[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


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* Saltmarsh *

Blacklock senses danger and opens a can a whoop-a$$ on the ettercap.
AC 13 Ettercap takes 4 damage
@Blacklock with you moving just before the ettercap, it'll just stand up or move back to combat. Next time, just roll the Dex save +2

After Blacklock bounces into the doorway, the ettercap attacks Argyri and Tarn but cannot find purchase.
Argyri is 1: 1d2 ⇒ 1
Bite vs Argyri: 1d20 + 4 ⇒ (9) + 4 = 131d8 + 2 ⇒ (3) + 2 = 51d8 ⇒ 8
Claw vs Tarn: 1d20 + 4 ⇒ (7) + 4 = 112d4 + 2 ⇒ (2, 1) + 2 = 5

The giant spider attacks Badger but cannot penetrate his armor.
Bite: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 3 ⇒ (3) + 3 = 6

Argyri, Blacklock, Kwin, Drusilla, Badger, Tarn: 2d6 ⇒ (1, 2) = 3
Swarms of small spiders engulf Kwin, Drusilla, Badger, and Tarn.
Swarm 1 vs Kwin: 1d20 + 3 ⇒ (17) + 3 = 204d4 ⇒ (2, 2, 3, 4) = 11
Swarm 2 vs Drusilla: 1d20 + 3 ⇒ (18) + 3 = 214d4 ⇒ (1, 4, 2, 2) = 9
Swarm 3 vs Badger: 1d20 + 3 ⇒ (2) + 3 = 54d4 ⇒ (1, 4, 4, 4) = 13
Swarm 4 vs Tarn: 1d20 + 3 ⇒ (12) + 3 = 154d4 ⇒ (3, 3, 1, 1) = 8
Kwin takes 11 and Drusilla takes 9 damage

Kwin, Blacklock and Badger are up!


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

Badger hops back even as the spider digs at his armor. He brings his swords out and retaliates hoping to punish the monster.

Shortsword 1: 1d20 + 5 ⇒ (2) + 5 = 7
Shortsword 2: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


If there was no hole to launch it overboard, and the knocked prone was successful, I would get advantage on my final attack perhaps turning the miss into a hit.

Ettercap save vs Prone: 1d20 + 2 ⇒ (3) + 2 = 5
Flurry adv: 1d20 + 5 ⇒ (7) + 5 = 12 bleh, oh well.

Also I assume you meant Argyri and Badger up.


* Saltmarsh *

Actually, Kwin finishes the Surprise Round, then Blacklock and Badger start the next round before the bad guys.

AC 14 Giant Spider takes 6 damage from Badger


Nice! Sorry I misunderstood the surprise.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Walking Stick: 1d8 + 3 ⇒ (4) + 3 = 7
Martial Arts: 1d20 + 5 ⇒ (12) + 5 = 17
Fist: 1d4 + 3 ⇒ (2) + 3 = 5

Save vs Prone: 1d20 + 2 ⇒ (16) + 2 = 18

Flurry: 1d20 + 5 ⇒ (16) + 5 = 21
Pegleg: 1d4 + 3 ⇒ (1) + 3 = 4

Almost before anything could move, the kid zipped back into the room and tackled the thing...poking it in its myriad eyes while stomping it in the genitals with his pegleg.

Spring attacking again.


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 |

Left

Surprise Round

Kwin steps back from the spiders swarming about him and calls on his god to scorch the insects.

Sacred flame, DC 14 dex save or take 1d8 ⇒ 1 radiant damage.


* Saltmarsh *

AC 14 Giant Spider takes 6 damage from Badger

AC 13 Ettercap takes 7+5+4 +4 = 20 damage from Blacklock

Sacred flame, DC 14 dex: 1d20 + 1 ⇒ (9) + 1 = 10
AC 12 Swarm 1 takes 1 damage from Kwin

After Blacklock bounces into the doorway again, the ettercap attacks Argyri and Tarn. Argyri dodges, but the ettercap's claw catches Tarn in the neck fountaining blood everywhere.
Bite vs Argyri: 1d20 + 4 ⇒ (4) + 4 = 81d8 + 2 ⇒ (5) + 2 = 71d8 ⇒ 7
Claw vs Tarn: 1d20 + 4 ⇒ (20) + 4 = 244d4 + 2 ⇒ (3, 2, 3, 2) + 2 = 12
Tarn takes 12 damage

The giant spider attacks Badger who jukes away.
Bite: 1d20 + 5 ⇒ (2) + 5 = 71d8 + 3 ⇒ (7) + 3 = 10

Argyri, Blacklock, Kwin: 1d3 ⇒ 2
The swarm of spiders that Kwin abandoned engulfs Blacklock joining Drusilla, Badger, and Tarn in a spider nightmare. Blacklock gets the worst of it.
Swarm 1 vs Blacklock: 1d20 + 3 ⇒ (20) + 3 = 238d4 ⇒ (3, 2, 4, 3, 4, 1, 1, 3) = 21
Swarm 2 vs Drusilla: 1d20 + 3 ⇒ (3) + 3 = 64d4 ⇒ (3, 3, 1, 4) = 11
Swarm 3 vs Badger: 1d20 + 3 ⇒ (5) + 3 = 84d4 ⇒ (2, 2, 3, 4) = 11
Swarm 4 vs Tarn: 1d20 + 3 ⇒ (14) + 3 = 174d4 ⇒ (3, 1, 4, 3) = 11
Blacklock takes 21 and Tarn takes another 11+12 = 25 damage total

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

Argyri groans, "This is WAY too flipping many spiders!

"...I guess it's time to change that."

Despite her attempt to stay upbeat, she finds herself utterly creeped out, and–unable to will herself close enough–ends up missing the ettercap entirely.

Rapier: 1d20 + 6 ⇒ (3) + 6 = 9 Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Dagger: 1d20 + 6 ⇒ (3) + 6 = 9 Damage: 1d4 ⇒ 3


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

Badger agrees with Argyri, "We need a giant magic boot. Just squash 'em." He moves in again trying to take down the spider.

Shortsword 1: 1d20 + 5 ⇒ (11) + 5 = 16
Damage Shortsword: 1d6 + 3 ⇒ (5) + 3 = 8
Colossus Slayer: 1d8 ⇒ 2
Shortsword 2: 1d20 + 5 ⇒ (3) + 5 = 8


So the swarm chased me out the door back onto deck?

Blacklock dives into the ocean, letting the waters drown the 10,000 creepy crawlers all over his body.


* Saltmarsh *
Blacklock wrote:

So the swarm chased me out the door back onto deck?

Blacklock dives into the ocean, letting the waters drown the 10,000 creepy crawlers all over his body.

Yes. And you won't take the spiders with you into the sea, in case you want to reconsider taking yourself out of the combat.


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

Drusilla moves leaving the swarm as best she can before letting herself get free enough to blast the swarm with a spell.

Moving out of the swarm and positioning myself to ready a spell against the swarm. THinking witchbolt


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)

21 damage taken. Goes down to 11 damage due to Armor of Agathys and the swarm takes 10 damage as well. In addition, using second spell slot on hellish rebuke. 24 HP left and no spell slots.

Hellish Rebuke Fire Damage: 3d10 ⇒ (3, 4, 5) = 12

Hit: 1d20 + 7 ⇒ (16) + 7 = 23
Blunt Damage: 2d6 + 7 ⇒ (6, 1) + 7 = 14
Green Flame Blade, for 2 fire damage against any enemy adjacent

10 cold damage, 12 fire damage and 14 blunt damage

Tarn's eyes widened as the spiders swarmed all over him, no doubt spurred on by Lloth. Against such creatures, what could a hammer do? Still, he swung it, seeking to crush any that were not already on him. As for those that sought to get into his armor and eat him alive? The first wave were frozen, as if though they had plunged themselves into the artic. And when blood did flow, it came out as if though they had wounded a volcano, burning even more away. The magic from his pact had expended itself, for the moment. But it had very likely saved his life in doing so.


* Saltmarsh *

Kwin


Ah, ok. Wasn't trying to get out the fight, wanted to exploit my high move to quickly climb back on board after. Instead will just attack I guess:

Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Walking Stick: 1d8 + 3 ⇒ (6) + 3 = 9
Martial Arts: 1d20 + 5 ⇒ (16) + 5 = 21+shove
Fist: 1d4 + 3 ⇒ (3) + 3 = 6
Flurry: 1d20 + 5 ⇒ (19) + 5 = 24
Foot: 1d4 + 3 ⇒ (4) + 3 = 7

Str save shoving the swarm overboard. If successful it happens on second attack, so then will reenter cabin and attack closest with 3rd attack.


* Saltmarsh *

AC 14 Giant Spider takes 10 +6 = 16 total damage from Badger

Swarm 4 takes 10 +12 = 22 damage from Tarn and disperses.

With his swarm of spiders dispersed, Tarn takes his sledge to the ettercap.
AC 13 Ettercap takes 14 +20 = 34 total damage

Blacklock stomps on his swarm of spiders.
AC 12 Swarm 1 takes 9/2 +6/2 +7/2 +1 = 11 damage
@Blacklock, Swarms are immune to grappled, prone, and restrained conditions, so I'm going to rule that they are immune to Shoves, too. Sorry.

Positions: Argyri and Tarn are fighting the Ettercap on the right.
Badger is covered in swarm 3 of spiders and fighting the Large giant spider on the left.
Drusilla and Blacklock have the left the Captain's Quarters are on the main deck. Blacklock is covered in swarm 1. Swarm 2 is in the middle of the Captain's Quarters.
Kwin is in the middle of the Captain's Quarters, closest to Swarm 2 (hint, hint)

Blacklock still has a Move. Drusilla still has an Action. Kwin has his full turn.


Blacklock grabs the nearest dangling rope or seaweed, and flies across the deck with one hand.


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

Drusilla now out of the swarm pulls out a small twig and points it at the swarm and shouts a few words of power. As she does she gestures with her blade and between the blade and twig lighting crackles.

The elven maiden releases the spark in an arcing light at the swarm.
Ranged Spell attack: 1d20 + 5 ⇒ (2) + 5 = 7
Lighting Damage: 1d12 ⇒ 10


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 |

Seeing how badly the spiders' venom is causing Blacklock to swell, Kwin darts over to him and blesses him with a healing spell.

Move over to Blacklock and cast cure wounds with a second level spell slot. Blacklock gets 2d8 + 4 ⇒ (4, 4) + 4 = 12 hit points back.


* Saltmarsh *

OK. Swarms have a 20 ft move. Blacklock is trying to get away from them. Kwin is inside the Captain's Quarters, so there's no way for the two of you to get together outside the the 20 ft radius of Swarm 1 on the main deck. So, I'm going to position Kwin and Blacklock such that Drusilla is between them and Swarm 1, which will be moving and attacking this round. Oh, and the corollary is that Swarm 2 in the Captain's Quarters will attack either Argyri or Tarn.

I'm going to work now. If you have a different idea, please post. Otherwise, I'll update tonight. Cheers


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)

"Magic, lads! Magic! Burn the swarms before they, eh, swarm up! I can't do shyt against them anymore." He yelled out, even as he brought his hammer around into the side of the ettercap. It didn't fall, but he was certain that it had felt it.

Fighting swarms with weapons in Pathfinder was next to worthless. Assuming it is similar with swarms in 5e.


* Saltmarsh *

The ettercap attacks Argyri and Tarn and bites down hard on the swashbuckler.
Bite vs Argyri: 1d20 + 4 ⇒ (18) + 4 = 221d8 + 2 ⇒ (2) + 2 = 41d8 ⇒ 7
Claw vs Tarn: 1d20 + 4 ⇒ (11) + 4 = 154d4 + 2 ⇒ (1, 3, 3, 4) + 2 = 13
Argyri takes 11 damage

Argyri DC 11 Constitution saving throw or:
be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The giant spider attacks Badger who jukes away again. The gnome is effectively battling this giant spider!
Bite: 1d20 + 5 ⇒ (2) + 5 = 71d8 + 3 ⇒ (2) + 3 = 5

The swarm of spiders that Blacklock abandoned engulfs Drusilla joining Badger, and Argyri in a spider nightmare.
Swarm 1 vs Drusilla: 1d20 + 3 ⇒ (2) + 3 = 54d4 ⇒ (4, 1, 2, 2) = 9
Argyri and Tarn for Swarm 2: 1d2 ⇒ 1
Swarm 2 vs Argyri: 1d20 + 3 ⇒ (6) + 3 = 94d4 ⇒ (4, 3, 1, 4) = 12
Swarm 3 vs Badger: 1d20 + 3 ⇒ (8) + 3 = 114d4 ⇒ (4, 3, 2, 4) = 13
Everyone avoids the swarms!

Party up!


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

Badger's eyes go wide when the swarm heads his way as well. He steadies himself like a man going under icy waters focusing his attention on the giant spider.

shortsword 1: 1d20 + 5 ⇒ (3) + 5 = 8
shortsword 2: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Colossus Slayer: 1d8 ⇒ 4


Sheet Half-elf Rogue (Swashbuckler) 42/42 HP 16 AC 10.18.14.8.12.16 DEX,INT 2x:Init+7 P.Per 14, Insight 14, Invest 9 darkvision 2x:initiative, stealth, charmed, ∅:sleep

"Oh for f~!#'s sake! Whatever we're getting paid is NOT enough!!"

Argyri barely manages to dance out of the way of the carpet of creepy spiders surrounding her, but she takes a solid bite from the ettercap.

She tries to stab it between the eyes...but finds her vision doubling and her muscles failing as the poison seeps into her veins.

All she can manage is the tiniest nick on it's shoulder with her dagger...but through sheer concentration she manages to force herself past the worst effects of the poison.

Con: 1d20 + 2 ⇒ (6) + 2 = 8

Rapier: 1d20 + 6 ⇒ (18) + 6 = 24 Rapier: 1d20 + 6 ⇒ (6) + 6 = 12 Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Dagger: 1d20 + 6 ⇒ (11) + 6 = 17Dagger: 1d20 + 6 ⇒ (11) + 6 = 17 Damage: 1d4 ⇒ 1 Pretty sure disadvantage negates my sneak attack, right? If not, sneak: 2d6 ⇒ (1, 4) = 5

Con (end of turn): 1d20 + 2 ⇒ (9) + 2 = 11


* Saltmarsh *

AC 14 Giant Spider takes 8 more +16 = 24 total damage from Badger

AC 13 Ettercap takes 1 more +34 = 35 total damage. Yes, Disadvantage cancels Sneak Attacks


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

Drusilla will bolt and leap into the water! Goes at deep as she can to extricate the spiders.


Momentum carries Blacklock back around like a wrecking ball, tucking his legs in the streetfighter plows straight through the swarm...biting, slapping and toe-pinching individual spiders as he goes...

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Stick slap: 1d6 + 3 ⇒ (1) + 3 = 4
Martial Arts: 1d20 + 5 ⇒ (3) + 5 = 8
Bite: 1d4 + 3 ⇒ (3) + 3 = 6

...before the rope swooshes him away again.


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

Back home and this is my official edit

Drusilla changes tactics, with a quick stream of Draconic timbre she intoned and gestured to see the massive swarm of spiders and aimed 4 powerful darts of green energy blast into the body of the swarm.

Magic Missile 2nd Level slot
2 at Swarm 1: 2d4 + 2 ⇒ (2, 1) + 2 = 5
Swarm 2: 1d4 + 1 ⇒ (2) + 1 = 3
Swarm 3: 1d4 + 1 ⇒ (4) + 1 = 5


* Saltmarsh *

Kwin and Tarn. That's two of you that I've had to prevent from jumping off the ship!


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 |

Emboldened by Drusilla's magic missiles, Kwin tries again to use divine fire to disperse some of the spiders.

If he can tell that a swarm is close to breaking up, he'll target it. Otherwise, the closest to Drusilla. Sacred flame, DC 14 dex save or take 1d8 ⇒ 7 radiant damage.


* Saltmarsh *

Blacklock plows into the swarm surrounding Drusilla.
AC 12 Swarm 1 takes 4/2 +11 = 13 damage

Drusilla blasts magic missiles.
AC 12 Swarm 1 takes 5 +13 = 18 damage
AC 12 Swarm 2 takes 3 damage
AC 12 Swarm 3 takes 5 damage

Kwin tries again to use divine fire to disperse some of the spiders.
Sacred flame, DC 14 dex: 1d20 + 1 ⇒ (10) + 1 = 11
AC 12 Swarm 1 takes 7 +18 = 25 damage and disperses!

Tarn!


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)

Jumping off of the ship was one way to deal with the swarm of spiders, Tarn supposed. They were not well known for their ability to swim. As for him? He focused on the ettercap, wondering if it was in any way controlling the dimunitive monsters.

Hit: 1d20 + 7 ⇒ (19) + 7 = 26
Blunt Damage: 2d6 + 7 ⇒ (5, 3) + 7 = 15
Booming Blade if enemy moves: 1d8 ⇒ 5


* Saltmarsh *

With a massive swing, Tarn ends the ettercap.
AC 13 Ettercap takes 15 more +35 = 50 total damage and dead.

The giant spider attacks Badger and finally tastes sweet gnome treats.
Bite: 1d20 + 5 ⇒ (13) + 5 = 181d8 + 3 ⇒ (8) + 3 = 11
Badger takes 11 damage
DC 11 Constitution saving throw: 2d8 ⇒ (3, 7) = 10 more poison damage on a failed save, or half as much damage on a successful one.

The swarm of spiders around Argyri finally get through her armor.
Swarm 2 vs Argyri: 1d20 + 3 ⇒ (13) + 3 = 164d4 ⇒ (4, 1, 1, 4) = 10
Swarm 3 vs Badger: 1d20 + 3 ⇒ (7) + 3 = 104d4 ⇒ (3, 1, 4, 4) = 12
Argyri takes 10 damage

Party up!


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

Badger uses his Medal of the Horizonback.

This allows me to raise my AC by 5 as a reaction until the start of my next turn.

Badger strikes out at the giant spider, "Not today Lloth."

Shortsword 1: 1d20 + 5 ⇒ (14) + 5 = 19
Shortsword 2: 1d20 + 5 ⇒ (18) + 5 = 23
damage 1 & Colossus: 1d6 + 3 + 1d8 ⇒ (4) + 3 + (5) = 12
damage 2: 1d6 + 3 ⇒ (4) + 3 = 7


* Saltmarsh *

Badger avoids the spider's kiss of death and then dramatically ends it with two quick stabs.
AC 14 Giant Spider takes 19 more +24 = 43 total damage from Badger and dead!


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

Dru seeing the swarm begin to receed. will send out another volley of missiles between the other two swarms.

MIssiles 1&2: 2d4 + 2 ⇒ (3, 4) + 2 = 9@ Swarm 1
MIssile 3: 1d4 + 1 ⇒ (3) + 1 = 4@ Swarm 2


Blacklock swings back around using his entire body as a weapon...

Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Stick: 1d6 + 3 ⇒ (4) + 3 = 7
Martial Arts: 1d20 + 5 ⇒ (7) + 5 = 12
Foot: 1d4 + 3 ⇒ (1) + 3 = 4

...swinging away disappointed in himself.


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 + 7 ⇒ (3) + 7 = 10
Blunt Damage: 2d6 + 7 ⇒ (3, 6) + 7 = 16
Booming Blade if enemy moves: 1d8 ⇒ 2

Tarn tried to crush what spiders he could with his hammer, but the diminutive arachnids easily scattered away.


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

"GAAAAH!" Argyri screams as the swarming spiders get in under her armor.

She attempts to stab the ettercap again, and then to dance away from the swarm.

Rapier: 1d20 + 6 ⇒ (7) + 6 = 13 Damage: 1d8 + 4 + 2d6 ⇒ (7) + 4 + (1, 6) = 18
Dagger: 1d20 + 6 ⇒ (4) + 6 = 10 Damage: 1d4 ⇒ 4

Then disengage to a safe-looking spot.
.
HP = 32 - 21 = 11


* Saltmarsh *

Dru seeing the swarm begin to receed. will send out another volley of missiles between the other two swarms.
AC 12 Swarm 2 takes 9 +3 = 12 damage
AC 12 Swarm 3 takes 4 +5 = 9 damage

With the ettercap dead, Argyri skewers many spiders of the swarm before dancing away.
AC 12 Swarm 2 takes 18/2 +12 = 21 damage

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 barely notices the fall of the ettercap as he continues to unleash divine flame on the swarm.

Sacred flame. DC 14 dex save or 1d8 ⇒ 6 radiant damage.


* Saltmarsh *

Kwin barely notices the fall of the ettercap as he continues to unleash divine flame on the swarm with little effect.
Sacred flame. DC 14 dex vs Swarm 2: 1d20 + 1 ⇒ (6) + 1 = 7

The swarm of spiders continue to bite Badger in revenge of him killing their giant mother. With Argyri retreating, her swarm attacks Tarn.
Swarm 2 vs Tarn: 1d20 + 3 ⇒ (8) + 3 = 112d4 ⇒ (3, 1) = 4
Swarm 3 vs Badger: 1d20 + 3 ⇒ (17) + 3 = 202d4 ⇒ (3, 4) = 7
Badger takes 7 damage

Party up!


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

Badger attempts to sweep spiders off of him as he stops around hoping some are beneath his feet. He rapid strikes the ground in the heart of the swarm hoping a few spiders end up on his blades.

Shortsword 1: 1d20 + 5 ⇒ (12) + 5 = 17
Shortsword 2: 1d20 + 5 ⇒ (9) + 5 = 14
Damage 1/Colossus Slayer: 1d6 + 3 + 1d8 ⇒ (4) + 3 + (4) = 11
Damage 2: 1d6 + 3 ⇒ (4) + 3 = 7


Blacklock releases the rope and clops back on deck, rushing to Tarn's aid...

Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Stick: 1d8 + 3 ⇒ (5) + 3 = 8
Martial Arts: 1d20 + 5 ⇒ (15) + 5 = 20
Fist: 1d4 + 3 ⇒ (3) + 3 = 6

...before getting out of danger of retaliation.


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

Still, in the throes of this battle, swarms of fanged death still around the Wizard turned Fisherman, now once more a Wizard summons more power from her dwindling well and lets loose.

Three missiles of golden hue streak out and assault the two remaining swarms seeking to snuff the tide and free her companions.

Missile @Swarm 1: 1d4 + 1 ⇒ (3) + 1 = 4
2 Missiles @Swarm 2: 2d4 + 2 ⇒ (1, 2) + 2 = 5


* Saltmarsh *

Badger attempts to sweep spiders off of him as he stops around hoping some are beneath his feet. He rapid strikes the ground in the heart of the swarm hoping a few spiders end up on his blades.
AC 12 Swarm 3 takes 14/2 +9 = 16 damage

Blacklock releases the rope and clops back on deck, rushing to Tarn's aid...
AC 12 Swarm 2 takes 8/2 +6/2 +21 = 28 damage and disperses

Three missiles of golden hue streak out and assault the two remaining swarms seeking to snuff the tide and free her companions.
AC 12 Swarm 3 takes 4 +5 +19 = 27 damage and disperses

Combat over!

While recovering from the combat, a search of the room finds a minor offering to Lolth concealed by the mud and litter on the deck, a small sack containing ten red rubies (100 gp each). In addition, you find the ship's ledger and the captain's log, both written in Common.

The log details the ship's last voyage, including an account of the terrible storm that threw Emperor of the Waves off course and separated it from its escort. Running low on food and drinkable water, the ship was forced to drop anchor off an uncharted island. The last entry describes an attack by orcs that fought alongside goblins and monstrous vermin. Though the crew fended off this initial attack, they suffered heavy casualties. The final entry records the captain's fear that this attack might have been the precursor to an even larger assault.


* Saltmarsh *

Evaluating your options looking at the map, you can either take the stairs down to the lower deck or investigate the door beneath the forecastle.

With the length and breadth of the combat, you conclude that everything knows you are here.

Party up!


"...well whoever wrecked this thing obviously cared little for wealth, leaving these beauties behind! Ha! We're rich!" biting one of the giant rubies like a cherry.

Vote forecastle investigation.


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

" Or there was a bigger prize to be had. Many a bold fisherman has found a huge heal and ignored the lesser prize.Only to loose out later in the season" Drusilla says as she sheathed her blade and looked to Blacklock.

" Do we need a light source if so I can enchant a comm9n object with some light" Drusilla offered again as she smiled and nodded.


Blacklock whispered a gnarly word to a little crystal around his neck, one freshly distilled by a certain juju practitioner. The gem burst with a dark green light, filling the cabin with the dark canopy shadows of some forgotten island jungle.

Gem of Brightness no charge usage. 30 ft bright, 30 ft dim until I repeat the word or use the gem in a different way.

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