[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


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* Saltmarsh *

Drusilla deflects the lobbed vial of acid with a word and begins to sing drawing her Scimitar as she whirls toward the Alchemist. She strikes him.
Skelly alchy AC 11: +5 damage

Blacklock runs forward and attacks with the bladesinger.
Skelly alchy AC 11: 5 +7/2 = 8 damage

Tarn sacrifices accuracy for power and misses.

Badger hits twice. His first blow appears to scrape through something before damaging the skeleton.
Skelly 6: 9/2 +1 = 5 damage. Don't think Damage 2 gets Dex damage, right?

Argyri up! I'll post Sunday if Argyri doesn't post by then. Have a great weekend!


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

I took the two weapon fighting style. "Fighting StylePHB, pg. 91
You adopt a particular style of fighting as your specialty. Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack."


* Saltmarsh *
Badger the Rover wrote:

I took the two weapon fighting style. "Fighting StylePHB, pg. 91

You adopt a particular style of fighting as your specialty. Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack."

Please update your character profile. Thanks


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 sees another friend drop--this time, the only one with a connection to the gods that lets him heal people. The memory of her own near-death experience shakes her, and for a moment it takes everything she has not to run.

Then see sees everyone else still bravely fighting, and grits her teeth. Alright, Dyzziq the Dashing wouldn't stop here, and neither will I!

She smiles at Badger's distraction and says, "Hey, take THAT!", swinging with both rapier and dagger.

Rapier: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d8 + 3 + 1d6 ⇒ (5) + 3 + (1) = 9
Dagger: 1d20 + 5 ⇒ (20) + 5 = 25 Damage(crit): 2d4 ⇒ (3, 1) = 4


* Saltmarsh *

Skelly 6: 9/2 +4 = 8 damage.

She smiles at Badger's distraction and says, "Hey, take THAT!", swinging with both rapier and dagger. The last skeleton disassembles.
Skelly 6: 8 +9 +4 = 21 damage and destroyed.

target: 1d2 ⇒ 1
The skeletal alchemist slashes Drusilla with a claw drawing blood.
skelly alchy: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 1 ⇒ (5) + 1 = 6
Drusilla takes 3 damage = 11 HP

Party up! Skeletal alchemist remains. AC 11


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

Badger circles looking for an opening. He nods when he gains a spot across from where Argyri can get into flanking. He leans in both swords coming in.

Shortsword 1: 1d20 + 5 ⇒ (5) + 5 = 10
Shortsword 2: 1d20 + 5 ⇒ (18) + 5 = 23
Damage 2: 1d6 + 3 ⇒ (5) + 3 = 8


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 ⇒ (5) + 5 = 10
Blunt Damage: 1d10 + 5 ⇒ (10) + 5 = 15
Booming Blade: 1d8 ⇒ 4

”Rargh!” Tarn yelled as he charged in. He swung with enough force to cave in a skull. Sadly, he missed by a hair’s breadth.


Blacklock raised a knee high up to shoulder height, balancing on one foot. He rapidly kicked the left and right sides of the skeleton's head over and over...

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Dmg: 1d4 + 3 ⇒ (1) + 3 = 4
Martial Arts: 1d20 + 5 ⇒ (12) + 5 = 17
Dmg: 1d4 + 3 ⇒ (2) + 3 = 5

...before cartwheeling away. Leaving melee.


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 feels a bit bolder after slaying another skeleton. She circles around the opposite side of the skeletal alchemist and strikes again.

Her rapier goes between its ribs and misses it entirely, but she manages to get a hit with her dagger.

Rapier: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Dagger: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 1d4 + 1d6 ⇒ (3) + (4) = 7


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

Drusilla dances letting the others get in and strike. She continues her singing and stances taking the right opportunity to strike when able, her style a deadly dance of death.

Slice: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


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* Saltmarsh *

Badger circles looking for an opening. He nods when he gains a spot across from where Argyri can get into flanking. He leans in both swords coming in.
Skelly alchy AC 11: 8 +8 = 16 damage

Tarn is cursed against the undead.

Blacklock raised a knee high up to shoulder height, balancing on one foot. He rapidly kicked the left and right sides of the skeleton's head over and over...
Skelly alchy AC 11: 16 +4/2 +5/2 = 20 damage

Argyri feels a bit bolder after slaying another skeleton. She circles around the opposite side of the skeletal alchemist and strikes again. Her rapier goes between its ribs and misses it entirely, but she manages to get a hit with her dagger.
Skelly alchy AC 11: 20 +7 = 27 damage

Drusilla dances letting the others get in and strike. She continues her singing and stances taking the right opportunity to strike when able, her style a deadly dance of death. Her strike separates the spinal column causing the skeletal alchemist to disassemble.
Skelly alchy AC 11: 27 +6 = 33 damage and destroyed

Combat over!

After destroying the last skeleton, you immediately stabilize Kwin from meeting his divine patron too early.
Kwin is stable and unconscious

With moments to breathe, you notice one rib bone on each of the six skeletons is dipped in gold (5 gp). Drusilla suspects the gold provided the magical protection which resisted the first blow.

Beyond the secret door from where the skeletal alchemist entered reveals a clutter of broken glass and earthenware piled on the floor. Three small copper pots lie amid the debris. A bench runs down the west wall of what seems to be a laboratory. On the bench are jars of powders and liquids and several pieces of chemical apparatus, which is probably worth 20 gp.

There is a table against the south wall, forming an L-shape with the bench. A book is open on the table. Also on the table is a candlestick, with a tiny stump of unlit candle still in it, and a variety of other items that, even in the dim light, shine with the warmth of pure gold. In addition to small stacks of gold coins totaling 47 gp on the table, there are objects made of pure gold:
* A human skull (20 gp)
* An apple (5 gp)
* A rose (5 gp)
* A set of five small discs (balance weights, 5 gp each)

The book that lies open on the table is titled Ye Secret of Ye Philosopher's Stone, no author acknowledged. It might be worth a pound of gold to the right buyer.

When Drusilla examines the table, it eventually reveals a concealed drawer that contains the spellbook the alchemist. The book's contents include Dancing Lights, Comprehend Languages, Tenser's Floating Disk, and Shatter.

After Drusilla has time, she discovers that two items that you find on the former alchemist are magical:
* A flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch.
* A bag

OK. The Haunted House is officially fully explored. You have a couple of days of downtime before I pickup the next plot line. Enough time for Kwin to recover quickly. You finish the last combat around lunch time and takes an hour to sail back to Saltmarsh. Over to you to drive your story! I'll restart the adventure when you tell me.


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

Badger nods thankfully when Kwin seems stable. "Let's git home. Tarn, I think ya need to ask yerself or yer folk if they want this place here at all. I can ask if Saltmarsh sees a reason to garrison here but they haven't yet and likely won't if it don't have an upside. The house is between Saltmarsh and the mine but its not that long of a trip so there isn't a need fer a layover spot."


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

" Well I for one see potential of it being a nice base for US should we need one? I know the cost of bedding down isn't cheap. Here we can maybe look into fixing it and maybe make a home and study out of it." Drusilla says looking about

" It comes with its own dock, extensive basement. A place for a decent garden. Just needs some sprucing up." She looks at Blacklock and Argyrie.

"Though it may take a few years to get it back up to working order. Unless..." The Elf woman began to pull out some paper for notes.

Mending though small may be expanded upon. Utilizing its principles one may apply it to larger areas to restore ot improve a structure or larger object. It would require alot more magical essence and power then I currently possess,but fundamentally it should work.


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)

”Yeah, best to get this gold back home. Isn’t it beautiful? The way it glitters. It’s proof that the Gods love us.” He said with a contented smile. ”As for this place? Too many spiders for me to sleep easy. Even if they have the potential for being a reasonable sort.”


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

"But Tarn you seemed to have exceptional skill in speaking with them! I mean you could get them to take out the rest of the vermin and move on!" Drusilla exclaimed as she enjoyed the books and then pointed out some of the gear that could also be sold.


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

"The trouble with a home like this is if you ain't home that don't mean the guests will wait on the stoop."


"Hey, speaking of..." Blacklock said, taking a sit on the stoop as he pulled out a smooth riverstone pipe and started lighting a brand. The pipe smoke grew larger and larger, forming a perfect smoke 3D replica of Blacklock. For the next while, it replayed all the badass moves and power takedowns he's achieved in the last few months.

When that was done, and if anyone was left around, he caught up to Argyri and passed the pipe to her. "Your turn, right?"


* Saltmarsh *

You pack up the loot in your jolly boat and return the conquering heroes to Saltmarsh... in time to tell your patrons the news and celebrate again.

Feel free to cash and split your loot. Party, replenish, get ready to go!


* Saltmarsh *

I'm going to push forward. Please feel free to retcon the two days in Saltmarsh

Three days after your triumphant return from the destruction of the smugglers' ring at the haunted house, you are hastily summoned to an emergency meeting of the Saltmarsh Town Council. Here it is explained to you that, though the land-based operation of the smuggling ring has been quashed, there must be a seagoing vessel by which the contraband was originally conveyed, and this is still at large. The council, fearful that any surviving smugglers could seek to reestablish their operation from some other base, asks you to apprehend this vessel and put an end, once and for all, to the smuggling. A reward of 400 gp is offered for the successful conclusion of the mission.

The council reasons that the smugglers on the vessel are, as yet, unaware of the capture or death of their land-based colleagues, and a return visit by them might well be expected. Since the last consignment was offloaded only a short while ago, another one is not expected for some time—perhaps during the next new moon, which begins in about two weeks' time.

The council arranges for members of the town guard to patrol the potential rendezvous points each night for the next two weeks in case the smugglers return earlier than expected. If the ship is sighted, the council is unwilling to risk the lives of volunteers by ordering them to take the ship and its crew by force. As soon as an approaching vessel is spotted, the council expects the characters to perform the actual task of boarding.

The council also provides the services of two members of the guard to sail your jolly boat when needed. The guards are not marines so not willing to board the smugglers' ship with you.

How do you want to prepare?


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

As the council reasons about whether the smugglers on the vessel know that their partners are captured Badger pipes up, "While at the house we uncovered a log or code book of the smugglers had dey signals used to let those at sea know its safe to approach or not. Seems like we already have a trap. Unless our previous efforts are too well known."


* Saltmarsh *

You share the instructions describing the code, the bullseye lantern, and the window that you found where they placed the lantern to signal the smuggler's ship. The signaling system utilizes the bullseye lantern to communicate the following messages by combining long and short flashes:

Long–short–short–short: "Is it safe?" (The ship initiates the exchange with this signal.)

Short–long–short–long: "Everything safe." (The smugglers respond with this signal.)

Long–long–long: "Ready to unload; come to the ship." (The ship confirms a reply with this signal.)

The arrangement calls for someone aboard the ship to flash the first signal. The shore party replies by flashing the second signal, after which the third signal flashes from the ship. It drops anchor and waits for the arrival of a boat from shore.


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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)

Captain Tarn was excited. Beyond excited, really. For he was now to be a ship’s captain! It was not a title that he would ever have dreamed of holding, given his lack of any nautical experience. Or the fact that nobody had actually given him said title. But those were minor details to the former miner. What really mattered was that he was now a Captain and that he was going to earn some gold. For what could possibly go wrong?


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

Drusilla will cast Identify on the bag and the rock. After that she will spend her time and money securing a few different spells to add to her book.

After that, she will brush up on some of the books she has procured. During the summons she will nod along and make sure to brush up on the signaling. As she does she'll make sure to keep the book on her,just incase.


* Saltmarsh *

Bag of Holding

Cursed Luckstone:

Wondrous item, uncommon (requires attunement)

This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn.
Curse.

This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage.

Drusilla wrote:
she will brush up on some of the books she has procured.

Which books?


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

Adding these to my personal library for downtime reading as My character is a bit of a nerd
1. The Magical Properties of Gemstones by the archmage Tenser
2. The Magical Properties of Herbs and Flowers by the archmage Tenser
3. The Metaphysics of Mathematics by the mage Nystul


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

Drusilla will tell the group about the Bag of Holding and see which one of us will carry it.


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One Night in Saltmarsh...[downtime retcon]

The ship door shattered into a billion splinters "Rematch Carter!" the kid pointed to an elephant disguised as a man sitting at a card table. "I'm calling you out! Rise and shine, daisy!"

After the initial shock wore off, Carter looked more amused than anything "Huh? Your other ball finally drop? I'm gonna have to rearrange that face again...wait, let me guess. You created another 'special move', right? What is it this time, Nudibranch Stance? Octopus Slap Kick?"

Blacklock just cracked his knuckles, then his neck, then his back "..aahh, say, I called you out and you're sitting not standing. Well I think everyone can see that makes you nothing but a giant p***y."

The crowd 'oooohed' knowing the kid had made his mark. Blacklock was dumb as box of rocks but sure knew how to get under someone's skin when he needed to.

Rummy had been working earlier that night, but now sat at a table of her own slowly smoking a pipe...she never took her eyes off the kid.

Kreb, the shady proprietor of the Empty Net, had other things in mind. Waving a dirty bar rag from behind the counter "Godsdamnit ye scrappy daft bastard...that door's coming out of your next wages. And it ain't Fight Night yet anyhow..." but the boy's unwavering gaze caused old Kreb to quickly resign "*tch* fine you stupid wank, no one gonna pick you up this time... *ahem* Listen up, salts! We gots here an unsanctioned match. Bets aint gonna be backed up by the book, you lot'll have to sort it out yerself, and no coming crying to me when they don't pay out!"

There was a lot of murmuring at this announcement. Bets made outside of Kreb's books could be a double-edged sword...on the one hand, they'd not have Kreb's hard limits and odds were purely speculative, a mere casual agreement between the two parties. On the other hand, there was nothing motivating anyone to pay up. This fight would be a risk only the most careless of gamblers would take...so of course nearly the whole room had something going.

Carter drained the last of his fishwater grog and finally lumbered down to the fight slats. He was a beast at nearly 8 ft tall, one of the highest paid dockworkers in town with a good mind for logistics to boot. He might be better off as a port manager if it weren't for the solid steel ribbons of muscle that encapsulated his titanic frame.

Blacklock approached to tap knuckles, but Carter just punched him in the face, sending him flying across the slats to an explosion of jeers and laughter. "What, unsanctioned fight, didn't you hear?" the hulk smirked.

The kid spit a solid stream of blood onto the dusty floor. ::Damnit...last one you get, a**hole.:: he thought as he flipped back onto his feet. Just as quickly the kid leaped onto his back into a 360 spin sending an outstretched leg to clip Carter right in the knee from the side.

*crrrrrk!*

"Argh!" he bellowed, taking the other knee, as the crowd went nearly silent...only a few whispered 'holy sh*ts' sneaking through. Carter was already slow compared to the kid, but that move just widened the gap even more. It took a lot of grunting effort and blood rushing to the dockman's bald head to get him back to stance.

Blacklock's pupils dilated almost completely as a rush of tribal pirate juju became a sort of symbiotic energy with his flesh, quintupling his reaction times and precisely predicting the exact force gradients for a number of predicted scenarios. The kid's body became a blur. Like the rustling of leaves in a strong wind, so too were the fighter's appendages moving in a smooth but chaotic pattern...it was supernatural, beautiful, patient and quite effective defense.

Rummy's eyes went wide and she leaned in closer, her fingernails digging into the old wooden table "...ki..." she whispered.

Carter's heavy thudslingers found nothing but air despite nearly 12 seconds of non-stop hammering.

*fwikk!*

Blacklock stood on one foot, his other made with the first a perfect vertical line, raised high in the air motionless. Carter had fallen over backwards, lights out.


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

Badger checks with the other town guards to get a feel for the "word on the street." "Hey lads I had ta do a bit o' scout work for a few. Anyting crazy happenin' round here? I know der has been word of smugglers. Might be linked to the Sea Princes." Basically trying to learn any details that might be overlooked. He will go so far as visit prisoners and do a bit of questioning.


* Saltmarsh *

DM Rolls: 1d2 ⇒ 21d20 ⇒ 19

Badger finds out that while his team was Haunted House hunting, there was a bloody battle against pirates leaves a Keoish naval squadron undermanned. The squadron came to town to press local sailors and fishermen into service.

=//=

After two weeks, a patrol of the town guard sights a probable smuggler ship laying at anchor just over the horizon from Saltmarsh. After you get the information the next morning, you assemble and jump into your jolly boat.

Question 1: Have you completed all your reprovisioning? Do you want to buy or ask the council to provide anything for our mission?

Question 2: Does anyone want to use two weeks of downtime rules?

Question 3: Are you bringing two guardsmen to sail/handle your jolly boat, while all of you board the smuggler's ship?

Question 4: Are you heading to the House to use the signaling system? If yes, what and when do you do? If no, please describe how you want to approach the smuggler's ship? Please RP this conversation while you sail in the jolly boat.


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

Drusilla will after a couple of days of heavy research and copying, spend the rest of the 10 days fishing, Crab and Lobster. With her usual nights of mending nets and using Prestidigitation at The Snapping Line, while trying to Impress Hanna Rist with her newfound coat and blade. AS well as maybe try to serenade her with some old Elvish romance tunes.


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

Question 1- Badger will make sure he has a full quiver of arrows, from the guard if they have supplies. He will make sure he has food stuffs and a full waterskin.

The answer to 3 & 4 for me is really more about what the response to Badger's in character question. Is it common knowledge that we went to the haunted house and cleared it out. I can't imagine its a state secret but it might not be wide spread info. If its still reasonable to assume its a secret then the house is still a possible lure. If its well known that a group took the house and its no longer being used by smugglers. Trying to bait them in will be all for naught at best. Or an invitation for a raid at worst.


* Saltmarsh *
Badger the Rover wrote:

Question 1- Badger will make sure he has a full quiver of arrows, from the guard if they have supplies. He will make sure he has food stuffs and a full waterskin.

The answer to 3 & 4 for me is really more about what the response to Badger's in character question. Is it common knowledge that we went to the haunted house and cleared it out. I can't imagine its a state secret but it might not be wide spread info. If its still reasonable to assume its a secret then the house is still a possible lure. If its well known that a group took the house and its no longer being used by smugglers. Trying to bait them in will be all for naught at best. Or an invitation for a raid at worst.

1. The guards have supplies.

3 & 4. Everyone in Saltmarsh knows you and what you did. Remember the smuggler's ships doesn't dock. The House's (your new) jolly boat goes out to unload the ship. The likelihood that the smuggler's ship is aware of the House's status is extraordinarily low.


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12
DM Jubal wrote:
3 & 4. Everyone in Saltmarsh knows you and what you did. Remember the smuggler's ships doesn't dock. The House's (your new) jolly boat goes out to unload the ship. The likelihood that the smuggler's ship is aware of the House's status is extraordinarily low.

Gotcha. Given that idea it makes pretty good sense to use the house.

Badger floats that idea to the team. "We got a place that very likely the smugglers might visit. If we use the signal we don't need to sneak out to the boat."


I'd like spend the 2 weeks downtime Carousing, as found in XGtE. I'll pay 50gp to go on a bender with Middle-Class contacts(guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.). It is a charisma persuasion check to see how many, and of what hostility of contacts...

Cha(Persuasion): 1d20 ⇒ 2

XD ...fart. So, I've made 1 hostile contact. ("A hostile contact works against the character, placing obstacles but stopping short of committing a crime or a violent act.") Perhaps this is Carter from my little RP above.

As for the boat thing, it sounded like they stay on the ship so either way we would be going out...I could've misinterpreted though.


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

Oh yeah that is in Xanathars? or is it Tashas' the downtime part? I will work most of my time. And use whatever I earn to pay for basic provisions and well more spell components


* Saltmarsh *

Blacklock manages to make a personal enemy of Captain Xendros, a female tiefling and leader of the trade delegation in the name of Iuz, a mighty cambion and demigod who rules much of the distant north. Iuz's realm does not produce enough food to feed all its citizens, so it relies on imports for the rest, and Saltmarsh is one of its major suppliers. The Faithful Quartermasters of Iuz maintain a residence in town where they coordinate acquiring large quantities of fish which is salted and preserved for transport.

The minions of Iuz have only rarely come into direct conflict with Keoland, and its ongoing war with Keoland's rivals makes the nation an acceptable trade partner in the eyes of the king. The emissaries from Iuz pay on time and buy shiploads of fish at once, so no one inquires too closely into the captain's sepulchral voice or her penchant for wearing gold jewelry etched with grim designs.

Campaign notes updated with Blacklock's new enemy. You will describe how it happened much more colorfully than me


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 |

During the days, Kwin gets to know the little town better. He wanders about, getting to know businesses, alleyways, some of the faces around town.

Some days, he wanders a bit further. He takes some of the trails and roads near town, seeing what is nearby.

A couple of days, he offers to go out fishing with some of the locals if they are willing to trade his free labor for a bit of knowledge in their profession.

After about a week, Kwin will take to spending the night in the house, watching out to sea to get a sense of what is normal to sea out there. Since they don't know exactly when the ship may come back (if it does), he wants to be ready.

On those days when he is up all night, he goes back to the inn and rests for hour hours in the morning before going about his day.


Blacklock had won. He actually won.

The few who had foolishly bet on the kid weren't regulars to the 'Net, because of course anyone who had seen Blacklock fight before wouldn't have much faith or imagine anything resembling financial security. It was different now though, Carter was down and it was no whim of luck that put him there...rather the whim of the shirtless old woman sitting up in the balcony smoking her long pipe, the whim of the mysterious Rummy.

These newcomers included members of various guilds, a well respected hedge wizard of the marshes, revelers of Saltmarsh night life (as it was), a ship's captain, and even a few of the council. This was the human foundation that now lifted Blacklock up off the ground in celebration of his victory (or in celebration of their easy money), and would be his new companions on a week long bender of drinking and carousing the likes of which the kid had never known.

Tavern hopping during the night turned into house parties at dawn. They dressed up some seagulls to match the Duchess of Dorlin. A full vardo wagon ended up on the councilman's roof. The elderly were ridiculed, who had to invent new adjective/noun combinations to describe their dumbfounded consternation. Someone found the weasel.

But such things couldn't last, and by most accounts it was ultimately Blacklock's fault...

"...whysh yer voice li'da anywaysh..." he inquired of Captain Xendros. The tiefling rarely spoke during all the craziness, putting down coin when it was her round and simply enjoying the chaos as a fly on the wall for the most part. When she did speak, it was as if the coffin lid was pried loose...a low bellowing more akin to wind than a human being, with the stench of death to match. "...an deesh skulls...perdy grim, eh?" he reached out to fondle one of the emerald spackled gold pieces.

He fondled something rather different.

Blacklock had seen the top of the mountain, and it was good.

So yeah, he copped a feel accidentally now she hates him.


Sorry, meant to post this earlier...

Question 1: Yes
Question 2: As noted
Question 3: Yes
Question 4: Yes, as Badger described. We could camp at the house a few days when the time gets close...then after the signaling stuff take the boat out. Blacklock wouldn't think of this, but we might disguise ourselves or they will probably make us out as not the smugglers when we approach...wasn't at least one of them a hobgoblin?


* Saltmarsh *

So, you spend three nights at the House before the new moon. During the third night, guards arrive in the sea cave in a row boat with the news of seeing a ship.

You head upstairs to the bedroom with the best view of the sea. You wait for an hour without messages. Then, you decide to trigger the conversation utilizing the bullseye lantern to communicate the following message by combining long and short flashes:

Short–long–short–long: "Everything safe."

After five minutes, you receive a response:

Long–short–short–short: "Is it safe?"

You repeat your message:

Short–long–short–long: "Everything safe."

After two minutes, you received the ready signal:

Long–long–long: "Ready to unload; come to the ship."

The ship is lying broadside to the coastline, the starboard side facing landward. The two guards row your jolly boat with you on board, the journey to the ship takes 20 minutes.

Which side of the ship will approach from portside facing the sea? Or starboard side facing land?

We might have lost players. When you're ready to board, if anyone still hasn't posted, we'll assume the characters pause in the jolly boat. If we don't get a post within a week, we'll assume the lost characters didn't join you at the House.


So we have a choice which side of the ship to approach from? Is there any noticeable difference?

Perception: 1d20 + 3 ⇒ (19) + 3 = 22

Blacklock cracked his knuckles one after the other anxiously as the guardsmen rowed across the briny deep.


* Saltmarsh *
Blacklock wrote:

So we have a choice which side of the ship to approach from? Is there any noticeable difference?

Nothing beyond my description. It is night during a new moon, so it is very dark.


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 the enemies that we slayed had anything like heavy cloaks, we'll want to use those to try and disguise ourselves in case they shine a light on us.

I would think we would just approach the closest side to the shore. I can't think of a reason we would need to circle around the ship.


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

"Night is never the Ideal time to be out in a small boat. I would love to fish out here though. Might catch some of the rarer fish. Maybe some eels! Though if you fall in at night rarely do you get out alive" Drusilla says as she smiles and hums a jaunty tune.


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's heart beats fast as the smugglers on the ship return their signals.

"It's really working! We've got them fooled. They won't know what hit'm! We'll whallop them harder than when Dyzziq the Dashing defeated the Baleen Bandits in Issue 7 of Tillian's Twilight Tales"

As they sail out, Argyri keeps nervously pulling her rapier half-out of its scabbard, and then putting it back.

She pulls her cloak's hood to better cover her face, and whispers, to Blacklock.

"Say, Blacklock, I heard about your righteous brawl with Carter. Way to go. Dude is a douchebag who acted like every girl in town owed him something."

After a moment, she adds, "Take care of yourself tonight, eh kid? Don't rush in too wild before we know how many we're up against. Then when the battle's over we can try another turn with that magic pipe, to show off our fabulous moves."


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:
If the enemies that we slayed had anything like heavy cloaks, we'll want to use those to try and disguise ourselves in case they shine a light on us.

"Some of who we took out were Bugbears."

Kwin Avassar wrote:
I would think we would just approach the closest side to the shore. I can't think of a reason we would need to circle around the ship.

My gut says we should come to the broadside they turned toward us as well. Is there a standard for loading or unloading a ship? Perhaps Drusilla might have an insight she is a fisher.

"Well here we go."


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

History: 1d20 + 5 ⇒ (12) + 5 = 17
Drusilla is trying to recollect any scraps from her knowledge of history about boarding ships and. Naval warfare

While the head to the ship Drusilla will cast Mage Armor. It will keep her safe when they strike. As she does she checks her Daggers, sword and readied herself for what will probably be a battle.


* Saltmarsh *

Starboard, landward here we go

The name of the vessel, Sea Ghost, is painted on both sides of the prow. It has a length of nearly 90 feet, a beam of 26 feet, a draft of 8 feet, and stands 9 feet above the waterline to the top of its main deck rails and 17 feet above the waterline to the top of both its forecastle and poop deck. Though the light is dim at best, you can see details of the ship's main deck. In the center, forward of the mast, a jolly boat is lashed to the deck with ropes.

To fore and aft, below the upper decks, stand vague outlines of doors. You can also see ladders that lead to the upper decks, the aft one on the port side, the forward one on the starboard. Aft of the mast is a hatch to the belowdecks area and a rope ladder climbing to a crow's nest above.

Two human figures lean against the rail mid-deck, staring toward the coast. Between them at deck level is a roll of canvas or rope. When you are twenty feet from the ship, they spot you and call out, "they're here." With the noise of the waves, the rest of the ship may not have been alerted.

Party up!


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

Drusilla points and strikes with a powerful note.

Mind Silver Int DC13

psychic: 1d6 ⇒ 2
Save Penalty next round: 1d4 ⇒ 3


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 whispers, "Wait! Don't attack til we're close enough for the rest of us to engage." Any chance I can interrupt Drusilla, so she doesn't attack until we're close enough to board?

Argyri then motions for the sailors to draw them up beside the larger ship, as quickly as they can...and offers any aid she can to speed the process.

Vehicle (Water): 1d20 ⇒ 7 I'm not sure what stat to add to this

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