[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


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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

If need be I have a deadly combo of Mage Armor, Blade SOng, and Shadow Blade next round.


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)

114 damage and the brute was dead! Woo! When this fight is over, would you mind sharing his stats? I'm curious to see what it is that we beat.


* Saltmarsh *
Tarn Copperlocks wrote:
114 damage and the brute was dead! Woo! When this fight is over, would you mind sharing his stats? I'm curious to see what it is that we beat.

Gladiator


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 |

Drusilla, I do see that you're wounded. I'll get to you as soon as I have Tarn on better footing.


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

Sooooo DM Jubal when you say "Dead" do you mean dead or unconscious and possibly healed.


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

O honestly don't know what to do? Should I just keep my attack and damage for the magic user or something else


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* Saltmarsh *

dead


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

Just making sure. I suppose not answering my question is perfectly allowed. I was trying to gauge whether when I watched Tarn and Argiri's back whether I would need to coup de gra the foes so they wouldn't be healed behind us. LOL


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

Oh gosh, I think I'm VERY confused now. Any chance you can draw a very simple map? I'm a much better visual learner, and I can't at all picture the current situation.

Some of what I think I'm confused about:
We were on a staircase with cultists below us, and more around the corner. Where are we now? How many foes are left that we can see? Where else could we go?


* Saltmarsh *

The map is in the google doc behind the link of my profile


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 shoulda clarified, but I *did* check the map link before I asked for clarification. Maybe it's an issue on my end, but I don't see anyone but Tarn on the map. No foes, and no one else in the party. (Here's a screenshot of what I see)

Can others see us and our foe(s) on the map? If so, maybe describe the setting to me...or even better, share a screenshot!

Big picture, if Argyri can see or hear combat going on somewhere, she'll join it (and try to do so in a way that gets her sneak attack). Beyond that, I'm not sure I understand enough right now to describe in more detail.

Cheers,


* Saltmarsh *

You're right. I don't maintain every position on the map. I put the map as reference and attempt theater of the mind, which obviously is failing now.

Let's try again. Looking at the map, you just fought those guards standing at the bottom of the stairs which empty into the middle of the room. Two spellcasters who were healing the guards and holding a bless were on either side of the stairs. Drusilla entered the room, turned right (left-side of the map), and killed the spellcaster on that side.

All the doors on that side of the room are open. An evil cleric stands in the doorway of the room next to the stairwell, such that only one person can melee him.

Drusilla and Tarn turned right and stayed at range. Your choices: A. turn right and go to melee with the evil cleric without sneak attack or B. turn left, encounter what's over there. C. something else entirely.

Hope that helps. My RL game is tonight, so you have 36 hours to figure out what you want to do.

cheers


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

OK, thanks, that helps. I appreciate theater of the mind, and think it works better for 5e than for Pathfinder, but I also find complex situations difficult for me to grok in TotM. You helped me make sense of this one, I think.

One clarifying question, as a Swashbuckler I now have,

Rakish Audacity wrote:
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

...would that give me sneak against the cleric? (Sounds like yes, as long as no one else comes up beside me)


* Saltmarsh *
Argyri Katrakis wrote:

OK, thanks, that helps. I appreciate theater of the mind, and think it works better for 5e than for Pathfinder, but I also find complex situations difficult for me to grok in TotM. You helped me make sense of this one, I think.

One clarifying question, as a Swashbuckler I now have,

Rakish Audacity wrote:
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

...would that give me sneak against the cleric? (Sounds like yes, as long as no one else comes up beside me)

yes


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

I am flat out confused. Prior to your last statement in which you said I could only see left. I understood that foes were at the bottom of the stairs being supported by casters on either side.

We killed the two at the bottom of the stairs. Tarn and I thought Argyri went one direction to get the caster that we had heard/assumed was on that side. When they rounded that corner. Badger slipped in behind them to watch their backs. Drusilla killed someone it sounded like one of the casters but if she is still attacking from range on the stairs I thought we couldn't see the casters. If I am looking left do I see a caster? And while I might not be able to see behind me I would likely hear Tarn and Argyri still in a fight if they are still fighting.


* Saltmarsh *

Hi Badger. As far as I understand, everyone turned to their right which is left on the map. There were two casters. One that had supported the fight at the door, Drusilla dropped. The second is in a doorway and much more powerful.

Clearer?


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

Yes. Thank you for clarifying.


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

Hey gang, any objection / counter-argument to holing up for an hour to rest and recover HD?

If not, where? Safest might be to just go right back up the stairs we just fought our way down...but I suppose we could also check one of the doors off of this room, and see if it leads to a room where we think we could barracade the door...I just know I might well drop the next time something hits me.

Thoughts?


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

Sounds like a plan.


* Saltmarsh *

Hi team

I'm out of town this week on business, so my posting will be limited. So, please figure out what you want to do and post.

cheers


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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)

Wounded? Yes
Out of warlock spells? Yes
Time for a short rest? Yes


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 agree with a short rest. I am low on slots, and it might be better than burning through those and potions.


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

Wouldn't hurt to get some rest.


* Saltmarsh *

Team

Can I take attendance? Who's still with us and wants to continue?

cheers


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

Hey sorry, I'm here, and actually thought I'd posted to start us exploring again. I'll post the thing I must've started and then lost/abandoned soon.


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

Here, switched to summer session so I'm adjusting


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)

I'm here! Generally burned out...so my apologies for any absence on my part.


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

awwww yeah!


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

Do we want to take one alive?


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 |

Still here and game to go on. Work is being difficult right now, but I'm hoping it will get better as we get into summer.


* Saltmarsh *

Hi team

What’s going on? I’m concerned about our posting rate.

Thanks


* Saltmarsh *

Hi team

We’re struggling with posting rate. The game looks like it’s heading into the ditch. Anything I can do to jumpstart?

Cheers


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 |

For me, it is not the game, it is work. It is kicking my butt right now. I've got some systems deploying in three weeks, so it is going to be a bit touch and go until then. But I enjoy the game and I like the way you run it.


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

yeah, mine is work, it's kicking my butt. I changed my summer schedule and I have been doing more labor-intensive so I have been just crashing when I get home.


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 appreciate you asking, Jubal, but I'm not sure I can think of a suggestion right now.

Work and being sick are the big factors over hear too.


* Saltmarsh *

OK team

I’m reducing my expectation of healthy posting rate. I’ll DM post after I get three player posts, alright?

Cheers


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

Just to get the story straight.

Evil clerics and pirates were on the island. We were sent to deal with the left overs from either faction.

We fought some folks at the abbey which the evil clerics ran. Odium is a priest but is claiming not really to be a part of the group in the abbey.

Odium has said the Bayleaf "trained the guards" this implies that he trained the forces defending the evil clerics.

Is that about right?


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)

Posting in from China. WiFi where I am is as slow as dialup. Frustrating. My apologies for slow posting rate while here


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 |

How big in this island? Could we see all of it from atop the abbey? Would it take an hour to walk around it? A day?


* Saltmarsh *
Badger the Rover wrote:

Just to get the story straight.

Evil clerics and pirates were on the island. We were sent to deal with the left overs from either faction.

We fought some folks at the abbey which the evil clerics ran. Odium is a priest but is claiming not really to be a part of the group in the abbey.

Odium has said the Bayleaf "trained the guards" this implies that he trained the forces defending the evil clerics.

Is that about right?

Sorry to miss this. This is mostly correct. Evil clerics lived at the abbey. Pirates attacked the abbey. Mariner's Guild wants the island, so hired you to pick up the pieces.

Odium is part of the evil clerics, but was just visiting the abbey. Bayleaf is a merc (non-believer) who trained the guards.


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 |

When we came to the island, did we have any hirelings with us at the boat who could watch over these prisoners?


* Saltmarsh *
Kwin Avassar wrote:
When we came to the island, did we have any hirelings with us at the boat who could watch over these prisoners?

nope. You can sail back to the lighthouse and give them to Major Ursa of the Mariner's Guild


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 don't think we want to cross back to the boat more times than we have to (given the chance of waking more skellies).

I vote we tie both of them up here.

I was hoping my threat would get more out of Odium...but I don't actually want to drag him through there. What do yall think?


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 don't think we should tie them here, if my here you mean the shore. But we can take them with us and find a secure room to block them in. I'm wondering if we might be able to hire Bayleaf to keep watch over Odium while we adventure.


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12
Kwin Avassar wrote:
I don't think we should tie them here, if my here you mean the shore. But we can take them with us and find a secure room to block them in. I'm wondering if we might be able to hire Bayleaf to keep watch over Odium while we adventure.

LOL I was thinking that too!


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

Hehehehehe. I like the thought...though he was *just* about to steal our boat by himself and run for it. Can we (and do we want to) make a more attractive offer than a free boat (maybe with whatever bounty he thinks he can get by either freeing or turning in Odium)?


* Saltmarsh *

Team?


* Saltmarsh *

OK I've the plan now, but have a long day of work. You haven't investigated down there before the Winding Way, so I've a big post of looting before the Winding Way. Post either late tonight or tomorrow.

cheers


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 |

Adding a level of cleric.
Hit Points 1d8 ⇒ 2, so minimum of 5. Again.
Channel Divinity, another use (2)
Channel Divinity, Read Thoughts
Spell Slot: +1 3rd
Spells Memorized: +1


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

Adding a level of Ranger
Hit Points: 1d10 + 2 ⇒ (9) + 2 = 11
Greater Favored Enemy: Dragons (Unless you have a more relevant suggestion)
Added 2nd Level Spells: Spike Growth and Pass Without Trace

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