[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 |
Blacklock wrote:
Blacklock was way too far in the back, and way too interested in some small mushrooms that were growing out of the damp carpet, to notice whatever it was the wizard was hiding. He shrugged and offered "Well, one more room to go here, isn't that right?"

"One more, and then we go back upstairs and see what else is there."

To Drusilla "I would suggest Blacklock and Argyri take them for now. Since they tend to scout for us, it would give them a means to care for themselves if they get separated from the rest of us."


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

Badger nods. "Let's go."


* Saltmarsh *

Moving on!

Tarn leads his squad toward the east wing. Passing the entrance hall, the first door on the right reveals a room with the only thing of note is a clump of tiny red mushrooms growing around a fireplace in a semicircular formation. Otherwise, the room is bare.

Aside from a large amount of plaster that has fallen from the ceiling, the next room on the right room is also bare. Blacklock and Kwin looks up and notices the floor in the room above is considerably weaker than elsewhere.

Party up! Map link is updated


Kwin wrote:
I would suggest Blacklock and Argyri take them for now.

"Oh man, I don't know! That's like...too much responsibility." rubbing the back of his head, uncertain. Happy to take one, just being a kid.

When he notices what Kwin is looking at "...should we bring that down? Doesn't seem safe to leave it like that."


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

"Nonsense Blacklock, Kwin is right should we not beable to reach you or you can reach someone else before Master Kwin then by all means take one." Drusilla says as she hands then out and then follows suit.


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

Nature: 1d20 + 2 ⇒ (7) + 2 = 9 Trying to identify the red mushrooms or if there is something out of the ordinary about a circle of shrooms around a fireplace.

Badger looks throughout the room.

Perception: 1d20 + 3 ⇒ (3) + 3 = 6

Badger follows the others out of the first room and toward the second.


* Saltmarsh *

Badger finds the mushrooms harmless unless ingested.


"..." Blacklock edged up to Badger quietly. "...are you gonna eat all those? My friend Rummy likes stuff like that. Maybe I could bring some back to her as a gift." If agreed, he will roll them up in a little cloth bundle for transport before following them to the next room.


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

"These ain't for eatin' I garuntee."


* Saltmarsh *

moving on

After concluding the ground floor is fully explored, Tarn leads you up the stairs in the entrance hall to the second floor east wing. The dwarven captain reminds everyone to be careful of the large gap in the floor to the west wing exposing the floor below.

The first door on the right in the east wing of the second floor reveals a bedroom with no furniture. Rubbish is scattered everywhere, and webs cover the walls and ceiling. From the doorway, you can see a glint of light in the fireplace from a small, highly reflective object.

Hmm. Map updated! Anybody?


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)

”Well fook. Place is covered in webs. That means more spiders. There be any magical solution to this? I really don’t want to be covered again. Right, Blacklock?”


"What the--we didn't smash all of 'em last time? How many creepy crawlers are in this place?! Man, I wish my pet lizard Dragonbait was still alive, he could have a feast!"


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

"Something in the fireplace. Reckon we are here to check it." He shrugs "Or leave it to the spiders. I can go." Badger grabs a few pieces of rubbish from the ground by the door and tosses them high toward one wall of the room relatively away from the fireplace. He watches to see what happens when the items reach the webbing.


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

Argyri shivers a bit at the memory of the bugs.

She holds her rapier, her grip a bit too tight, as she watches with interest for any reaction to Badger's toss.


* Saltmarsh *

Everyone watches the rubbish thrown by Badger arc toward the far wall. When it lands, a swarm of spiders coalesces with the muffled clatter of thousands of tiny legs at the far side of the room.

DM rolls:
Blacklock: 1d20 + 3 ⇒ (9) + 3 = 12 Badger: 1d20 + 3 ⇒ (1) + 3 = 41d20 + 3 ⇒ (18) + 3 = 21 Tarn: 1d20 + 1 ⇒ (9) + 1 = 10 Drusilla: 1d20 + 3 ⇒ (8) + 3 = 11 Argyri: 1d20 + 3 ⇒ (15) + 3 = 18 Kwin: 1d20 + 3 ⇒ (1) + 3 = 4 Bad guys: 1d20 ⇒ 1

You're up! And see a swarm of spiders


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)

Beast speech for speak with animals at-will! Spider swarms are “beasts” so the spell should work, right? Let’s put that invocation to use and prove that persuasion > Eldritch Blast :)

Persuasion: 1d20 + 4 ⇒ (12) + 4 = 16

Without thinking, Tarn raised his hand which contained the ring that he had found so deep underground. Pointing it at the swarm of spiders, he yelled out ”Halt! Disperse! We are not food! Not! Food! Not a threat!” His ring briefly flashed and his voice was tinged with…something. Almost an echo which sounded like chittering, almost as if his speech in common was overlaid with whatever communication the tiny beasts could understand.


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 looks at Tarn and shivers.

"That nose is vile! Just wrong"


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

Not sure where we are on the map and how big the room is. My hope is that the spiders are swarming on one side of the room and I can rush to the fireplace with minimal web disturbing.


* Saltmarsh *

You are in the first room in the east wing of the First Floor marked European style. Meaning, it's the first floor above the ground floor, or the second floor American style. The swarm is on the wall on the far side of the fireplace from the door, roughly in the middle of the 15x30 feet room.

I'm going to let the Beast Speech work, because you guys need a break. But, I'm going to give time for other players to post actions.


Blacklock wasn't really sure what Tarn was doing, then again he had just taken a massive dose of Rummy's Crunchy Blacklock Mini's so maybe the full effects were finally coming to a head. He took a defensive stance and waited.

Dodge.


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 |

In his decades of wandering, Kwin had seen many things. He had seen druids and rangers talking to animals of all kinds, but this, this was new. He was still wary, but wanted to see what this remarkable dwarf was trying to do.

Ready an action to cast sacred flame on the swarm if it surges to attack one of the group.


* Saltmarsh *

Moving on!

The the muffled clatter of thousands of tiny legs at the far side of the room responds to Tarn by growing still and silent. The swarm then disperses.

Just in time for a second swarm coalesce above the door from which you entered. Then, it too disperses into the wood work.

Combat over. Two swarms dispersed. Ready to go?


"Did you just offer to pay them 5 flies next Tuesday for the shiny thing in the chimney today? I sure hope so." popping his head up in the back.


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…I don’t know.” Tarn said as he watched in horror as the spiders dispersed. ”Never spoke to beasties before. Then again, this magic I do? Never did any of that before either. Don’t know where it comes from.” He said, as he absentmindedly fidgeted with his ring. ”But I’m nay one to overly prospect a gift-mine. So long as it works, it’s a good thing.” With that he carefully went about seeing what the shiny object was, before the spiders changed their simple minds.

Thanks GM!


* Saltmarsh *

The glint inside the fireplace comes from a small crystal bauble (5 sp) that once belonged to the alchemist. The flat-bottomed crystal orb is pleasant to look at and tactilely satisfying to hold, but ultimately neither particularly valuable nor useful.
Intelligence (Investigation): 1d20 - 1 ⇒ (1) - 1 = 0

Now what?


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

"Some kinda crystal." Badger nods "Next room."


At Tarn's revelation the kid stood dumbfounded a moment "Woah, are you for real? You just all of a sudden gained super powers?! That's crazy, I always dreamed of something like that happening...like moving stuff with my mind, or those energy dart things sorcerers throw all the time...what're those called? Nevermind. What else can you do?" he wondered, stepping a bit closer and crouching a tad to look the dwarf over.


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)

”Aye!” Tarn smiled. ”Was digging a mine shaft, ye know? Next day found that I could do wee things. Like clean me beard. And then I could do other things. Like…make some light.” He held out his hand, which emitted a small glow. ”Or chill me beer. Little things like that. Practiced it and now can make me wards, and just found that I can speak to spiders. Which is weird, but I’m nay complaining.” Slapping the kid on the shoulder he said ”Who knows! Mayhaps it’ll happen to ye as well. And ye’ll be able to make fire come out of your hands! ”Or… control shadows ”or something. As I see it, anything’s possible if ye don’t think about it too much.”


The tiny hamster that wheel-powered Blacklock's mental facilities had an out of character burst of speed as Tarn's words made more and more sense, and his eyes slowly uncrossed "Hmm, 'not thinking' you say...I like your style! Yeah, why not! Guess it could happen." he daydreamed joyfully, mostly about magically getting a date with a babe like Argyri one day.


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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)

When two Int 8 people discuss the nature of magic


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 blinks and shakes her head. Hearing the two talk and then looked to Badger.

"Impressive display of magic aside, what kind of crystal was it? Many a crystal can be used for magical items or even magical Foci for spells!"


* Saltmarsh *

Drusilla examines the bauble and realizes it might be a part of a set of similar crystals used as counterweights in alchemical work.


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

"Counterweights? Wonder what else is in here?" Drusilla says looking about a bit more carefully.

Investigation: 1d20 + 5 ⇒ (12) + 5 = 17


* Saltmarsh *

Nothing more is discovered in this room.


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

Argyri cranes her neck at the crystal, and then says, "OK fellas. No offense to Tarn's newfound--and very cool--friendship with spiders, but I've still kinda got the all-overs.

"We ready to move on?"

happy to continue to the next unexplored place


"Hey, maybe when you open the next door, there will be a problem I can solve with my hidden powers!" he deadpans stupidly, fully believing that magical powers will drop out of the sky for him. "Eh, still just gonna wait in the back though..." he adds.


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

Badger's head bobs like he is considering Blacklock's words, "Ya sound wiser already."


The kid mumbled something about bingo night at the old elk's lodge, but avoided eye contact soon after.


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 mean I have seen you charge into battle Blackrock, I would worry you'd take an unbeknownst arrow or spell. Best to jump in after the initial attack," Drusilla says as she seems to finger her scimitar as she was unsure if she could be as capable with her blade


* Saltmarsh *

I'm back! Let's restart the party!

After investigating the spider room, Captain Tarn leads you to the next room in the east wing. This room appears to be another dirty, decaying bedroom without furniture. Even viewed from the doorway, it's evident that the floor in here does not look safe; some of the floorboards are missing, and others are partially dislodged.

When you enter the room with reasonable care, you can avoid moving into the part of the floor that is sagging and damaged, looking perhaps not strong enough to support significant weight. Most of you detect recent tracks that lead from the door to the window, and back again, along the west edge of the room.

Investigating the window, you see that a combination of the position of the house and the topography of the cliff results in this room providing the best view of the sea from any part of the house.

Drusilla or DC 12 Intelligence (Investigation):
You find fresh scratches on the sill where the signaling lantern (that you found in the mage's bedroom) has been placed and scuffing of the floor dust immediately near the window. You conclude that it is from here that the smugglers signaled to their colleagues out at sea.

Map updated. You're in the room on the second floor, immediately below the word "First"


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 pauses and studies the room. As she does she begins to speak. " They signal them here. Using the lanterns. Didn't we find a book with something like that?"

It was a practical guess. Hopefully this eludes to them all fiscussing on the idea of summoning these smugglers.


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

"Yes. Lets their partners know when its safe to approach."


* Saltmarsh *

You can continue in this room, but I'm going to open the next room.

When you're finished with this room, Captain Tarn leads you to the last room on the second floor of the east wing. This room appears to be another dirty, decaying bedroom without furniture. Even viewed from the doorway, it's evident that the floor in here does not look safe; some of the floorboards are missing, and others are partially dislodged. When you enter the room with reasonable care, you can avoid moving into the part of the floor that is sagging and damaged, looking perhaps not strong enough to support significant weight.

Argyri, Badger, Drusilla & Investigation DC 12:
You find a lot of tracks in here. In addition to walking around, a humanoid appears to be sleeping on the floor. Nothing else of interest can be found, but the disturbance of the dust on the floor is very interesting/weird.


Inv: 1d20 - 1 ⇒ (7) - 1 = 6

Blacklock far behind the curious investigators was instead punching the air in some kind of practiced kata, whispering names for the moves as he went like salmon egg drop kick and frog splat body slam.


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

When they walk into the room, Argyri holds up a finger to her lips, urging quiet.

She motions for everyone to surround the sleeper (or as best we can, while standing on the sturdier parts of the floor) with their weapons out. Once they have, she sing-songs, "Good Moooorning. Rise and Shine!"


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)

Captain Tarn remained with hammer at the ready, though he didn’t want to walk in. Between his body weight and his armor he didn’t know if the floor would hold. But a question nagged at his mind: how did this person sleep among all the swarms of spiders? Whomever this was, he was likely holding either knowledge or power. If they were unlucky, both.


* Saltmarsh *

I'm sorry for my description. There is NO sleeper on the floor. The dirt on the floor shows tracks AS IF there was a sleeper on the floor. Sorry, for the misunderstanding.


"What is it guys? Anything cool?" Blacklock wondered, getting a slight sensation of the heebie-jeebies while idling in the moldy hallway.


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)

”Looks like a person, doesn’t it?” Tarn said. ”Fooking dust and shadows. Clear someone slept here, but the room is empty. Let’s move on, aye?”


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 |

"We did let that one bandit go. Maybe he slept here before moving on?"

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