[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


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Blacklock nodded at Badger, admiring the ease the gnome adapted to this environment. The kid was nearly soaked to the bone, and whatever wasn't moist was sticky with mud. He tried cleaning himself up the best he could before the next push...


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 as well. "You know these buggy swamps better than the rest of us do, Badger. Lead on."


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)

Short Rest: 2d8 + 6 ⇒ (4, 1) + 6 = 11
Hp: 12 + 11 = 23

Tarn grunted as he sat down and remained silent as he was bandaged. Luckily the bite hadn't hit any arteries, so the biggest problem was infection. And given that they were in a swamp, that was a real issue.

"And when ye lead on, try to avoid any more beasties." He grumbled.


* Saltmarsh *

When ready, Badger continues to lead you through the marsh. You pass many natural hazards, which would have been painful if not for your excellent guide.

After another hour sloshing through the soggy, you near the Dunwater River. All of sudden, six frog-headed amphibious humanoids burst from the muddy water and attack with spears and their teeth! Each wear crude armor and shields.

The frogman stabs and bites Badger whos deflects the spear but gets bitten! 4 damage

Ever en guard Argyri manages to dodge her frogman!

Drusilla gets bitten without her magical armor! 4 damage

Kwin gets speared in the gut by his frogman! 5 damage

Tarn's armor turns away his frogman's spear.

Blacklock flows like water out of the way of danger!

DM Rolls:

Badger: 1d20 + 3 ⇒ (20) + 3 = 231d4 + 1 ⇒ (1) + 1 = 21d20 + 3 ⇒ (7) + 3 = 101d6 + 1 ⇒ (1) + 1 = 2
Argyri: 1d20 + 3 ⇒ (8) + 3 = 111d4 + 1 ⇒ (4) + 1 = 51d20 + 3 ⇒ (9) + 3 = 121d6 + 1 ⇒ (4) + 1 = 5
Drusilla: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 1 ⇒ (3) + 1 = 41d20 + 3 ⇒ (6) + 3 = 91d6 + 1 ⇒ (1) + 1 = 2
Kwin: 1d20 + 3 ⇒ (4) + 3 = 71d4 + 1 ⇒ (2) + 1 = 31d20 + 3 ⇒ (17) + 3 = 201d6 + 1 ⇒ (4) + 1 = 5
Tarn: 1d20 + 3 ⇒ (8) + 3 = 111d4 + 1 ⇒ (2) + 1 = 31d20 + 3 ⇒ (12) + 3 = 151d6 + 1 ⇒ (1) + 1 = 2
Blacklock: 1d20 + 3 ⇒ (5) + 3 = 81d4 + 1 ⇒ (4) + 1 = 51d20 + 3 ⇒ (6) + 3 = 91d6 + 1 ⇒ (1) + 1 = 2
Badger crit: 1d4 ⇒ 2

Badger or Nature 11:
These are bullywugs. They are nasty, brutish, and wet. These frog-headed amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, bullywugs overwhelm opponents with superior numbers when they can, but they flee from serious threats to search for easier prey.


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

”I bloody knew it! They be out to kill us! Ye’ve got ten seconds to make peace with them before I splatter their brains everywhere.”

Armor of Agathys cast


Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Dmg: 1d8 + 3 ⇒ (4) + 3 = 7
Martial Arts: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg: 1d4 + 3 ⇒ (2) + 3 = 5

No stranger to a dirty fight, the mud-soaked kid slid under the water and bolted swimming forward at a tremendous speed. He popped up out of nowhere and bludgeoned one of the creatures before swimming off like a torpedo.


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

Drusilla was bitten and curses as she goes into a song. With the Blade song humming within her she draws her scimitar and slashes at the frog man with speed and grace bore form the mystical song she invokes.

Scimitar Slash: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Bladesong:

Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:

You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.


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

"These are Bullywugs, Frog people not Lizard folk. They hate you and want you dead. Kill them first."

Putting action to his own words Badger responds to the bullywug that hit him swings his sword toward the creature.

Shortsword 1: 1d20 + 5 ⇒ (1) + 5 = 6
Shortsword 2: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 3 ⇒ (2) + 3 = 5 Additional Colussus Slayer: 1d8 ⇒ 4 if it has already been damaged.


* Saltmarsh *

Blacklock's bullywug takes 7 damage
Drusilla's bullywug takes 5 damage
Badgers's bullywug takes 5 damage

Argyri & Kwin


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 steps opposite Blacklock, and skewers the bullywug Blacklock had just slugged.

Rapier: 1d20 + 5 ⇒ (17) + 5 = 22 Rapier: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d8 + 3 + 1d6 ⇒ (2) + 3 + (3) = 8
Dagger: 1d20 + 5 ⇒ (3) + 5 = 8Dagger: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d4 ⇒ 1


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 pulls out his longsword and retaliates against the bullywug that stabbed him.

Two handed swing, to hit 1d20 + 2 ⇒ (1) + 2 = 3, damage 1d10 + 0 ⇒ (1) + 0 = 1.


* Saltmarsh *

Argyri stabs and drops Drusilla's bullywug while Kwin almost hits Argyri with his longsword.
Drusilla's bullywug takes 7 +5 = 12 damage and down

DM rolls:
Badger: 1d20 + 3 ⇒ (15) + 3 = 181d4 + 1 ⇒ (1) + 1 = 21d20 + 3 ⇒ (10) + 3 = 131d6 + 1 ⇒ (3) + 1 = 4
Argyri: 1d20 + 3 ⇒ (14) + 3 = 171d4 + 1 ⇒ (1) + 1 = 21d20 + 3 ⇒ (13) + 3 = 161d6 + 1 ⇒ (1) + 1 = 2
Drusilla: 1d20 + 3 ⇒ (9) + 3 = 121d4 + 1 ⇒ (3) + 1 = 41d20 + 3 ⇒ (7) + 3 = 101d6 + 1 ⇒ (2) + 1 = 3
Kwin: 1d20 + 3 ⇒ (5) + 3 = 81d4 + 1 ⇒ (4) + 1 = 51d20 + 3 ⇒ (2) + 3 = 51d6 + 1 ⇒ (1) + 1 = 2
Tarn: 1d20 + 3 ⇒ (8) + 3 = 111d4 + 1 ⇒ (4) + 1 = 51d20 + 3 ⇒ (9) + 3 = 121d6 + 1 ⇒ (1) + 1 = 2
Blacklock: 1d20 + 3 ⇒ (1) + 3 = 41d4 + 1 ⇒ (3) + 1 = 41d20 + 3 ⇒ (4) + 3 = 71d6 + 1 ⇒ (4) + 1 = 5

Again Badger deflects the spear but gets bitten! 2 damage

This time Argyri gets bitten and stabbed by her frogman! 4 damage

Kwin's frogman laughs so hard at his swordsmanship, the frogman cannot threaten the priest!

The radiating blizzard from Tarn causes his frogman to miss.

Blacklock's frogman follows him, but he continues to flow like water out of the way of danger!

Party up! Tarn, you get an AOO on Blacklock's frogman

Argyri, I don't give advantage for flanking. Frogman AC 15


DM, Blacklock has mobile and will always move, attack, move if possible. I see some attacks against Blacklock were rolled. Were those ranged attacks? If not, Argyri would get an OA as the bullywug advanced on me maybe? She was attacking my target previously.


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* Saltmarsh *
Blacklock wrote:
DM, Blacklock has mobile and will always move, attack, move if possible. I see some attacks against Blacklock were rolled. Were those ranged attacks? If not, Argyri would get an OA as the bullywug advanced on me maybe? She was attacking my target previously.

Argyri is second in the marching order and Blacklock is last. If Argyri wanted to attack Blackock's opponent, she would have pulled a couple of AOO, so I thought she might not want to do that. She could attack Badger or Drusilla's frogman. I'll have her attack's Drusilla, the mage's.

I'll edit my post, because Blacklock's frogman will pursue Blacklock and give an AOO to Tarn.


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

Badger fails to get his swords in a good place to strike the frog that bit him.

Shortsword 1: 1d20 + 5 ⇒ (5) + 5 = 10
Shortsword 2: 1d20 + 5 ⇒ (8) + 5 = 13


Understood, thanks!

Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Martial Arts: 1d20 + 5 ⇒ (5) + 5 = 10

Blacklock splashed around violently yet pathetically next to a frog, but the frog was not impressed. The kid doggie-paddled away in shame rapidly.


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

"Hey, keep your swamp-breath offa me, frog-face!"

Argyri isn't able to dodge the frogman, but she gives as well as she takes, stabbing deep with her rapier (while she waves her dagger menacingly).

Rapier: 1d20 + 5 ⇒ (10) + 5 = 15 Damage+sneak: 1d8 + 3 + 2d6 ⇒ (5) + 3 + (1, 5) = 14
Dagger: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d4 ⇒ 3

If possible (we don't have a map, right?) I'll use my bonus action to keep out of reach...and if I dropped my foe, to get somewhere where I can easily get to the next one, next round


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

Drusilla still in song will move and attack the next closest Frogman with a strike.

Scimitar Slash: 1d20 + 5 ⇒ (3) + 5 = 8
Slice n Dice: 1d6 + 3 ⇒ (2) + 3 = 5


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)

AOO: 1d20 + 6 ⇒ (14) + 6 = 20
Blunt Damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Hit: 1d20 + 6 ⇒ (8) + 6 = 14
Blunt Damage: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Booming Blade if it moves: 1d8 ⇒ 7

Hammer in hand, Tarn went about attacking the oversized frogs. He was quite frustrated by...well...nearly everything that had happened thus far. It felt good to relieve his stress by letting it all out in a display of righteous violence.


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 flushes with embarrassment at his flailing strike, gathers his strength and tries again!

To hit 1d20 + 2 ⇒ (2) + 2 = 4, Damage 1d10 + 0 ⇒ (4) + 0 = 4.

Alas, he fares little better.


* Saltmarsh *

When Blacklock's frogman goes to pursue him, Tarn's maul splats it like a frog under a caravan wheel.
Blacklock's frogman takes 17 damage and dies!

Argyri drops another frogman with a rapier stab and pivots out of the way.
Argyri's frogman takes 14 damage and dies!

Everyone else misses. With half their numbers dead in 12 seconds, you are a bit surprised when they don't retreat. Badger believes something is pushing them to fight.

DM rolls:
Badger: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 1 ⇒ (4) + 1 = 51d20 + 3 ⇒ (2) + 3 = 51d6 + 1 ⇒ (4) + 1 = 5
Kwin: 1d20 + 3 ⇒ (20) + 3 = 231d4 + 1 ⇒ (2) + 1 = 31d20 + 3 ⇒ (17) + 3 = 201d6 + 1 ⇒ (5) + 1 = 6
Tarn: 1d20 + 3 ⇒ (6) + 3 = 91d4 + 1 ⇒ (2) + 1 = 31d20 + 3 ⇒ (12) + 3 = 151d6 + 1 ⇒ (5) + 1 = 6

Badger and Kwin get bitten! 5 & 3 damage, respectively

Party up!

Badger, Kwin and Tarn are in melee, AC 15


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 + 6 ⇒ (1) + 6 = 7
Blunt Damage: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Booming Blade: 1d8 ⇒ 2

Having splattered one frogman, Tarn raised his hammer to attack another. As he did so, it slipped out of his reach and went flying behind him, landing in the mud with a splash. Instinctively, he summoned it back into his hands.


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

Badger again brings his blades in for another strike. "They should be moving on. Something is forcing their fight to the death."

Shortsword 1: 1d20 + 5 ⇒ (2) + 5 = 7
Shortsword 2: 1d20 + 5 ⇒ (11) + 5 = 16
Damage Shortsword 2 Colossus Slayer: 1d6 + 3 + 1d8 ⇒ (3) + 3 + (1) = 7


* Saltmarsh *

Badger stabs his frogman who slides to the ground.
Badger's frogman takes 7 +5 = 12 damage and dies


"So what...you gonna keep feeling sorry for yourself?" the kid mumbled to himself. "You gonna let everything that came before amount to nothin'?" gritting his teeth, twisting the false-leg at the knee...loosening one strap and tightening another. "*tch* Oh hell no...hell no!"

If you are what you eat, Blacklock was a fish taco. At least that seemed half right as he tore through the swamp murk like some kind of mad alligator. Popping up right behind one of the frogmen he bludgeoned the living daylights out of it with his walking stick...

Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Dmg: 1d8 + 3 ⇒ (4) + 3 = 7

...but something surged inside then. The artistic beauty of the kid's strange fighting style was back on display. In an impossible maneuver, he juked, feinted, and struck...

Martial Arts: 1d20 + 5 ⇒ (8) + 5 = 13
Dmg: 1d4 + 3 ⇒ (2) + 3 = 5

"F*ck yooou!!!"

Flurry: 1d20 + 5 ⇒ (14) + 5 = 19
Dmg: 1d4 + 3 ⇒ (4) + 3 = 7 +DC 13 Str Save or be knocked 15 ft

Hopefully to enjoy watching a frog in flight, sailing across the sky before moving away in the opposite direction.


* Saltmarsh *

Blacklock reinforces Kwin and drops the frogman in melee.
Kwin's frogman takes 7 +7 = 14 damage and drops

Only Tarn's frogman left!


Just for giggles can you roll the str save? First use of Open Hand technique... :)


* Saltmarsh *

Bullwug flight: 1d20 + 1 ⇒ (13) + 1 = 14


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 hops through the muck until she's behind the final frogman. She's about to skewer him as well, when Badger speaks up.

Huh?

At the last minute she decides to whollup it on the head with the handle of her rapier and dagger instead, hoping to knock it unconscious.

Rapier: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d8 + 3 + 1d6 ⇒ (5) + 3 + (3) = 11
Dagger: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d4 ⇒ 3

Badger, thanks for the tip! Maybe we question this one and see what we can learn.


* Saltmarsh *

After Argyri drops the last bullywug hoping to interrogate the evil amphibian, everyone hears croaking of doom originating from beyond a line of marsh trees.

Kwin & Drusilla, you're up. While all the bullywugs around you are down, you're NOT out of combat.


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

"More's coming. That croaking can't be friendly. Where no longer sneaking. Might be time to move back swift like."


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

Drusilla will keep her sword out and begin to cast, Her arcane words and gestures happen in cadence with her other hand gripping a piece of cured leather and her spell goes off.

Mage Armor is cast

She will then move where needed.


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 sheathes his apparently useless sword and readies his bow.

"I doubt we can outrun anything native to this place." He glances around. "Is this the best place to make a stand?"


* Saltmarsh *

I'm back in North America!

To answer Kwin's question, three new bullywug's leap among you with hide armor, shields, and spears. Two attack Blacklock with teeth and spear. One gets a spear into the boy's ribs.
Blacklock takes 7 damage

The third lets out another croak of marshy doom. "Glaaar-pat! This croak pierces your brains.
Everyone make a DC 12 Wisdom saving throw, taking 5 psychic damage on a failed save, or 2 damage on a successful one. A creature that fails this saving throw also has disadvantage on Constitution saving throws until the end of its next turn.

DM rolls:

Argyri, Blacklock, Badger, Tarn: 2d4 ⇒ (2, 2) = 4
Blacklock 1: 1d20 + 3 ⇒ (3) + 3 = 61d4 + 1 ⇒ (4) + 1 = 51d20 + 3 ⇒ (20) + 3 = 231d6 + 1 ⇒ (1) + 1 = 2
Blacklock 2: 1d20 + 3 ⇒ (11) + 3 = 141d4 + 1 ⇒ (4) + 1 = 51d20 + 3 ⇒ (4) + 3 = 71d6 + 1 ⇒ (5) + 1 = 6
crit: 1d6 ⇒ 5

psychic damage: 2d8 ⇒ (4, 1) = 5

Party up!


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

Is there a map or do we all just assume that we are in the 30 feet.

Wis: 1d20 + 2 ⇒ (20) + 2 = 22

Badger moves to aid Blacklock leaving room or creating space for Argyri to flank.

Shortsword 1: 1d20 + 5 ⇒ (16) + 5 = 21
Damage Shortsword, Colosus Slayer: 1d6 + 3 + 1d8 ⇒ (1) + 3 + (2) = 6
Shortsword 2: 1d20 + 5 ⇒ (1) + 5 = 6
Damage Shortsword: 1d6 + 3 ⇒ (2) + 3 = 5


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)

Wis: 1d20 + 1 ⇒ (11) + 1 = 12
Hit: 1d20 + 6 ⇒ (10) + 6 = 16
Blunt Damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Booming Blade: 1d8 ⇒ 8

Gritting his teeth against the cacophony, Tarn moved in with hammer in hand. He was intent on letting the hammer tell them exactly what he thought of their music.


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

Wisdom: 1d20 + 2 ⇒ (19) + 2 = 21

Drusilla Grunts ad she continues her song now embodlilened with spell and song Ac is now 19

With Speed she moves to look at the Croaking from an and return the favor+

Mind Sliver: 1d6 ⇒ 5
Intelligence Save DC13


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

Oops forgot

Save penalty for next round: 1d4 ⇒ 4


Wis Save: 1d20 + 3 ⇒ (13) + 3 = 16

Blacklock's younger ears detected frequencies the others couldn't, leading to some destructive harmonics which negated the sound to some extent.

Unfortunately it distracted him just enough to get skewered like a pig. "Damnit! You'll pay for that, toad!" turning to his attacker in a rage.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Dmg: 1d8 + 3 ⇒ (6) + 3 = 9
Martial Arts: 1d20 + 5 ⇒ (18) + 5 = 23
Dmg: 1d4 + 3 ⇒ (3) + 3 = 6 dex 13 vs prone
Flurry: 1d20 + 5 ⇒ (20) + 5 = 25
Flurry, adv if prone: 1d20 + 5 ⇒ (11) + 5 = 16
Crit Dmg!: 2d4 + 3 ⇒ (4, 4) + 3 = 11 and str save DC 13 vs 15 ft push

At first it seemed all bluster, as the kid jabbed out with his crutch and caught only air. But using the momentum of the long staff, the streetfighter tumbled into a cartwheel striking the frog across the froggy-face with a foot. Next the kid spun round quickly, and the weight of the pegleg nailed the second bullywug in the chest, sending it flying.

Attacking both for Mobile. Moving away full move after.


* Saltmarsh *

Bullywug 1 flight dex 13 vs prone: 1d20 + 1 ⇒ (1) + 1 = 2
Bullywug 1 flight dex 13 vs 15 ft: 1d20 + 1 ⇒ (8) + 1 = 9

The kid's jab knocked a frogman back on his back.
Bully 1 takes 6 damage and knocked prone

Then, he impales the frogman like a vampire with his wooden peg leg.
Bully 1 takes 11 +6 = 17 damage and dead knocked 15 feet

Argyri 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 |

Wisdom save 1d20 + 5 ⇒ (8) + 5 = 13

When the frogmen leap into sight, Kwin calls down sacred fire upon the croaker.

DC 13 dexterity save or takes 1d8 + 0 ⇒ (5) + 0 = 5 radiant damage.


* Saltmarsh *

Tarn moves to melee and smashes the croaker.
Croaker takes 17 damage

Intelligence Save DC 13: 1d20 - 2 ⇒ (12) - 2 = 10
The croaker grimaces in headache pain.
Croaker takes 5 +17 = 22 damage

DC 13 dexterity save: 1d20 + 1 ⇒ (20) + 1 = 21
Kwin misses the frogman's legs.

Argyri


* Saltmarsh *

Argyri moves into melee with the croaker and attacks with rapier and dagger. After sliding the rapier between his ribs, she dances away.
Rapier: 1d20 + 5 ⇒ (12) + 5 = 171d8 + 3 ⇒ (3) + 3 = 6
Dagger: 1d20 + 5 ⇒ (2) + 5 = 71d4 ⇒ 2
Sneak attack: 1d6 ⇒ 5
Croaker takes 11 +22 = 33 damage

The frogman watches Blacklock and Argyri dance away and closes to attack Tarn.
Tarn: 1d20 + 3 ⇒ (17) + 3 = 201d4 + 1 ⇒ (4) + 1 = 51d20 + 3 ⇒ (13) + 3 = 161d6 + 1 ⇒ (5) + 1 = 6
Tarn takes 11 damage . Think you've got Armor of Agyths, so 6 damage from 18 = 12 damage
Frogman 2 takes 5 cold damage

The croaks lets out another marshy doom. "Glaaar-pat!" This croak pierces your brains.
fail DC 12 Wisdom save or half psychic damage: 2d8 ⇒ (8, 4) = 12

Party up!


Wisdom vs Ribbit: 1d20 + 3 ⇒ (5) + 3 = 8

Blacklock did his best pirate impersonation "Arrrrg!" before dying instantly from the terrible scream...his body plopping into the water like a useless turd.

Death Save: 1d20 ⇒ 4


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)

Wis: 1d20 + 1 ⇒ (17) + 1 = 18

Hit: 1d20 + 6 ⇒ (2) + 6 = 8
Blunt Damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Booming Blade: 1d8 ⇒ 5

Tarn was nearly driven to his knees by the pain in his head. He held on, but didn’t know for how much longer he would manage.


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

Wisdom Save: 1d20 + 2 ⇒ (9) + 2 = 11

Drusilla winces her body more hammered then she had in a l9ng time changes her efforts and springs towards the Croaking Frog.

[b]Tasha's Mind Whip

Intelligence save DC13, he still has the -4 to Saves if he failed my Mind Sliver

Psychic Damage: 3d6 ⇒ (4, 3, 6) = 13


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 |

DC 12 Wisdom save 1d20 + 5 ⇒ (18) + 5 = 23

Can I get in touch range of Tarn, Badger or Blacklock without incurring AoOs?


* Saltmarsh *
Kwin Avassar wrote:

DC 12 Wisdom save 1d20+5

Can I get in touch range of Tarn, Badger or Blacklock without incurring AoOs?

yes

Intelligence save DC 13: 1d20 - 6 ⇒ (8) - 6 = 2
The croaker croaks for the last time and wilts under the mental assault from Drusilla.
Croaker takes 13 +33 11 = 46 damage and dead

Kwin, Argyri & Badger. Only the second frogman is 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

"Blacklock, not again!"

Argyri tumbles back toward the last frogman and attempts to slash it into cutlets, before again dancing out of the way.

Wis: 1d20 + 1 ⇒ (18) + 1 = 19
Rapier, sneak: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d8 + 3 + 1d6 ⇒ (5) + 3 + (3) = 11
Dagger: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d4 ⇒ 3

14/24 HP, after the Croak of Doom


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

Wis: 1d20 + 5 ⇒ (7) + 5 = 12

Badger staggers but is still standing. He moves to the next frog and hits with a devastating strike.

Hunter's Mark
shortsword: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: Shortsword, Hunter's Mark, Colossus Slayer CRIT: 2d6 + 3 + 2d6 + 2d8 ⇒ (5, 4) + 3 + (2, 2) + (6, 7) = 29

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