[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


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Blacklock had forgotten about that guy, but the thought came back like the hot kiss at the end of a wet fist "Gah! That guy! Shouldn't have let that guy just snooze around..." wagging his hands in regret.


* Saltmarsh *

OK Moving on!

To avoid jumping the gap in the upstairs hallway, Captain Tarn leads you back to the kitchen and up the backstairs into the north wing on the second floor. The treads appear to be loose and perilous.

Another staircase along the east wall climbs to the upper level. This stair has mostly collapsed—only the lowest six steps are still intact, and there is no easy access to the hole in the ceiling to where the staircase used to lead. A heap of rotten timber lies in the northeast corner.

Down the north hallway, the first door on the left is a room which appears to have been used for storage. A large, ill-made oak chest stands under the window, its lid closed. Elsewhere in the room lie three broken wooden chairs, two splintered wooden buckets, and a mildewed sack.

Party up!


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

"Seems there maybe some things orlf worth? In the chest, but I am not one to go rushing in." She says pointing.


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

Her attention piqued, Argyri goes to look at the chest, wondering if it's trapped or locked.

Is this Perception? Investigation?


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)

Perception for danger?: 1d20 + 1 ⇒ (2) + 1 = 3

Investigation for loot/clues?: 1d20 + 1 ⇒ (1) + 1 = 2

For his part, Tarn looked around, but was about as clueless as one could be. The day was long and his mind was wandering, and it wasn't long before he found himself thinking deeply about his conversation with Blacklock. He had never really thought about his powers before, such as where they came from or how they worked. These were two questions which were suddenly very pressing.


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

Seeing others look at the discovery Badger hangs toward the door keeping watch.


* Saltmarsh *

Argyri investigation: 1d20 - 1 ⇒ (2) - 1 = 1

Argyri searches and finds the chest unlocked, untrapped, and empty.

With that excitement complete, captain Tarn leads you to the next room down the hallway. In this large bedroom, damp mold covers portions of the walls and ceiling, and rubbish is strewn liberally around the floor. In the center is a single mattress that has been badly torn, from which stuffing protrudes. Under the window sits a large wooden chest, the timbers split and its lid closed. The chest is not locked and opens easily. Inside is a pile of moldy, ragged clothing in styles that were never in fashion—nothing of value—and a bundle of documents. These pages are rotted and stained, their meaning lost long ago.

After spending a few minutes finding nothing more of interest, captain Tarn leads you passed the gap in the floor to the first room in the west wing. What was once a fine master bedroom now stands decayed. Some of the floorboards are missing, and there is rubbish scattered around. A tall wooden wardrobe stands against the wall opposite the fireplace, its door closed. The wardrobe contains two items: a pair of old, cracked leather boots with no value or special properties, and a ragged, stained cloak hanging on a peg. The cloak is tooled with a design of coiling ivy leaves.


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)

"Bah! A waste of time this day has been. Attacked by spiders and we found nothing of value. Are there any more rooms here, or is it time to head home and get a well earned drink?"


Blacklock clenched his fist in front of his face and had a tense inner dialogue ::Damnit! I want to drink a beer with Tarn but...Agryri will think I bailed on the skeletons! Beer would be really refreshing right now...the house is so dusty...my throat is like dry sand. The skeletons probably aren't even real after all...::

Holding up a number one on his fingers "What if we just smash one skeleton, because no one is scared of that, right? Think about it...walking bones. No one here is creeped out by that, am I on to something? The clanky jangle the animated bones strike out like a demented islander's drum doesn't raise the hairs on the backs of anyone's neck? Am I getting all of this correct?"


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

"Yes the Skeleton is definitely a must. No need to have it getting loose or some curious children or randy young ones to come up here and well get slain by a Skeleton"Drusilla says as she fingers her hilt and seems to try to look Dignified.


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 scratches her head, and mimes stabbing with her rapier. "Hmmmm, I have to imagine I'll miss the fleshy bits...but 'Silla has a point.

"Also, does it look to you like that hole in the ceiling where the staircase used to lead goes somewhere we haven't seen yet? If not, why don't we stack some chairs and tables. I'm happy to try to hop up there, and maybe throw down a rope."


* Saltmarsh *

There's one last room to explore in the west wing. Map is updated. And, yes that hole in the ceiling by the stairs can be explored too. Before yes, the room in the cellar that has Danger actually written on it.


* Saltmarsh *

Moving on

Captain Tarn leads you to the last unexplored room in the mansion above ground. Rubbish is scattered around what was once a fine guest bedroom; there is evidence of rodent infestation, and webs hang in the corners. A four-poster bed stands against the wall opposite the fireplace. Its woodwork is worm-ridden, and the curtains that once screened the bed are torn and stained. There is no bed linen, but the bed is mostly intact.

Map updated. Last room before the room marked Danger OR checking out the hole in ceiling


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

Badger sighs, "Well so much for the idea of there's more to find here." He turns to Tarn, "Unless we are gonna check this hole in the ceiling or the room already marked dangerous."


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…what if the treasure is in the danger room to scare people away? We should give a look. Worst comes to worst we run away, aye?”


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

" The Danger room, is likely to have things in it. If I recall then we let go spoke of Skeletons in there that they didn't get rid of. I suspect it wasn't able to be ransacked like the rest of the place." Drusilla says with a sharpness to it.


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

Badger smiles, "Danger it is."


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Quote:
There is no bed linen, but the bed is mostly intact.

"Wait! Why was that guy sleeping on the floor with a perfectly good bed here? That has to be some kind of clue, right?!" Blacklock pondered outloud, excited at his own master detective-style sleuthing. "Its gotta be because this mattress is a fake, and actually made of gold bars and solid diamond." dramatically pulling the bed covering to only reveal an old pee stain.


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

"Gold indeed." Badger quips before moving to the hall trying poorly to hide a grin.


* Saltmarsh *

Captain Tarn leads you downstairs twice, down into the cellar and large secret cellar beyond. You arrive at the door with a wooden bar across it, held in brackets on the frame and the door itself. The word "DANGER" is scrawled on that door in the Common tongue using chalk.

Ready?


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 cast Mage Armor on herself. After that she will draw her scimitar and ready herself for whatever comes there way


Blacklock takes a defensive stance just before the door is opened. Dodge action


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)

"Fortune and glory!" Tarn said with gusto as he opened the danger door.


* Saltmarsh *

Let's get ready to rumble!

The bar securing the door is easily lifted. The smugglers sealed this room after discovering the undead within. Light spilling in from the large room behind you barely shows that the chamber is only about twelve feet across and the corners are filled with shadow. What little you can see is dingy and dirty. Six old skeletons lurk in the shadows here. They rise and attack as soon as you enter the room.

DM rolls:
Blacklock: 1d20 + 3 ⇒ (7) + 3 = 10 Badger: 1d20 + 3 ⇒ (11) + 3 = 141d20 + 3 ⇒ (18) + 3 = 21 Tarn: 1d20 + 1 ⇒ (6) + 1 = 7 Drusilla: 1d20 + 3 ⇒ (2) + 3 = 5 Argyri: 1d20 + 3 ⇒ (5) + 3 = 8 Kwin: 1d20 + 3 ⇒ (2) + 3 = 5 Bad guys: 1d20 ⇒ 61d20 ⇒ 11

Blacklock, Badger, and Argyri go first. Then, the 6 skeletons. Map updated!


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)

"Get 'em lads! These bags of bones obviously are guarding the treasure!" Tarn said, enthusiastically waving his hammer at the skeletons.


As soon as the gap was wide enough, the kid flew inside...arcing across the room in a fantastic flying kick that seemed to have the skeleton's skull as a destination...

Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Dmg: 1d4 + 3 ⇒ (3) + 3 = 6
Martial Arts: 1d20 + 5 ⇒ (12) + 5 = 17
Dmg: 1d4 + 3 ⇒ (4) + 3 = 7

...impacting first with his foot and lingering up there on the shoulders like a bird in a momentary respite, before following through with an elbow drop crunching the old spinal vertebrae. The kid leaped backwards onto his hands then out the door again. Mobile feat to leave.


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

Badger moves in both swords drawn and nods to Argyri so that they can move to a target and he makes sure he is giving her a flank.

Shortsword 1: 1d20 + 5 ⇒ (7) + 5 = 12
Shortsword 2: 1d20 + 5 ⇒ (16) + 5 = 21
Damage 1: 1d6 + 3 ⇒ (1) + 3 = 4
Damage 2: 1d6 + 3 ⇒ (1) + 3 = 4


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 grins at Badger's plan, and tries to pinch that skeleton in a tough spot.

Rapier: 1d20 + 5 ⇒ (13) + 5 = 18 Damage+sneak: 1d8 + 3 + 1d6 ⇒ (7) + 3 + (6) = 16
Dagger: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d4 ⇒ 4


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 calls down holy fire upon one of the skeletons.

Sacred flame on one of the skeletons, 1d8 ⇒ 6 radiant damage, DC 13 dexterity save to avoid.


* Saltmarsh *

Late work night. Quick post to progress

Blacklock flies in and flies out before the skeletons can react.
Skelly 1 -6/2 -7/2 = 6 damage

Badger moves in and stays in melee.
Skelly 1 6 +4 = 11 damage

Argyri moves in and stays in melee.
Skelly 1 11 +4 = 15 damage and destroyed
Skelly 2 16/2 = 8 damage. These skellies are a little special

Skeletons swarm the two meleers.
Skelly 2 vs. Argyri: 1d20 + 4 ⇒ (5) + 4 = 91d6 + 2 ⇒ (3) + 2 = 5
Skelly 3 vs. Argyri: 1d20 + 4 ⇒ (13) + 4 = 171d6 + 2 ⇒ (3) + 2 = 5
Skelly 4 vs. Badger: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 2 ⇒ (4) + 2 = 6
Skelly 5 vs. Badger: 1d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (4) + 2 = 6
Argyri 17 -5 = 12 HP
Badger 16 -6 -6 = 4 HP

Party up! There's a 6th skelly which has yet to engage. AC 13


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)

Hit: 1d20 + 5 ⇒ (9) + 5 = 14
Blunt Damage: 1d10 + 5 ⇒ (4) + 5 = 9
Booming Blade: 1d8 ⇒ 4

"Oi!" Tarn said, as he waved his hammer around. The dwarf charged into the swirling melee, joining with Argyri and Badger. Seeing Badger being the worse for wear, he attacked the skeleton that the gnome had previously hit, causing a splintering of bones as his hammer connected.


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 points at a skeleton on Argyri and in strange Elvish sings some words Mind Silver Int DC13

Psychic Damage: 1d6 ⇒ 2
Penalty to Saves: 1d4 ⇒ 4


Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Dmg: 1d4 + 3 ⇒ (3) + 3 = 6
Martial Arts: 1d20 + 5 ⇒ (20) + 5 = 25 Oh yeah baby!
Crit Dmg!: 2d4 + 3 ⇒ (2, 4) + 3 = 9

The pugilist's feet didn't touch the floor for more than a flash of lightning before the kid was back in the fray. A skeleton's clawed arm went high, and a twirling Blacklock ducked under uncannily...grabbing one by the ribcage and pivoting off the ground to smack another in the face with both feet. He then made his body vertical, a hand still on the rib "Sand Dweller Burrow Strike! Yeaaaaaaaaaah!" and like a nail driven into wood his entire body weight was pressed into his grip, shattering the bone. His downward motion became a very smooth roll the instant he hit the floor, and soon he was bouncing his feet again out in the hall, working up a sweat.


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

Badger reels back trying to maintain his cool he gasps breaking his cool blood spurting from his mouth. He grips his swords and strikes back.

Shortsword 1: 1d20 + 5 ⇒ (20) + 5 = 25
Shortsword 2: 1d20 + 5 ⇒ (4) + 5 = 9
Damage 1: 2d6 + 3 ⇒ (2, 4) + 3 = 9

His first strike lands hard glinting off the creature's spine and cracking several ribs but his second is little more than a futile motion of failing intension.


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 manages to avoid one of the skeletons, but the other scratched her across the cheek.

Just then, she sees Blacklock's epic smackdown out of the corner of her eye. "Woah! Nice work, kid!

"You too, Badger, but you look pretty badly banged up. You want to pull back?"

She swings with rapier and dagger, connecting with both.

Rapier: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d8 + 3 + 1d6 ⇒ (2) + 3 + (4) = 9
Dagger: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d4 ⇒ 2

EDITED: Will move, if needed, to get into flank. If I don't need to move before, I'll end with a Disengage, to get between the remaining skellies and Badger, and hopefully set up another sneak attack next round.


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

Badger nods and starts to look for a route to move out of melee.

I will disengage next round if needs be. I already hit so no use just giving them a free attack anyway.


* Saltmarsh *

Kwin calls down holy fire upon one of the skeletons that dodges out of the way. DC 13 dexterity: 1d20 + 2 ⇒ (13) + 2 = 15

The dwarf charged into the swirling melee, joining with Argyri and Badger.
Skelly 2: 8 +9/2 = 12 damage

Drusilla points at a skeleton on Argyri and in strange Elvish sings some words. DC 13 intelligence: 1d20 - 2 ⇒ (1) - 2 = -1
Skelly 2: 12 +2 = 14 damage and destroyed

The pugilist's feet didn't touch the floor for more than a flash of lightning before the kid was back in the fray.
Skelly 3: 6/2 +9/2 = 7 damage

Badger grips his swords and strikes back.
Skelly 3: 7 +9 = 16 damage and destroyed

Argyri swings with rapier and dagger, connecting with both.
Skelly 4: 9/2 +2 = 6 damage. Still something special

The skeletons counter-attack Tarn and Argyri who gets tagges with a rusty shortsword.
Skelly 4 vs. Tarn: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (3) + 2 = 5
Skelly 5 vs. Argyri: 1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (3) + 2 = 5
Skelly 6 vs. Argyri: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 2 ⇒ (6) + 2 = 8
Argyri: 12 -8 = 4 hit points

Party up! Three skelly's left. AC 13


Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Dmg: 1d4 + 3 ⇒ (4) + 3 = 7
Martial Arts: 1d20 + 5 ⇒ (4) + 5 = 9

Blacklock flipped back over to the animated undead and was about to pop a femur out of its ball socket when he got a fright "Eyyugg!" realizing he was still tightly gripping the rib bone in his hands "Nasty! Just eat this and leave me alone!" he shouted, shoving the bone in its nostril slits and giving it a solid palm heel strike. It looked like he tried some kind of combo clothesline thing after, but tripped on a loose square of moldy carpet and rolled out of melee.


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)

Hit: 1d20 + 5 ⇒ (9) + 5 = 14
Blunt Damage: 1d10 + 5 ⇒ (4) + 5 = 9
Booming Blade: 1d8 ⇒ 3

Slamming his hammer into another skeleton, Tarn couldn’t help but marvel at how much damage Blacklock could do with just his hands. It made him wonder if there was some magic in the lad afterall. Such thoughts vanished as he found himself forced to refocus on the task at hand.


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 sighs and gestures to another one near Angyri and Sings a few Elvish notes.

Mind Silver Int DC 13
Pyshic Damage: 1d6 ⇒ 1
Save Penalty: 1d4 ⇒ 4


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

Badger moves to give Argyri a flank and strikes at the skelly attacking her.

Shortsword 1: 1d20 + 5 ⇒ (17) + 5 = 22
Shortsword 2: 1d20 + 5 ⇒ (3) + 5 = 8
Damage 1: 1d6 + 3 ⇒ (1) + 3 = 4


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 |

If there is one left after those attacks...

Sacred fire, doing 1d8 + 0 ⇒ (8) + 0 = 8 radiant damage unless it makes a DC 13 dexterity save.


* Saltmarsh *

Blacklock ninjas in and kung fus a skelelton.
Skelly 4: 6 +7/2 = 9 damage

Tarn slams his hammer into another skeleton disassembling it.
Skelly 4: 9 +9/2 = 13 damage and destroyed

Drusilla sighs and gestures to another one near Angyri and Sings a few Elvish notes.
Mind Silver Int DC 13: 1d20 - 2 ⇒ (13) - 2 = 11
Skelly 5: 1 damage

Badger moves to give Argyri a flank and strikes at the skelly attacking her.
Skelly 5: 1 +4 = 5 damage

Kwin Sacred fires and destroys the gnome's skeleton.
DC 13 dexterity: 1d20 + 2 ⇒ (7) + 2 = 9
Skelly 5: 5 +8 = 13 damage and destroyed

Argyri's up with the last skelly


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 tries to skewer the final skeleton before it can do more damage.

Rapier: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d8 + 3 + 1d6 ⇒ (1) + 3 + (2) = 6
Dagger: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d4 ⇒ 1

Oy, sorry to slow us down in combat, I somehow totally missed that I was up.


* Saltmarsh *

Argyri tries to skewer the final skeleton before it can do more damage.
Selly 6: 6/2 = 3 damage

who: 1d2 ⇒ 1
vs. Tarn: 1d20 + 4 ⇒ (5) + 4 = 9
The last skelly strikes at Tarn but misses him. Now, you finally notice a faint blue light appearing at the seam of a secret door. The light gradually grows brighter until a hunched corpse wearing a pointed hat and dressed in a robe embroidered with mystic symbols crosses through the hidden door. Thin wisps of beard float from its bony jaw. It raises a finger, tracing arcane symbols in the air. In a hoarse voice, it speaks: "Secrets found and lost then found again. Your paltry minds cannot fathom..."

who: 1d6 ⇒ 41d6 ⇒ 6
The skeletal alchemist lobs two vials at Drusilla and Kwin hitting both. Kwin takes it to the chest and causes him to blackout.
acid vs. Drusilla : 1d20 + 3 ⇒ (15) + 3 = 181d8 + 1 ⇒ (1) + 1 = 2
acid vs. Kwin: 1d20 + 3 ⇒ (17) + 3 = 201d8 + 1 ⇒ (7) + 1 = 8
Drusilla 14 -2 = 12 HP
Kwin 7 -8 = 0 HP and dying

Party up! Last skelly in melee with Tarn, Argyri and Badger. Skeletal alchemist at the far end of the room, not in melee


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 Drusilla will cast Shield

Drusilla will begin to sing and draw her Scimitar as she begins to move towards Alchemist and strike

Blades ongoing AC:19 Speed:40ft

Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


Pointing long-armed towards the abnormal skeleton "What the hell is that? What is that headgear??" flabbergasted by the appearance of this elder mage slowly rotting in his thrice-cursed bones.

He ran directly towards it.

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Dmg: 1d4 + 4 ⇒ (3) + 4 = 7

*swish*

The fist on his other arm swung through the air, just missing the crumbling beard. "G$!-d&#nit!! Cast you mother-f***er!" shouted Blacklock as Rummy's concoction blurred his psyche.

Then he exploded. A flurry of jabs and blocks as if anticipating every action of the skeleton on a micro-scale, and seeing clearly ahead as fast as he read. At times you really thought he exploded, for all you could see were now and then a detached hand or stable knee as the rest of the kid's body was an absolute smudge...Ki point for Patient Defense, taking Dodge as bonus action.

edit: and staying in melee


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)

Hit: 1d20 + 5 ⇒ (4) + 5 = 9
Blunt Damage: 1d10 + 5 ⇒ (9) + 5 = 14
Booming Blade: 1d8 ⇒ 6

Tarn swung at the last skeleton as hard as he could so that he could advance on the alchemist. Sadly, the blow was as powerful as it was inaccurate.


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 turns at the sight of the undead alchemist. Even as he snarls and raises his holy symbol, the acid catches him square in the chest. Between the burning and the fumes, he succumbs. He falls to the floor hard.


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

Badger moves again hoping to leave a path for Argyri's to flank if he can. When he finds his moment he strikes with both swords.

Shortsword 1: 1d20 + 5 ⇒ (9) + 5 = 14
Shortsword 2: 1d20 + 5 ⇒ (12) + 5 = 17
Damage 1: 1d6 + 3 ⇒ (6) + 3 = 9
Damage 2: 1d6 + 3 ⇒ (1) + 3 = 4

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