[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


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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 think we are stuck a little because the battle looks daunting, and none of us want to be the one to trigger melee when it looks like it may mean a TPK. But heck, let's do it!

I say we target the wizard and the self-declared new captain. If we can take them, then perhaps some of the others might break.

Drusilla/GM:
, you've been talking to the lizardmen. I've been reading the spoilers because Kwin speaks draconic. Is the man who hired them dead now? Maybe we can convince them this is a legitimate bid for leadership and they should stand aside?

Tarn or Blacklock, do you think you could challenge the new captain to a duel for leadership? Or would that probably not work since we are "outsiders"?

Would setting a fire be a good distraction? Should we retreat to the captain's cabin and hold the door to minimize the effectiveness of their numbers?


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'm hoping we could maybe get them not to join in. The Lizardfolk. ANd NOt gonna lie I can if we get to the bottom of the boat I could just use a couple of spells to melt the hull and sink this thing.


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

Not to hang it all on Tarn but I was waiting for his response and/or one of them to come through the door.

Part of me wonders out of character if this would be a good time to have some work the choke point here (the Doorway) while others go below deck and try to circle around. Staying in place means focus firing and presenting only one or two targets, but leaves the caster to do what he wants. Going around splits the party perhaps for rounds, opens up new dangers but might get to the caster. Though that will put a lot of enemies looking at them.


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

That is a good strategy and Blackrock is the fastest, with I believe me the second fastest.


Sure, whenever game resumes I'll try sneaking around...maybe I can Shove one overboard, or cut the sail to come down on them like a net?


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

It has its draw backs. In the captain's quarters they have to come through the door one at a time and can get his 3 on 1 with those behind them shooting in or hitting over allies in a tight space which is hard to do. They might have the same plan and send some guys up through the trap door we found but hitting them as the come up through a trap door is also easier for us then them fighting up through the door. However goes down and back up. Will have more than half of the people on deck who can't get through the door (unless they do something unexpected) out there to contend with.

If we split it might be better to send Blacklock along with 2 others who can join after he has already gotten something underway. Leaving 3 in here to draw their focus through the door and focus on them one at a time or scrappers hit one at a time while spells do what spells do.

Tarn is the target at the moment he's assumed in charge and is addressing them. So its likely he would have to stay in the cabin.

Where ever Argyri goes she does better with flanking.

Argyri and Blacklock are the stealthy ones. Kwin has a +3 stealth Badger has a +5 but Disadvantage.

Thoughts?


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

STORY-WISE: I love the idea of some of us sneaking around back. If we do, Argyri's a natural choice to join in.

MECHANIC-WISE: I'm nervous about finding our way behind them without wasting too many rounds of us not being available. Would the advantage be worth the risk of being out of combat for a few critical rounds (or otherwise disadvantaged by splitting the party)?

I like the idea of a choke point in the room, with three of us guarding the door and blocking entrance, and Kwin behind ready to heal front-liners who're flagging. They probably have some ranged weapons, but I suspect that still lets us balance the numbers somewhat.


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

Yeah I think this fight is about to start right now. I think we have already stalled it as long as it can unless Tarn comes up with something. Meaning going below, moving under, finding a way back up, and getting into position sounds like several rounds.


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 think that we need to bite the bullet and just kill them


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

Sounds like a solid plan, Too bad I don't have fire ball


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

I am more worried about them having fireball. LOL.


It's possible we can get some of them to surrender as well, I'd we take down the boss and a few others


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

We killed the captian so is it the Wizard then?


First mate (new self proclaimed captain), the bosun, and wizard seem to be the big party people here. Also worried about AoE effects as we are indeed all clustered together in a small space...but it totally made sense earlier for us to all quickly huddle inside. I agree, we just need to bite the bullet here and fight when DM returns.


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

How far away is the Wizard? If he is within 60 ft I think I can cast my cantrip


* Saltmarsh *

The Deck Wizard is not in line of sight from the inside of the captain’s quarters.

Cheers


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

We only know that their is a wizard at all from a dice roll so in character we think there are 7 or so and a few lizard folk. If I am reading it 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

I'll target the one that looks like they are in a leadership position.


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 |

So, it sounds like we have a plan? Roll initiative and murder away? :)

As a cleric of a god that protects travelers, I whole-heartedly endorse this plan.


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

Pirates accost travelers. I will gladly help you murder neutralize the danger to those that fair the seas.


Yep, kick them in the pirate booty. I think we are just waiting for DM's triumphant return July 10th.


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 I can get a clear shot I can shoot a 30 foot long, 6 foot wide line of acid that deals 2d4 acid damage, or half that on a Dexterity save.

Just don't want any one in my shot


* Saltmarsh *

Tarn is in the doorway. Badger is on one side. I assume Argyri is on the other side.

I'm rolling disadvantage for the guys on either side of the doorways, which really helps you with their Multiattacks. Tarn rolled so poorly it didn't matter. The Lizard's AC is 15

If the line starts at Drusilla, you won't be able to avoid hitting a PC unless you are one of the three at the door. I assumed that she is Mind Slivering from the back row.

cheers


* Saltmarsh *

Let's give Kwin, Argyri & Tarn one more day. Then, feel free to bot them, so we can progress.

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

I'm here! I'll post tonight.


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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 Jubal, I'm having trouble making out whats going on with Theatre of the Mind.

Is this drawing something we could do (or try to)? If so, would Argyri and Badger still be at Disadvantage?

(I recognize that they could try to push through, breaking our line. If they do, it may get messier...)


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

If I am following Jubal's thinking Tarn was between Badger and Argyri for the first round. My original thinking is more like what you have pictured and that is what I proposed ooc in my round 2 post.


* Saltmarsh *

Hi Argyri. The actual map is in the link of my profile. You don't have much room.

I was being generous with the 3 in melee. But please take a look at the map. I'm open.


Hrm, well some players could use the squeeze rules for the half-squares on DM map and achieve the 'U' formation Argyri proposed if I am not mistaken. It would be more penalties to some of us though...

Squeeze wrote:
While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space.

...arranged in the right way, perhaps Argyri could be one of the un-squeezed and still get sneak. Also maybe Badger could be in a small space without squeeze penalty because he is a tiny, tiny man.

Just a thought.


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 Jubal, thanks! I wasn't sure that was where we were. Tight indeed!

I think, in that case, we prolly soldier on as is. Argyri can stay in Disad position until Blacklock needs to fall back. Then she can step in and hopefully start to get those sneeaaky sneak attacks in.


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 |

Is it possible to do ranged attacks out past the warrior holding the door?


* Saltmarsh *
Kwin Avassar wrote:
Is it possible to do ranged attacks out past the warrior holding the door?

Drusilla is casting spells. So yes, line of effect. But targets beyond the door have disadvantage and cover penalties to ranged attacks.

Also, I'll apply that healing to Tarn. Badger is uninjured. Will update tonight

cheers


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

Thank you for the map.

I didn't even think to look. That makes it a lot more clear.


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 |
"DM Jubal wrote:


Also, I'll apply that healing to Tarn. Badger is uninjured. Will update tonight

cheers

Thank you!


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)

Going on vacation next 2 weeks. Will still post as much as I can


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 |

Tarn, Badger and Blacklock. It looks like you aren't added a d4 to your attack rolls for the bless that Kwin is keeping on you. Not sure if it would make an difference so far, but please try to keep it in mind.I can maintain it for up to three more rounds.


Thanks. Want to hear a funny story? I rolled it for a monk in another game, remembering there (mistakenly) instead of here.


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)

Roger that, will do


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

Thank you for catching my disadvantage.


* Saltmarsh *
Badger the Rover wrote:
Thank you for catching my disadvantage.

Actually, when the Lizard went down, you had no opponents in melee. Only after you moved up did you had a chance to hit at disadvantage.

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

Arrgh, I just realized I never posted any purchases from the 242 GP loot.

If someone has one to give me, I'll happily pay it back. Or, Jubal, if you're feeling generous I'd love to say I spent 100 GP on 2 of them at the time.

I wonder if those of us who're on the sides (disadvantage spots) would be better off topping up with potions instead of attacking with disadvantage, so that we're ready to step back into the front spot when needed. What do yall think?


* Saltmarsh *

I’m good for retcon purchases

Cheers


I keep goofing on my damage. Should be 1d4+3, not 1d4+4...apologies.


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

Gosh, watta cheetah! ;-)


Anyone have ball bearings? Would be a good spot to dump them out, if they go prone it would negate the disadvantage the meleers are suffering perhaps.


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, can someone else administer a potion to Argyri this round too? If so, you're welcome to administer my 2nd one, if you don't have one of your own to spare.


* Saltmarsh *

Looking for posts from everyone but Blacklock and Drusilla. The tide has turned in the battle. This is definitely when the music changes in the movie.

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 |
Argyri Katrakis wrote:
Hey, can someone else administer a potion to Argyri this round too? If so, you're welcome to administer my 2nd one, if you don't have one of your own to spare.

I don't know that you can administer a potion to someone that is active. I do have one spell slot left, but I was kind of saving that in case someone actually went down.


Kwin wrote:
I don't know that you can administer a potion to someone that is active

You can (DM willing of course), its in the DMG under 'Potions'. Makes no distinction between conscious or unconscious.

DMG wrote:
Drinking a potion or administering a potion to another character requires an action.
Kwin wrote:
in case someone actually went down

I believe Badger is down at the moment.


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 back from vacation. Catching up now on work and games.

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