglers.


Male Wood Elf Ranger Monster Slayer (Soldier)/4; AC: 16; HP: 36/36; Passive Perception 14; Init +4 (Adv); Saves: Str +2, Dex +6; HD Used 1/3

Ok, then, should we dig a little deeper into this mystery?


AC: 15/17; Passive Perception 14; Init +3; Saves: Str +5, Con +3;

Rolen spits, Necromancers. They are insane! To cll forth such life that is not life. Perhaps there is a treasure here or a secret to protect. Or maybe they kept the bones here like tools to be pulled from a cabinet when the time was right.


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

Kirian taps at the walls, floor and ceiling with his staff, looking for secret doors.

"There's got to be something else here."

GM, can I use my previous investigation roll or do you need a new one?


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

Has the office and the barracks been thoroughly cleared? How about the secret door to the cavern system?


Encounter Map

Sorry! I neglected to inform (because I copy/pasted the flavor text) everyone that there is a door leading out of the skeleton room! It's locked.


Male Wood Elf Ranger Monster Slayer (Soldier)/4; AC: 16; HP: 36/36; Passive Perception 14; Init +4 (Adv); Saves: Str +2, Dex +6; HD Used 1/3

Peren, can you use your skills to see what you can discern from the locked door. Be careful of traps, friend?


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

"Indeed I can friend Carric. Now lets see what we can see...and I do hope it is not more skeletons!"

Perception: 1d20 + 3 ⇒ (3) + 3 = 6

Unlock: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12

"Hmm..a little more complex than I thought! Lets see if this will work!"

retry unlock: 1d20 + 3 + 4 ⇒ (17) + 3 + 4 = 24


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

"Hah!" Habbi laughs at his friend's joke, then looks at the skeletons at his feet, "I may not be able to call upon Al'Asran so quickly to aid us if there are more."


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

"If the smugglers didn't put these undead creatures here, then likely it was the Alchemist. Must be something back there indeed if he'd resort to such dark magics to protect it."

"Take your time, Peren. It could be great treasures or unspeakable horrors waiting behind that door."


Encounter Map

Peren pops open a lock, a foul chemical odor drifts into the room as he opens the door.

The secret door opens towards you to reveal, piled on the floor of this room, a clutter of old and broken glass and earthenware. There are three small copper pots amidst the debris and these appear to be intact. A bench runs down the west wall of what was obviously a laboratory. On the bench are various jars of powders and liquids and several pieces of chemical apparatus, some stained in different colors as the liquids they contained dried up long ago. There is a table against the south wall, forming an i-shape with the bench. In the chair before the table sits a human figure with its back to you, apparently studying a book which is open on the table. The figure wears a robe, embroidered with a variety of mystic symbols, and a pointed hat.
On the table is a candlestick, a tiny stump of unlit candle remaining in it, and a variety of other items which, even in the dim light, shine with the warmth of pure gold. One of these objects looks like a human skull.


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

Assuming, of course that the body does not move, Habbi begins preparing a ritual to detect magic outside of the room while letting it air out.

"Be careful, friends, that may be poison. Best to let it clear..."


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

Kirian tries to contain his excitement at the find, and instead assists Habbi with the detect magic ritual.

"Let me help you out Habbi. Best not to get ahead of ourselves until we know what we're dealing with here."

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