[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


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

+7 HP

Hunter Conclave.
Primeval Awareness
Colossus Slayer


Nice, haven't seen Colossus Slayer in a while.

I also have to commend the 'ghost guard' 'coast guard' wordplay.

As far as a vote...I'm a fan of whatever name came out naturally in gameplay first I guess, not sure if that is argonauts or tarnations.


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 will go with Cleric 3.

Hit points 1d8 ⇒ 1. So, half it is.


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

Wizard 3rd for them sweet sweet Second Level Spells.

HP: 1d6 + 2 ⇒ (2) + 2 = 4

Half it is for the sweet 5 hp

also, has anyone got a compilation of the goods and gear we got?

I'm waiting on my internet to be restored so I can't peruse as much as I'd like


* Saltmarsh *

Team

When I said minimum Hit Points as average. I meant as per PHB, so 1d6 is 4 and 1d8 is 5, right? Don’t want you to short yourselves.

Cheers


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)

Thank you, I appreciate it :)


So, definitely want to write up something fun in gameplay for the new 3rd level abilities and downtime... Currently in massive writer's block across all games, unfortunately. It will come eventually.


Probably won't be able to post til Thursday. Maybe tomorrow night.


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Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

Current goods as I have perused

2 Potions of Healing
Vial of Antitoxin
10 electrum ingots 100gp each (1000gp)
Captians' Bills and Documentation

Dark Blue Cloak

10 morningstars
* 10 longswords
* 10 shields
* 20 javelins
* 1 shield emblazoned on the front with the design of a lizard with a forked tongue extended

10 more Electrum Ingots (1000gp)

Garments and Nice Boots
500 sp

3 Books
-Grog Hovels
-Principles of Navigation
-Legal Distinctions in Letters of Marque

200sp
Spear
Dagger
remains of a crossbow

Scroll of Gust of Wind

Polished Black Boots
50op

Plus whatever weapons and gear the Smugglers and Lizard Folk have

oh and a Parrot, we have a Parrot


* Saltmarsh *

Thanks Drusilla. Finally finished the book with your namesake in it.

@Kwin Need your profile updated

Feel free claim some of Drusilla's issue.

Please let me know when you're ready for the Council to summon you.

cheers


DM Jubal wrote:

FWIW Argonauts were named after the shipbuilder Argus.

So, Saltmarshnauts? Marshnauts?

You're on the Azure Sea, so the Azurenauts?

The ship is the Sea Ghost, so the Ghostnauts?

Cheers ;D

Greek for ghost is fántasma, so we could be the fántasmanauts


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

Is nice code for magic with the boots?


* Saltmarsh *
Badger the Rover wrote:
Is nice code for magic with the boots?

nope

Oceanus would claim is old weapons, if you don't mind:
Spear
Dagger
remains of a crossbow


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

I can cast Detect Magic and Identify as Rituals while we wait.


* Saltmarsh *
Drusilla Orizorwyn wrote:
I can cast Detect Magic and Identify as Rituals while we wait.

I assumed you did. Like Argyri defusing traps and picking locks.

Cheers


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

Oh I hadn't yet. At least not until downtime.


* Saltmarsh *
Drusilla Orizorwyn wrote:
Oh I hadn't yet. At least not until downtime.

It took hours of easy sailing to bring the ship to Saltmarsh


DM, so I was reading some stuff on Open Hand's push 15ft option. Crawford seems to say you can push 15ft vertical if a monster is right above you, but otherwise you can only push 15 ft diagonally upwards.

This would mean a creature pushed 15 ft diagonally would fall 10.6 ft, thus taking an extra 1d6 damage (just using the ratios of a 45-45-90 triangle, where the 15 is the hypotenuse).

If done twice a round, which is possible since the monk could strike once, push, run up and strike again, pushing again...an extra 2d6 damage if it fails 2 strength saves.

Thoughts?


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

I figured I would get this out as it will come up during the "down time."

Badger thinks the idea of a Merc company makes sense. As a player I have found that a pretty reasonable amount of money pays NPCs well to do some jobs.

Saltmarsh heard our suggestion to not leave the house vacant and they are already fortifying it.

The ship could be sold. We could use it assuming that it makes sense to use it in the campaign. Not sure if our future is nautical campaign? If so hey we got a ship. If most of the adventure's future is on land, we could either sell the ship or our Merc company could pay a crew and captain to be pirate hunters as the owner of the ship we'd get a cut. Yes this does leave us open to our pirate hunters ran off with our ship, or bit off more than they can chew and our ship is burnt. But assuming they can do some reasonable work in the area not only might it return a small investment both from salvage (potential growth if they take ships) but our company might be able to negotiate a contract with Saltmarsh so they give us money to risk our ship, we pay a crew and that provides some security to the region and brings us potential salvage. That's a lot of behind the scenes business running but that often just turns into a few dice rolls and may or may not work well.

Assuming it works it would be good for Saltmarsh which some of us have ties.


* Saltmarsh *

Interesting. Sounds cool.

Since the bad guys need to land, I'm going to say that you can only successfully push up a bad guy once per round. So, if you hit one bad guy, he could pass his Strength, then fail. Because if he fails first, he's pushed and not in melee anymore.

Or if you could simply hit two bad guys.

The ruling is a little difficult to play on PbP, but we can try it

Make sense?


Yes, I love monk but the pbp is a challenge with all the mid turn saves and such. As DM I've been posting a monster's AC after a player gets a successful hit. Sort of like the player has 'learned' what it is from getting through. Maybe something similar could be done for the saves, because yes otherwise I will be waiting on you before I can narrate my combat turns (which is fine too, just saying). Open Hand and eventually Stunning Strike (which will probably come up more often) will all fall victim to this. Hope we can find something that works for us both.

Are you saying successfully push upwards diagonally for +1d6 fall damage once a round? Very cool with that and thankful, as long as I can still push twice horizontally without the fall damage. That way I can still do the basic kiting tactic of pushing 30 ft, then running back 30 ft+ when my monk speed is high enough.


While you are on, I had another thought. I was about to conclude the Xandros fight with Blacklock losing a leg.

That way he would of course be equipped with a wooden pegleg moving forward.

Would you be alright with that? I think his monk stuff would be fairly untouched by such a body change, and it would give a new dimension to the fighting descriptions I could enjoy/smile to myself trying to write about.


* Saltmarsh *
Blacklock wrote:

Yes, I love monk but the pbp is a challenge with all the mid turn saves and such. As DM I've been posting a monster's AC after a player gets a successful hit. Sort of like the player has 'learned' what it is from getting through. Maybe something similar could be done for the saves, because yes otherwise I will be waiting on you before I can narrate my combat turns (which is fine too, just saying). Open Hand and eventually Stunning Strike (which will probably come up more often) will all fall victim to this. Hope we can find something that works for us both.

Are you saying successfully push upwards diagonally for +1d6 fall damage once a round? Very cool with that and thankful, as long as I can still push twice horizontally without the fall damage. That way I can still do the basic kiting tactic of pushing 30 ft, then running back 30 ft+ when my monk speed is high enough.

I'll post the AC and saves of bad guys after the first effect. If I don't please remind me.

You can successfully push one bad guy per attack! But a bad guy can only be effected by it once per round. Clearer?

cheers


Sorry no, I need further clarification actually (apologies, had a few cocktails and other stuff irl). Are you saying the +1d6 fall damage is the once per round, or push from open hand technique is once per round? That is what I am confused about (per baddy), and fine with either way.


* Saltmarsh *
Blacklock wrote:
Sorry no, I need further clarification actually (apologies, had a few cocktails and other stuff irl). Are you saying the +1d6 fall damage is the once per round, or push from open hand technique is once per round? That is what I am confused about (per baddy), and fine with either way.

No worries.

1. Bad guys can only be affected by the Open Hand push of 10 feet and +1d6 falling damage once per round.

2. Blacklock can attempt the Open Hand push with each attack

Clearer?


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Alright, sounds good. Chopping off leg and heading to councilman supper.


* Saltmarsh *

@Blacklock

Do you need a Regenerate spell to fluff your story?


Maybe something for far future, but for now was thinking he would have a pirate-style wooden pegleg...slowly mastering its use in martial arts attacks.


* Saltmarsh *

Team

I've a business trip leaving Tuesday afternoon returning Friday night. And, I've visitors at my house leaving next Tuesday. So, my posting will be limited for a week starting this Tuesday.

Do you want me to setup the next adventure before Tuesday, so you can use the time to prepare? Or, do you want to take the week to enjoy the downtime?

I'll take the majority, but need to know by tomorrow.

cheers


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

I like that Idea


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

I have a lot of little things pecking at me. Sick kids, some sort of leak in my kitchen that probably ruined my dishwasher, and car problems.

I am all for waiting.


Ok with the wait.


wait sounds fine to me. I hope your trip and visitors go well!


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 |

Totally works. Work projects are dragging on way longer then they are supposed to be. It will give me a little time to read through second level cleric spells to get his default memorization. Thanks!


Kwin, if taking requests, Hold Person. Devastating if it lands. :D


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* Saltmarsh *

I'm back. Probably put together the post to kickoff the next adventure


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

I have some pretty good starts to Second level. I'll make sure to memorize and commit several to my spell book.


* Saltmarsh *

@Badger

Looking at the map on page 3 of the link in profile, the Dunwater River is the river completely in the marsh to the southwest of Saltmarsh. The Lizardfolk lair is supposed to be on the coast by the mouth of the Dunwater on the side closest to Saltmarsh.

Yes, Badger. You know the area well. You know the Hool marsh is a dangerous, tough slog. If the lair is on the coast, sailing there seems much easier.

What else would you like to know?

cheers


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

I assume whatever ship to shore boats we have would also work well in the swamp.


* Saltmarsh *
Badger the Rover wrote:
I assume whatever ship to shore boats we have would also work well in the swamp.

Well, the jolly and row boats will easily head up the Dunwater River. The marsh is a crap shoot.

cheers


Having some forum problems but trying to get a post together...


Not sure what the per person loot breakdown is at the moment, but are there any uncommon magic items available for downtime purchase?


* Saltmarsh *

Dropped my parents at the airport and now doing math homework with my daughter. Game post up tomorrow night.

For magic items, you don't have bunch of loot yet; it's in probate. You can buy loot after this next adventure. Can you post the cost of magic items from a good source?

cheers


Well, I personally like Xanathar's method but its not the only 'good source'. For Common its (1d6+1)*10gp [20-70], for Uncommon its 1d6*100gp [100-600].

There's also a more complicated method of determining what, if any, magic items are available based off of PC skill checks and such...and an investment up front of 100gp and time. So yeah, with loot in probate no worries.


I'm excited to post again--and to react to Blacklock's leg!!

Life's a bit too overfull at the moment, but I'll be able to tomorrow, by evening if not before.


* Saltmarsh *

Xanathar's is fine. Do prices differentiate between minor and major?


In a roundabout way, yes. The Xanathar's buying magic items are a bit complex. But basically, the skill check determines if your possible items to purchase are minor (DMG treasure tables A-E) or major (DMG treasure tables F-I). You have to get a pretty high check for the latter tables (26+), but there are some DM bonuses (+10 for high magic campaigns) and player bonuses (can purchase +1 to the check for each 100gp spent). The check also corresponds to rarity. I can post the full text later tonight if needed.


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

Are we selling some of the other things?

Also if given time I can make some magical items.


Drusilla, I think DM was saying those things we found are still in probate court. So, we picked them up but they do not yet officially belong to us.


* Saltmarsh *

You can requisition some mundane equipment within reason. Not for resell or waste.

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