[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

Hoping to grab the Longbow and maybe a shortsword?


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)

Kwin has medicine as a skill. If he can use that to get Tarn to be conscious, then Tarn can take a short rest.


RAW rules Medicine skill only stabilizes, doesn't provide actual HP. Its d4 hours per HP actually regenerated...meaning we would need at minimum 2 hours.

Interestingly for our party with its elven cleric, and according to a new errata, elves can trance 4 hours and get a long rest.

So...

roll 1,2 = Tarn gets 1 hp then short rests an additional hour.
roll 3,4 = Tarn gets 1 hp then short rests an additional hour, and elves get full refresh.


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

Nice! 4 hours is definitely doable!!!


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

Away for the weekend camping. Bot if you need to. Talk to you all soon.


* Saltmarsh *

Hi folks

Just checking in.

The smuggler is offering to give you tactical advice if you let him go.

Tarn needs at least a couple of hours to stand on his own.

Need to know what you're going to do next.

cheers


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 vote for a rest and wrap session. Both me and Kwin can rest up refill our spent spells and then continue on to fight these smugglers


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)

Tarn votes to rest. As for the smuggler? He is too unconscious to have any input


* Saltmarsh *

Players

Do I make an executive decision that you will:
1. let the smuggler go
2. Listen to his advice
3. Rest until Tarn awakes

I'll post tomorrow

cheers


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 we take a 4 hour rest as an Elf doesn't that count as a Full Rest?


* Saltmarsh *
Drusilla Orizorwyn wrote:
If we take a 4 hour rest as an Elf doesn't that count as a Full Rest?

yes


It used to not be that way but they changed the rules recently (2020).


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

Cool is it possible for me to cast Mage Armor again before the rest so I have it for another 4 hours after the rest period?


* Saltmarsh *
Drusilla Orizorwyn wrote:
Cool is it possible for me to cast Mage Armor again before the rest so I have it for another 4 hours after the rest period?

As you wish.

You may be interrupted in the rest, right?


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

Yep hence the pre casted Mage armor


* Saltmarsh *

Players

I assumed you put furniture to block the one door from the wizard's private quarters while you rested. Did you stack furniture in front of the secret door to the cavern in the cellar? It wouldn't stop them but could make noise.

Need to know.

thanks


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 would say yes we would have made sure to fortify our defenses. But I am just one person.


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)

If Tarn was conscious he would have said yes. But he wasn’t so… <shrug>


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

Been very busy, but will post on Thurs.

Argyri would've wanted to block the door such that it would make noise, 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 |

Yes, Kwin would have taken the archer's advise, since he felt he could trust him. With others to help him, he'd move any larger stuff he could find. But even on his own, he'd want to set up a noisemaker like he did upstairs. And he'd want to do that with the secret door and the skeletons' door.

It looks like there is a long table in the room? That, turned upside down, would go well over the way down. Some noisy items from the kitchen area set where they can fall for either door would fit the bill.


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 will watch Tarn while the stronger people can move the stuff


* Saltmarsh *

Badger, I can put an illusion of something in front of the marching order. Please just describe and remember you're far in the marching order so will suffer line of sight issues during turns.

Can you move Minor Illusions? I didn't think Minor Illusions had the illusion of movement. Meaning, you can move an illusion of a boulder, but it wouldn't look like it is rolling. I think. Point me to read any clarity

thanks


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

The text of the spell doesn’t say whether you can animate movement or not. My intention is to have it be about five or 10 feet in front of Tarn as Tarn moves into the hallway. I am at work now I’ll be able to post more later


Not my decision of course, but compare to Silent Image text that specifically indicates movement. Consider also the wizard's Mallable Illusions level 6 ability, which turns Minor Illusion into something that can move.


* Saltmarsh *
Blacklock wrote:
Not my decision of course, but compare to Silent Image text that specifically indicates movement. Consider also the wizard's Mallable Illusions level 6 ability, which turns Minor Illusion into something that can move.

Thanks that aligns with what I think about Minor Illusion

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)

For the past few days I couldn't log in to paizo. Kept getting that damned error message. And yesterday went in for surgery on ankle (no walking for 6 weeks). Home now and can log in again. Sorry for my silence.


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 Piazo has been doing updates and its been wonky


* Saltmarsh *

Hi team

We're moving 25 feet every couple of days due to the Paizo upgrades. Is there a player who is posting more than others who can act as captain?

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

Jubal, thanks for doing a great job keeping us moving forward, despite delays!

...As the *opposite* of what you asked for, I'm off to a cabin in Yosemite until Friday. I'm super excited--and I may have internet at times--but you should expect me to be scarce for a week.

If Jubal (or a brave player) wants to bot me, you're welcome to.


Not sure how massive this dungeon is, but in some of the grittier slogs my groups have just up front decided 'always left' when there is nothing to suggest any particular path. Can help speed things along.


* Saltmarsh *

Badger, roll damage.


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)

2HP it is. It seems that basic math is hard! Sorry about the confusion


* Saltmarsh *
Tarn Copperlocks wrote:
2HP it is. It seems that basic math is hard! Sorry about the confusion

No worries. I'm always open to being wrong.

cheers


* Saltmarsh *

Players

We’ve characters unconscious again. I can push forward a few hours to get them awake, but I need a plan for what you will do during this time.

Thanks


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

Well I want to move them to a more secure area, unless we can lock this room. Then we can rest and recover.

When we rest I'll use my Arcane Recovery to gain back a 1st level spell slot


* Saltmarsh *

Remember you can hear and smell the sea from the tunnel where the second hobgob came


* Saltmarsh *

I'm on a mini-vacation with the family until Saturday night skiing.

RP amongst yourselves.

Blacklock awoke and everyone short rested after an hour. Make your plans. Discuss what to do. Have at it.

cheers


* Saltmarsh *

While you’re waiting maybe read my loot posts from earlier to refresh what you found.

Cheers


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

A suit of Plate Mail
Large Shield
Long Sword[ Claimed by Drusilla]
a Rare bottle of Wine
1 light crossbow and 20 Bolts,
1 Short Sword
2 human-sized leather,
Longbow, 20 arrows and Scimitar[ Drusilla]
Travelling Gear
Smuggler Wizards' Clothes
3 pouches containing a total of 85gp
Sanbalets Spell Book: Charm Person, Color Spray, Magic Missile,Silent Image,Magic Mouth, Sorching Ray (Claimed by Drusilla)
Oilskin Coat with translucent green silk fringe
Books ( Erotic art and poetry claimed by Blacklock)
5 bolts of silk
8 casks of brandy
2 longsword[1 claimed by Kwin]
1 scimitar
1 shortsword [Claimed by Badger]
longbow, quiver and arrows[ Claimed by Kwin]
light crossbow, quiver and arrows
2 shields
2 sets of human-sized leather armor
1 set of chain mail
1 set of scale mail, which is decorated with fish and shell motifs
Smoking pipe
Set of gaming dice
Arcane crystal
Dagger
3 more bolts of silk
5 more casks of brandy

What I have seen so far

oh and the Small Box will a signalling system

I would like a suit of Leather[for second-level stuff] and the Coat too, the rest is up for grabs, or party loot to sell and divy up


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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)

I’ll take the light crossbow. It will serve me well until lvl3


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 would sell most of the stuff, except the magical stuff, and the claimed stuff.

I will probably throw the long bow in and long sword, but take out a short sword.

That would leave me with the spell book, the coat, scimitar, short sword


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)

The contraband should be turned in. We’ve been hired by the town. And for Tarn, at least, he represents his clan. It would be a huge dishonor to be caught selling the illicit goods of the smugglers, while turning it in acts as further evidence of us succeeding in our task.


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 say we go to each of our respective connections and call a meeting to discuss what we found and that we will probably we need to go back


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. Turn in the contraband and have everyone go to their respective contacts.

I don't have a contact in my background, so I am thinking I'll stay at the docks and keep a watch. See if anyone sees us return with the contraband and then runs off to tell someone.

For the stuff that isn't contraband or magic, perhaps we sell it for cash, take out enough for the pearls to ID the magic items and split the rest?

And unless the mentors have an objection, we head back in the morning?


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

Badger works for the watch so we can turn in the contraband there I am sure. What is the contraband. I must have missed and or forgotten (I did a search for Contraband and it didn't even return the mentions here at the end?).


Blacklock would agree with turning in the stolen goods to its rightful owner, hes an indebted gambler and makes horrible decisions, but not a criminal. I can't see him ripping off the town.

I think selling the rest for a pearl is also a good idea.

@Badger, the brandy and silk were reported stolen. Only Argyri knew the silk was stolen, and only Blacklock knew about the brandy being stolen initially. It was in spoilers from DM...and I forgot to emphasize it in my later post, but please assume he informed everyone about it being stolen.


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

Also the Pipe and the Scale Mail are Magical. Once we figure out what we can sell them off to if no one wants to keep them.


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)

Lvl 2!
HP: 11+7=18
Spells: Comprehend Language (Ritual!)
Invocations: Beguiling Influence (persuasion and deception as skills)
Eyes of the Rune Keeper (You can read all writing)

——-

Nothing combat related. But with Cha 14 he’s now a face, and he can handle any languages now. Plenty of out of combat.


Are we rolling hp? lvl2: 1d8 ⇒ 5


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 hope not. It hurts way too much to roll low, and rolling high isn’t needed. So I prefer just taking the average. But if we have to…: 1d8 ⇒ 4

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