[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


651 to 700 of 1,867 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

* Saltmarsh *

Yes. You can stop Drusilla. Need an RP post with a Deception check


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

Where any of the enemies we fought small? If not Badger is going to make sure that he and his cloak take up more space.


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 thinks back to her back to her pirate youth and does her best to allay any suspicions as they approach.

"Hey, maties. Give us a hand here, eh?"

Deception: 1d20 + 5 ⇒ (2) + 5 = 7 Ulp! Can someone Aid me on this?


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

Oops I struck first, I thought they were gonna attack!


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

In a gravelly low voice Badger calls out, "Drop us a line, don't leave us here with our wood in our hands."

Aid to give Dru advantage.


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

Thanks!

"Yeah, the boss is in a foul mood tonight. Let's not make him wait."

Deception: 1d20 + 5 ⇒ (9) + 5 = 14 OK, that's better anyways.


Blacklock's muscles tightened under his thin cloth vestments, ready to pounce like a tiger if Argyri's gambit didn't play out...


* Saltmarsh *

Following a tense few seconds after Drusilla is prevented from attacking and Argyri's first parlay was met with silence, the rope ladder is kicked over the side of the ship with it's end splashing into tossing sea.

Using the rope ladder to climb aboard doesn't require a skill check, but does require both hands free. Need a new marching order, because Tarn doesn't appear to be here, so he is pausing for now in the boat. Old Marching Order: (front-to-back): Tarn, Argyri, Kwin, Drusilla, Badger, Blacklock

Party up!


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 fine with keeping the original marching order, and just having Tarn hold back on the boat for now. (or assuming he was with us all along, if Grumbaki reappears in time).

Argyri steels herself–You can do this!–and then starts to climb.


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

Drusilla works her fingers and her muscles and winces. She would hope her old injuries not impede her.


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

I feel like Block up in the mix is going to more important this go round. I think his mobility is going to be important.


Fine with me, can be up by Argyri

Blacklock was quick to follow Argyri immediately up the ladder...for mysterious reasons. Certainly not checking out Argyri as she climbed.


* Saltmarsh *

Marching Order: (front-to-back): Argyri, Blacklock, Kwin, Drusilla, Badger, Tarn

Argyri, Blacklock, and Kwin get on deck when the two smugglers realize, "hey, who are you guys?"

Drusilla is climbing on the rope ladder. Badger and Tarn wait their turn with the two guards in the jolly boat with oars.

DM rolls:
Blacklock: 1d20 + 3 ⇒ (13) + 3 = 16 Badger: 1d20 + 3 ⇒ (16) + 3 = 191d20 + 3 ⇒ (12) + 3 = 15 Tarn: 1d20 + 1 ⇒ (4) + 1 = 5 Drusilla: 1d20 + 3 ⇒ (18) + 3 = 21 Argyri: 1d20 + 3 ⇒ (17) + 3 = 20 Kwin: 1d20 + 3 ⇒ (15) + 3 = 18 Bad guys: 1d20 ⇒ 8

Party up!


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

"Sanbalet hired us a week or so back. His old gang was unreliable. One ran off and something about an old drunk picking fights with the bugbear."

Deception: 1d20 + 1 ⇒ (16) + 1 = 17


"Heh, not to mention the weasel infestation." Blacklock added, slapping Badger on the back.

Help action to give advantage to deception roll.


* Saltmarsh *

The two smugglers look at themselves at the remarks. Even if they believe them, it's too much. They need to summon the captain to handle this situation.

Party up!


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

Have we all made it up the ladder? I am assuming we are mid climb.


* Saltmarsh *
DM Jubal wrote:

Marching Order: (front-to-back): Argyri, Blacklock, Kwin, Drusilla, Badger, Tarn

Argyri, Blacklock, and Kwin get on deck

Drusilla is climbing on the rope ladder.

Badger and Tarn wait their turn with the two guards in the jolly boat with oars.


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 looks at Blacklock and admonishes him in a hushed tone "Not too loud. Sounds carries far over the water. We don't want to alert the town."

Hoping to make them think twice about calling out...

Then Kwin asks one, still in a hushed tone, "Do we get help loading or not?"


* Saltmarsh *

The two smugglers are about a RL day from raising the alarm on the ship unless you do something to stop them. While they may believe your Deception, they must report any major deviation to the normal plan... which your deception would be.

Argyri, Blacklock, and Kwin are on deck with the two smugglers. Drusilla is climbing the rope ladder. Badger and Tarn are waiting their turn on the ladder with the two guards and currently do NOT have line of sight to the two smugglers.

If you do not want to try to subdue them with your initiative, they will raise the alarm of the ship.


When the shipmates aren't looking, Blacklock signals Badger and mimes slitting his throat then shrugs questioningly...unsure if the party should attack.


Lvl 6 Warlock Tarn Copperlocks HP (49/49) AoA (15/15) AC (19) Saves (5/2/4/0/2/5) Spells (1/2) Current Buffs ( AoA ) HD (5/5) Flight (3/3)

Tarn was waiting his turn at the ladder. He didn't want to ruin what was going on, so he waited for some sort of signal that he should attack, or climb up, or...well...to do something. He knew he was their beloved leader and all, but he didn't quite know what to do and he trusted their judgmenet.


Oh whoops, thought Badger was up here as well. I'll attack with any kind of confirmation from Kwin/Argyri


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 draws his sword and plunges it into the nearest pirate.

Two handed swing, to hit 1d20 + 2 ⇒ (14) + 2 = 16. Damage 1d10 + 0 ⇒ (6) + 0 = 6.


Blacklock leaped into the fray, trying to take them down quickly and quietly...

Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg: 1d4 + 4 ⇒ (4) + 4 = 8

Martial Arts: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg: 1d4 + 4 ⇒ (2) + 4 = 6

Flurry: 1d20 + 5 ⇒ (8) + 5 = 13
Dmg: 1d4 + 4 ⇒ (2) + 4 = 6


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

Badger moves up the ladder as fast as he can.


* Saltmarsh *

To their surprise, Kwin draws his sword and plunges it into the nearest pirate.
Smuggler 1: 6 damage

Blacklock leaped into the fray, trying to take them down quickly and quietly...
Smuggler 1: 6 +8 = 14 damage and down

Smuggler 2: 6 +6 = 12 damage and down

And just like that, they've boarded the Sea Ghost

Combat over!

I'll update the maps to include a map. And provide our sailors some instincts about where to go in a few hours


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 done! That was right professional it was.” Tarn said as he climbed up.


* Saltmarsh *

The map behind my profile link is updated

You're finally all aboard the Sea Ghost nice and quiet like. The two guards in the boat clutch the rope ladder, in case you to getaway.

You stand on the main deck with a stowed jolly boat and wooden grill covering the hold. There are steps to the forecastle and aft to the poop deck. You don't notice anyone up there or the crow's nest atop the main mast. There are seven closed doors: four aft and three forward.

There's a lantern mounted to the mast shedding light across the deck dispelling the darkness of the new moon.

Argyri suspects two of the four doors aft go to the captain's and officer's quarters. The other two doors aft go downward to the quarterdeck. At least one of the doors forward go down to the quarterdeck. There are probably a galley and stores under the forecastle. Considering this is a smuggler's ship, there is probably a secret hold to avoid port customs.

You're up!


Blacklock grabs the lantern and kneels down at the fallen smugglers, checking them for anything important like keys or bottles of rum.

Investigation: 1d20 - 1 ⇒ (11) - 1 = 10


* Saltmarsh *

Blacklock finds the lantern is easily carried and has a magical flame.

The smugglers wear pants, a vest, and not anything else. Like they could go swimming without removing anything. And they do not carry any keys or coins.


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

If the smugglers are still alive. Badger will take a moment to bind and gag them so that they cannot yell.

Badger looks at the fallen smugglers.

Medicine: 1d20 + 2 ⇒ (8) + 2 = 10

He takes a bit of rope and binds the hands of the smugglers and cuts a bit of fabric from their vest to serve as a gag.


Woah, magic lantern you say? Does it give heat and light or light only?


* Saltmarsh *

The two smugglers are trussed up. The starlight and slight breeze would be pretty if you weren't readying to take the ship. Your calm before your storm.

You stand on the main deck with a stowed jolly boat and wooden grill covering the hold. There are steps to the forecastle and aft to the poop deck. You don't notice anyone up there or the crow's nest atop the main mast. There are seven closed doors: four aft and three forward.


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

"We should head to the Aft, see what those doors hold before going to the fore and then below. Better to clear the top most decks before heading down only to walk back up into an ambush" Drusilla suggests as she slowly draws her scimitar.

"Just a precaution" She says as the wizard looks about ship to try and see if she can discern basic possible lay out for were these doors go


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)

"Right, makes sense to me. Do this step by step and then we can enjoy this nice weather and the loot." Tarn said.


* Saltmarsh *

Tarn are you back in the lead? Pick a door. Any door. Maybe have someone try it who has Stealth to quietly open it.


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)

Stealth is not something Tarn is going to be good at. Which is why he offered moral support there rather than just opening a door himself


The kid (whose weasel marks had healed completely by now) stepped up to the first door on the left, aft, putting his ear to it a moment before gently nudging it wide...

Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Stealth: 1d20 + 5 ⇒ (12) + 5 = 17


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 nods to the plan. "I suspect I've of these may be the Captain's and officer's quarters. Wouldn't mind surprising them before they get wind of us."


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

"Captain with a dagger to his throat might order his men to stand down."


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

"Yes I do not want to scuttle the ship. I have a spell that would definitely destroy the hull. Spew forth some highly corrosive acid to burn holes in the bottom and let it sink. At least that is a contingency of mine"Drusilla says her hand going to one of her pockets.


* Saltmarsh *

Blacklock:
This cabin is clean, and its furniture in good repair.

A single bunk, made up with bed linen, has its head against the bulkhead running along the centerline of the ship next to a wooden partition squaring off the corner near the main deck.

A human figure sits with its back to you at a writing desk which is set against the hull toward the stern; it has a drawer on each side and three trays on the top. Beside the desk is a wooden, brass-bound chest.

Against the hull on the starboard side is a padded leather couch. In front of it, a bearskin rug lies on the deck, while beneath the couch can be seen a large metal box. An lit hooded lantern hangs from the ceiling.

Map updated in the spoiler


Blacklock nudges the others and points, ready for a surprise attack on the party's signal.


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 nods, mouthing Knock him out.

She holds up fingers–three...two...one!–and then leaps in, theatrically, and attempts to clobber him over the head with the pummel of her rapier and dagger.

Rapier: 1d20 + 5 ⇒ (10) + 5 = 15 Damage+sneak: 1d8 + 3 + 1d6 ⇒ (4) + 3 + (4) = 11
Dagger: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d4 ⇒ 2


Blacklock charged in, putting an arm around the smugglers neck and lifting up off the ground, punching him hard in the spine...

Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Dmg: 1d4 + 4 ⇒ (1) + 4 = 5

Martial Arts: 1d20 + 5 ⇒ (9) + 5 = 14
Dmg: 1d4 + 4 ⇒ (2) + 4 = 6


* Saltmarsh *

everyone post a surprise round. Then, I’ll roll initiative


* Saltmarsh *

This cabin is clean, and its furniture in good repair. A single bunk, made up with bed linen, has its head against the bulkhead running along the centerline of the ship next to a wooden partition squaring off the corner near the main deck.

A human figure sits with its back to you at a writing desk which is set against the hull toward the stern; it has a drawer on each side and three trays on the top. Beside the desk is a wooden, brass-bound chest. Against the hull on the starboard side is a padded leather couch. In front of it, a bearskin rug lies on the deck, while beneath the couch can be seen a large metal box. An lit hooded lantern hangs from the ceiling.

Argyri clobbers him over the head with the pummel of her rapier.
pirate captain takes 11 damage

Blacklock charges in, putting an arm around the smugglers neck and lifting up off the ground, punching him hard in the spine...
pirate captain takes 11 +5 +6 = 22 damage

pirate captain AC 14. Everyone else is up!

Initiative:
Blacklock: 1d20 + 3 ⇒ (3) + 3 = 6 Badger: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (19) + 3 = 22 Tarn: 1d20 + 1 ⇒ (13) + 1 = 14 Drusilla: 1d20 + 3 ⇒ (18) + 3 = 21 Argyri: 1d20 + 3 ⇒ (13) + 3 = 16 Kwin: 1d20 + 3 ⇒ (18) + 3 = 21 Bad guys: 1d20 ⇒ 12


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

Badger grabs the bear skin rug and throws it over the man's face, pulling on it to hold it over his eyes giving his allies a shot at getting in good shots.

Help action to give advantage for the next attacker.


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

Drusilla will shut and lock the door when everyone enters. If need be she is ready to strike be it the Captian or any crew coming in.

651 to 700 of 1,867 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [5e] Ghosts of Saltmarsh All Messageboards

Want to post a reply? Sign in.