[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


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

"Well to be clear. I am not proposing a fight. I am proposing a look from other angles. But yes. We burned through any welcome we had. Unless things change."


Blacklock felt himself being pushed farther from this town council nonsense, and farther out to sea in hunt of pirates. But the sweet words of Argyri brought him back...

Argyri wrote:
I count on you to help us learn

He wouldn't turn his back on her, not ever.

Upstairs, Braincell A and Braincell B went full fisticuffs, no holds barred. In truth, the end result was a loss for them both...but some tiny nugget, some mote of thought, actually jangled free...

"Uh...I have an idea." there was a pause where everyone had to make sure they had heard correctly. "You know old man Scrivner...or Cytangles is his real name I think...used to talk about brown-nosing the royals some time ago when they last rolled through. Gave em one face there in public, but behind closed doors the guys could talk trash on those nobles. Maybe theres a Scrivner among the lizards farther out in the marsh, you know the fishers and farmers or whatever they do." he shrugged.

When no one understood what he was rambling about he concluded "I just mean, maybe out there...away from the queen...they'd be more willing to talk."


* Saltmarsh *

Your jolly boat arrives at the Sea Ghost. All is good aboard. You continue your conversation on the main deck with a good view of promontory where the lizardfolk lair lurks below just to the right of the effluence of the Dunwater river.

Map behind the link. Let me know what you want to do.


After the sea crickets chirped a while, the kid added "...well it was just a thought, nevermind." unsure of himself.


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 mulled over the young man's words. As she did she thought it through. The Lizard Folk would have sentries, hunters, and gatherers out.

"It's not a bad idea, we just need to figure out how to execute it properly"Drusilla encouraged the now one-legged monk and smiled.

"Anyone here an expert on Lizard Folk? My knowledge is limited to peripheral treatises from a centuries-old tome I read as a child." Drusilla announced inwardly frustrated at her ability to recall facts from a tome she read as a child but not her mother's face. It was strange. Still, she shrugged and looked at the group.


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 |
Drusilla Orizorwyn wrote:

Drusilla mulled over the young man's words. As she did she thought it through. The Lizard Folk would have sentries, hunters, and gatherers out.

"It's not a bad idea, we just need to figure out how to execute it properly"Drusilla encouraged the now one-legged monk and smiled.

"Anyone here an expert on Lizard Folk? My knowledge is limited to peripheral treatises from a centuries-old tome I read as a child." Drusilla announced inwardly frustrated at her ability to recall facts from a tome she read as a child but not her mother's face. It was strange. Still, she shrugged and looked at the group.

What skill would that be? I can become temporarily proficient with any skill.


* Saltmarsh *
Kwin Avassar wrote:
ome temporarily proficient with any skill.[/ooc]

What do you want to know? It's probably Nature


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

Badger steps forward, "Nah kid. Its a good plan." He shrugs, "Finding a small group away from the cave might not be to hard."

"Well whatever we are going to do we need to look like we are sailing home. We can row ashore a few miles away and circle back to the area."


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

"Make no mistake though if the treatment is rough or turns rough. We taint helpin' the cause of peace."


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

"That is true let me look through my spells and see if I have anything to help us out?" Drusilla waits until she is on the ship and peruses her book for any helpful spells.


* Saltmarsh *

After quite a bit of discussion, you give the commands to weigh anchor and sail toward Saltmarsh pulling your jolly boat behind the Sea Ghost. You imagine being watched but never see anyone.

You sail halfway toward Saltmarsh and drop anchor after almost two hours. The sun readies to plunge below the horizon.

What do you do? Go to shore in the dark? Long rest and go to shore tomorrow morning?


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

"I think we have gone a good ways. Its getting late. Do we want to wait till morning to go ashore?"

I am sure that Badger has a more informed take on this than his player does.


* Saltmarsh *
Badger the Rover wrote:
I am sure that Badger has a more informed take on this than his player does.

Meh? Does everyone have Darkvision? Even without Light, Darkvision is at disadvantage to avoid Natural hazards, right? But, you are adventurers. What's the worst that could happen?


Nature: 1d20 - 1 ⇒ (5) - 1 = 4

"Uh...isn't it like, lizards sleep in the day because its too warm or something..." the kid had no idea what he was talking about.


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

"Morning as I can better prepare for the coming encounters" Drusilla says as she pulls her spellbook free and begins to read it as she walks the deck.


Blacklock was up late that night, keeping watch over the waves for any sign of pirates. The kid finally was rocked to sleep just as the moon set...plunging into dream.

Ready to hexplore. :D


* Saltmarsh *

After a calm evening and breakfast aboard the Sea Ghost, you order the crew to drop you on shore where the marsh finally lets loose of the land. A small hill rises almost 400 feet to the north of you, which you know is due west of Saltmarsh.

It's an hour after dawn. The skies are blue with a few clouds. There's a thread of land at the base of the hill with sure footing. You're over four miles north east of the lizardfolk lair and Dunwater River.

Marching order. Standard Operating Procedure. Finalize the orders with the Sea Ghost


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 the hill and crests it slowly looking over the land. "I'll take point on this one and try to keep us out of the thick. And nonahya want to step in the quicksand or find a deep patch in the mud."

perception: 1d20 + 2 ⇒ (3) + 2 = 5
survival: 1d20 + 4 ⇒ (3) + 4 = 7 Not sure I need to roll survival with all the benefits of Natural Explorer but here it goes. I suppose it is needed to find tracks.


* Saltmarsh *

@Badger. Please look at the map. The crest of the hill is about 6 miles away and up 400 feet. It'll take you 3-4 hours to hike that. You absolutely can do that, but it'll take half a day. Just saying


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

Sorry I read hill and did not figure it being that far away. I thought it was a small rise near the coast and I was just rping ranger sounding stuff. I see an elevation of 300 due west of Saltmarsh. The direction we would want to go is more south west back toward the lizard folk. Could we get a pin on the map if exactly where we are is going to be crucial. Cause honestly I was just trying to rp being a ranger and taking the scout point as we move back toward the way we are going.


* Saltmarsh *

You wave goodbye to the Sea Ghost, and Badger leads you inland a bit finding a trail that he knows. Trail is a big word, meaning it is used by two feet and four feet. It follows the coast and keeps you relatively dry considering the surroundings.

Following Badger's directions and guidance, you make good time and pause after an hour. Badger thinks that you're halfway between where you started and the lizardfolk lair. You haven't seen anything bigger than a badger.

I put a star on the map where you are. Now what? This is a bit of a snipe hunt, but I'm going with it.


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

If I remember correctly the Lizard Folk village was near the mouth of the river near the top of the map. So we are heading toward that area to get close to where the lizard folk village was to find a lizard to talk to and see if we can get more info about the size of the settlement.


Right, looking for a 'common man/woman' blue collar worker...like I dont know a basket weaver or something. Not military or noble etc.


* Saltmarsh *

to be clear, the lizard folk lair is near the river next to you (star on map). You are about another hour overland to it


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 trudges along beside Badger. At first, it feels like a cool clandestine mission and she's got a bit of a spring in her step...but after a while she starts to drag, especially as her boots sometimes sink into the muck and water starts to get between her toes.

She turns to Badger. "So...can you pick up any tracks in this muck? Does it seem like the lizardfolk make it out here?"


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

Once we are about a mile from the lizard folk village we will strike off the 'trail' and approach the lizard folk village from the west. Continuing to look for tracks.


* Saltmarsh *

1d8 + 1d12 ⇒ (5) + (9) = 14
1d6 ⇒ 2

Along the trail, Badger finds all sorts of tracks of various age, including lizardfolk. Seems like the trail is often used by two-legged and four-legged traffic.

After the pause halfway between the trail start and lizardfolk lair, Badger leads you off the trail into the marsh proper. Despite his excellent guiding, it's messy. After an hour travel, you are all soaked from the waist down for all but Badger and Tarn who are drenched from the neck down. Insects bite and annoy you. The cool breeze on the coast has not followed you into the decaying, flooded marsh.

Badger silently signals for everyone to stop. Something is wrong. You look beyond the gnome, you see two large crocodiles across your path, about twenty feet from Badger. They had been submerged in water but now have moved a bit to get some purchase under their claws.

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

Drusilla casts Mage Armor on herself and moves so the more capable fighters get in front of her.


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 stomped along. He had no skills that made their task any easier. He was not a scout. He was not a ranger. He was an outdoorsman only when it came to being underground. All he could do was embrace the suck and forge on, following his more skilled companions.


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

"A tight formation is best. Keep scrappers in the front." As he speaks Badger backs toward the rest of the group hoping to start a horseshoe shape line to meet a charge if it comes.

Hunter's Mark on the nearest croc Bonus Action.

Once firmly with the larger cluster of companions Badger puts his arms wide with his swords outstretched hoping the large mass of folks are imposing to the crocs. He speaks a lurching pattern that almost growls and gets louder as it goes (not a scream). "Back OFF."

Animal Handling: 1d20 + 4 ⇒ (2) + 4 = 6 Basically hoping to through the size of our group and posture communicate to the animal we aren't worth the trouble.

Badger tilts his head, "I don't think its working. Unleash Hell."


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 steps back with Drusilla, making sure he stays behind her in case any other creepy-crawlies try to take advantage of the crocs attack.

He calls upon his god's power, hoping some flame might deter the predators.

Ready an action, hit the first croc that approaches us with a sacred flame, DC 13 dexterity save or take 1d8 + 0 ⇒ (2) + 0 = 2 radiant damage.


Blacklock advanced, the water making his crutch and pegleg trod actually a bit easier from the buoyancy. Enough so in fact, he raised his crutch completely out of the water...bridging hand to hand in a defensive brace.

Moving up, but not to the front. Staying behind Badger and Tarn, but ahead of all else. Dodge action.


* Saltmarsh *

Argyri. I'll post tomorrow morning


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

Sorry got back from traveling just in time to help wife get ready for her own trip. Lots of work work and parenting work.

Crocodiles?!?

With a gulp, Argyri steps up and a bit apart from Badger, hoping to capture one of them in a pincher maneuver, as she's done with the plucky gnome several times before.

move. Ready to attack if croc comes in range. Hoping to set up to flank.


* Saltmarsh *

Badger, Argyri, Tarn: 2d3 ⇒ (3, 3) = 6

Croc 1 sacred flame, DC 13 dexterity: 1d20 ⇒ 13
Kwin's holy flames just miss cooking crocmeat.

Both crocs lunge for dwarfmeat. Both clamp their jaws on a different dwarf leg. Setting up a potential tug-of-war for dominance.
Croc 1 vs Tarn: 1d20 + 4 ⇒ (20) + 4 = 24
Croc 2 vs Tarn: 1d20 + 4 ⇒ (19) + 4 = 23
Croc 1 bite critical damage on Tarn: 2d10 + 2 ⇒ (3, 7) + 2 = 12
Croc 2 bite damage on Tarn: 1d10 + 2 ⇒ (1) + 2 = 3
Tarn takes 15 damage and needs to make two grapple checks DC 12 or be restrained and grappled.

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

If that triggered my readied attack:
Readied Attack w/Rapier: 1d20 + 5 ⇒ (13) + 5 = 18 Damage+sneak: 1d8 + 3 + 2d6 ⇒ (4) + 3 + (5, 4) = 16

"Ulp! We've got your back, Tarn. And your leg!"

The nimble swashbuckler does her best to skewer the crocodile nearest her.

Rapier: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d8 + 3 + 2d6 ⇒ (6) + 3 + (1, 2) = 12
Dagger: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d4 ⇒ 2


* Saltmarsh *

With two quick rapier thrusts, Argyri pierces the heart of one of the large crocodiles.
Croc 1 takes 16 +12 = 28 HP and dead

Then, she draws blood from the second croc.
Croc 2 takes 2 HP


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

Badger leaps toward the croc both swords aiming down. "Let'em go."

Shortsword 1: 1d20 + 5 ⇒ (4) + 5 = 9
Shortsword 2 bonus action if I have it: 1d20 + 5 ⇒ (8) + 5 = 13

Not sure if 13 hits. Depending on which croc died. I would use my bonus action to move hunter's mark instead of attacking.

Damage incase shortsword, hunter's mark, colossus slayer: 1d6 + 3 + 1d6 + 1d8 ⇒ (6) + 3 + (2) + (4) = 15


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 move so she can be a good 20 feet from the crocodiles, but off to the side. Making sure they are in a line she begins to cast. Grabbing a bit of rotten apple and intoning the arcane syllables and then letting loose a line of brackish ichor form the tip of her finger.

Tasha's Caustic Brew:

1st-level evocation

Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S, M (a bit of rotten food)
Duration: Concentration, up to 1 minute

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at the start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Dexterituy DC13

Casting at a 2nd level slot
Acid Damage: 4d4 ⇒ (1, 1, 2, 3) = 7


Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Martial Arts: 1d20 + 5 ⇒ (2) + 5 = 7

Blacklock tried to help take down the last croc, but the combination of the waist-high water, crutch, and pegleg was throwing off his muscle memory.

Spring attacking, staying out of melee as far as possible after strike.


* Saltmarsh *

Badger gets through the tough hide with his second stab.
Croc 2 takes 15 +2 = 17 HP

Drusilla overpowers her spell and sails the Tasha's acid over the live crocodile and hits the dead one.
Dexterity DC 13: 1d20 ⇒ 20

Blacklock struggles in his first post-amputee combat.

Tarn and Kwin


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 points again at the remaining croc, hoping to scorch it and send it away so he can tend to the dwarf.

Sacred flame, DC 13 dex save or take 1d8 + 0 ⇒ (6) + 0 = 6 radiant damage.


* Saltmarsh *

Sacred flame, DC 13 dex: 1d20 ⇒ 10
Croc 2 takes 6 +17 = 23 HP and dead

And the last crocodile burns to death in holy fire.

Combat over! RP wrap up before we move on


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

"Hmmm that did not work as well as I would have hoped?" She says looking at the others and then the crocodiles.

"We could skin and carve them up?"


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

"The tail is good meat. Though keeping it fresh till we get back is gonna be hard."


"No time for butchery...but maybe we at least open the stomachs? Could be signs of the lizardfolk inside...?" the kid asked grimly.


* Saltmarsh *

Tarn is down to 12 of 27 HP. let me know if you want to short rest, so we can advance


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

"Tarn, how're you doing there? I know Blacklock makes that pegleg look really good...but that doesn't mean you should go shoving your leg in the mouth of the first crocodile you see, got it?"

. . .

At the kid's suggestion, Argyri cocks her head. "That's...interesting. I'm not sure I'd be able to tell what we find there...but maybe one of us could? Badget?"


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

Badger shrugs, "Kid is right if they ate something its there. Though I doubt these two would bother with big folks like yerselves if they ain't hungry."

"Let's get clear of this mess. Its gonna pull birds soon" . . . He looks back at the others. "Its gonna pull birds soon. Scavengers. When they circle. Maybe one of the lizard folk will want to take a looksie."


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

"Let's move to a dryer spot near by and keep a watch here and get Tarn bandaged up. Maybe some lizard folk will come check."

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