[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


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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)

Hit: 1d20 + 7 ⇒ (11) + 7 = 18
Blunt Damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13
Booming Blade if enemy moves: 1d8 ⇒ 4

"Fook...really need to get ye some armor." Tarn muttered, feeling worried for the pugilist as the phase spider materialized and took a bite out of him. He swung his hammer at the creature, feeling a satisfying *crunch* as he connected.


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

Drusilla stands and fires off a powerful blast of fiery doom.

Fire Arrow: 1d20 + 5 ⇒ (9) + 5 = 14
Fire: 1d12 ⇒ 12


* Saltmarsh *

Badger looks up and scrambles for weapons and readiness. "Spider is back." He moves in hacking.
AC 13 Phase spider takes 8 +13 +10 = 31 damage

"Fook...really need to get ye some armor." Tarn muttered, feeling worried for the pugilist as the phase spider materialized and took a bite out of him. He swung his hammer at the creature, feeling a satisfying *crunch* as he connected.
AC 13 Phase spider takes 13 +31 = 44 damage

Drusilla stands and fires off a powerful blast of fiery doom.
Fire Bolt damage is 1d10: 1d10 ⇒ 2
AC 13 Phase spider takes 2 +44 = 46 damage and dies

Stabbed, smashed, and burnt, the phase spider collapses bleeding its alien ichor on the deck and into the summoning circle carved into the wooden planks of the deck.

Combat over! Complete your short rest. Then, what?


Blacklock is stable at 0 hp, he will remain poisoned/paralyzed for the short rest hour. After which someone could pour his last potion down his throat.


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’s Potion: 2d4 + 2 ⇒ (1, 4) + 2 = 7

Seeing Blacklock unconscious, Tarn took a potion out of his bag and gently poured it down the man’s throat. He waited for Blacklock to wake up, and then…

Blacklock’s Potion: 2d4 + 2 ⇒ (2, 1) + 2 = 5

…knowing full well how bad it felt to owe someone when you didn’t ask for it, and he didn’t want to make a friend feel bad. He made a show of taking the potion of healing from Blacklock’s bag. ”Took a nasty bite there, lad. But here’s yer brew. I’m sure ye’ll be headbutting danger again in now time.” He then took a potion out of his bag. ”Cheers.”

Healing Himself: 2d4 + 2 ⇒ (3, 3) + 2 = 8


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 grabs her rapier, stumbles to her feet...and sees the spider die before she even gets close.

After Tarn gives Blacklock the potions, Argyri brushes the hair out of his eyes. "How ya feeling, big guy? You OK?"

Happy to continue forward, exploring whatever is past where we met the halforc. If there is a choice between doors, she suggests the leftmost one.


Obviously pride-stung the kid mumbles "Lets finish this..." getting back to his feet and feeling the last of the poison finally dissipate in his veins.


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

"Agreed, I may need to purchase some armor to help me not have to waste a spell for Mage Armor!" Drusilla says as she adjusts her weapons and looks to Argyri.

"Let us continue on"


* Saltmarsh *

A shudder of the sinking ship reminds Argyri that the whole point of this mission is to recover a magical chest on a sinking ship, so she heads to the cargo hold access, because the chest is supposed to be in the cargo.

A wooden grate covers a hole in the deck of the hallway near the center of the ship. The grate is badly rotted and covered in webs, and its unsafe nature is noticed by Blacklock and Kwin. The grate can be opened or broken through easily by anyone.

When your light spills down into the cargo deck, you see that it runs the length of the ship and features no bulkheads or walls. Dark, murky seawater fills it to a depth of three feet, sloshing against old, moldering crates piled against the ship's port hull.

Who's first down into cargo hold. Same marching order: Tarn, Drusilla, Badger, Kwin, Blacklock, Argyri?


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 went down first, heading straight down. He had paid a literal fortune for just such an eventuality. His “ring of swimming” was supposed to let him breathe underwater and to swim, even in his plate. And his plate had been enchanted so that it would clean itself, even from rust. Given that he was heading into the flooded hold of a sinking ship, it seemed like he was about to see if his investments were going to pay off.


* Saltmarsh *

OK Tarn. Now what do you want to do?


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

Drusilla will wrap her cloak around her and stepped into the water, drawing a dagger instead of her sword as it seemed a bit more narrow.


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)

Passive Investigation 11

Tarn sloshed through the hold, looking for the chest. Luckily the water did not go over his head. He took his time to search around, hoping that with lloth's champion dead, any remaining spiders would revert to their normal and (mostly harmless) selves.


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

Badger follows them down, "Some days it sucks to be short."


* Saltmarsh *

DM rolls:
Blacklock: 1d20 + 3 ⇒ (12) + 3 = 15 Badger: 1d20 + 3 ⇒ (7) + 3 = 101d20 + 3 ⇒ (1) + 3 = 4 Tarn: 1d20 + 1 ⇒ (18) + 1 = 19 Drusilla: 1d20 + 3 ⇒ (5) + 3 = 8 Argyri: 1d20 + 7 ⇒ (18) + 7 = 25 Kwin: 1d20 + 3 ⇒ (15) + 3 = 18 Bad guys: 1d20 ⇒ 7

Tarn searches the aft while everyone clambers into the cargo hold. Badger heads to pile of cargo to avoid fully swimming in the murky seawater. When Argyri finally makes her way down into the hold, Tarn makes his way fore.

"There it is!" shouts Drusilla spotting the crate marked with a stylized letter A stenciled on the outside. Just then, four roughly humanoid emaciated creatures with an almost-hairless mottled, decaying hide stretched tight over their bones emerge from the water neat the prow of the boat. They bear sharp teeth of carnivores and sunken eyes that burn as if they were hot coals. The stench of death and rot surge toward you as they do.

Blacklock, Badger, Tarn, Argyri and Kwin can go. Everyone but Drusilla who is staring at the crate


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 |

Can Kwin identify what kind of creatures these are? Religion check 1d20 + 3 ⇒ (12) + 3 = 15


Blacklock plopped down into the wastes, holding Rummy's strange stone high. It burst into a terrible radiance, like an electric charge bound on lodestone...

30 ft cone of 1 minute Blindness on a failed DC 15 Con save. Hoping to get all the ghouls. Then, ki point for patient defense and bonus action dodge...but not getting into melee.


* Saltmarsh *

Blacklock moves next to Tarn before the dwarf can wade/swim forward and activates his magic stone which blinds all of the ghasts.
AC 13 ghast 1: 1d20 ⇒ 14
AC 13 ghast 2: 1d20 ⇒ 11
AC 13 ghast 3: 1d20 ⇒ 9
AC 13 ghast 4: 1d20 ⇒ 13


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

Badger pulls his swords and stries out at the monster.

Shortsword 1: 1d20 + 6 ⇒ (9) + 6 = 15
Shortsword 2: 1d20 + 6 ⇒ (8) + 6 = 14
damage 1: 1d6 + 4 ⇒ (2) + 4 = 6
damage 2: 1d6 + 4 ⇒ (1) + 4 = 5
Colossus Slayer: 1d8 ⇒ 6


Blinded wrote:

A blinded creature can't see and automatically fails any ability check that requires sight.

Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.


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 ⇒ (4) + 7 = 11
Adv: 1d20 + 7 ⇒ (12) + 7 = 19
Blunt Damage: 2d6 + 7 ⇒ (5, 5) + 7 = 17
Green Flame Blade: 2 = 2

Tarn was fortunate that Blacklock had blinded the monstrosities. His swing was wild, but it had considerable force behind it. He joined Badger in trying to take one of them down.


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

Drusilla seeing the others spring into action against whatever and gods know wherever the creatures came from undead takes a second to ready herself.

The ELven woman then called forth the fiery cantrip and took aim at one after what seemed a whirlwind assault letting go of the burning bolt directly into the nearest one.

Fire Bolt!: 1d20 + 5 ⇒ (15) + 5 = 20
Fire Burn: 1d10 ⇒ 2


* Saltmarsh *

Badger pulls his swords and strikes out at the a monster.
AC 13 Ghast 1 takes 6 +5 +6 = 17 damage

Tarn was fortunate that Blacklock had blinded the monstrosities. His swing was wild, but it had considerable force behind it. He joined Badger in trying to take one of them down.
AC 13 Ghast 1 takes 17 +17 = 34 damage
AC 13 Ghast 2 takes 2 damage

Argyri, Blacklock, Kwin to go. Drusilla will save to next round due to initiative.


Me again? Was it surprise?

Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Attack,adv: 1d20 + 5 ⇒ (14) + 5 = 19
Stick: 1d8 + 3 ⇒ (8) + 3 = 11

MA: 1d20 + 5 ⇒ (14) + 5 = 19
MA, adv: 1d20 + 5 ⇒ (16) + 5 = 21
Fist: 1d4 + 3 ⇒ (4) + 3 = 7
+Knock prone DC 14

Flurry: 1d20 + 5 ⇒ (13) + 5 = 18
Flurry, adv: 1d20 + 5 ⇒ (19) + 5 = 24
Peg: 1d4 + 3 ⇒ (2) + 3 = 5
Same prone target, +Shove away 15 ft DC 14

If its something you think Blacklock could tell, he would go for one that saved against blindness (which the gem allows at the end of their turn). Finally, moving out of melee to a maximum of 25 ft or whatever works with the space here.


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* Saltmarsh *

I’m sorry. Blacklock. Forgot your activation of the gem. Keep your rolls for next round or redo if you want.


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 at one of the ghasts and conjures a divine flame down upon one of the undead.

Sacred flame, 1d8 ⇒ 7 radiant damage unless it makes a DC 14 dexterity save.


* Saltmarsh *

Kwin points at one of the ghasts and conjures a divine flame down upon one of the undead destroying it.
DC 14 dexterity save: 1d20 + 3 ⇒ (7) + 3 = 10
AC 13 Ghast 1 takes 7 +34 = 41 damage and destroyed!

Argyri!


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 attempt to skewer the remaining injured ghast.

"Wow Blacklock, that was handy! These things look brutal...though at least for once they are a foe that doesn't scuttle around on eight hairy legs!"

Rapier: 1d20 + 6 ⇒ (9) + 6 = 15 Rapier: 1d20 + 6 ⇒ (18) + 6 = 24 Damage: 1d8 + 4 + 2d6 ⇒ (6) + 4 + (1, 6) = 17
Dagger: 1d20 + 6 ⇒ (18) + 6 = 24Dagger: 1d20 + 6 ⇒ (6) + 6 = 12 Damage: 1d4 ⇒ 3


* Saltmarsh *

Argyri wades forward to engage the next blind ghast with pointy steel.

Rapier with advantage: 1d20 + 6 ⇒ (20) + 6 = 261d20 + 6 ⇒ (4) + 6 = 101d8 + 4 ⇒ (8) + 4 = 12
Dagger with advantage: 1d20 + 6 ⇒ (6) + 6 = 121d20 + 6 ⇒ (18) + 6 = 241d4 ⇒ 4
Sneak: 2d6 ⇒ (4, 4) = 8
More crit damage: 1d8 + 2d6 ⇒ (2) + (6, 1) = 9
AC 13 Ghast 2 takes 12 +4 +8 +9 +2 = 35 damage

The three mobile ghasts surge forward.
Ghast 2 vs Argyri with disad: 1d20 + 5 ⇒ (2) + 5 = 71d20 + 5 ⇒ (18) + 5 = 232d6 + 3 ⇒ (4, 6) + 3 = 13
Ghast 3 vs Badger with disad: 1d20 + 5 ⇒ (18) + 5 = 231d20 + 5 ⇒ (6) + 5 = 112d6 + 3 ⇒ (6, 1) + 3 = 10
Ghast 4 vs Tarn with disad: 1d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (4) + 5 = 92d6 + 3 ⇒ (1, 1) + 3 = 5

The three heroes are missed by the paralyzing claws.

Party up!


They get to save against the gem blindness at the end of their turn. If one saves and is no longer blinded, Blacklock will do as my previous post.


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

Badger stabs his swords hoping to make quick work of the undead.

Shortsword 1: 1d20 + 6 ⇒ (7) + 6 = 13
Shortsword 2: 1d20 + 6 ⇒ (1) + 6 = 7
Damage 1 w/ Colossus Slayer: 1d6 + 4 + 1d8 ⇒ (3) + 4 + (6) = 13


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 ⇒ (15) + 7 = 22
Blunt Damage: 2d6 + 7 ⇒ (3, 2) + 7 = 12
Green Flame Blade: 2 = 2

Feeling grateful to not be fighting spiders, Tarn continued hammering away. He let Badger go to work with his blades and then came in with a heavy blow when the creatures were busy defending against the ranger. Thus far it was an effective tactic.


* Saltmarsh *

Rerolling blindness
AC 13 ghast 2 save vs blindness: 1d20 ⇒ 12
AC 13 ghast 3 save vs blindness: 1d20 ⇒ 9
AC 13 ghast 4 save vs blindness: 1d20 ⇒ 8


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

Drusilla will fire off another bolt of fiery doom at the same one she did earlier.

Branding Bolt: 1d20 + 5 ⇒ (3) + 5 = 8
Burn Baby Burn: 1d10 ⇒ 3


* Saltmarsh *

Need Badger, Tarn and Drusilla to roll advantage

Just waiting on Kwin with advantage


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

Right they are blind

Advantage: 1d20 + 5 ⇒ (13) + 5 = 18


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)

Adv: 1d20 + 7 ⇒ (12) + 7 = 19


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 brings up bow and sends an arrow into the of the undead.

To hit 1d20 + 5 ⇒ (15) + 5 = 20
To hit 1d20 + 5 ⇒ (9) + 5 = 14

Damage 1d8 ⇒ 3


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

Advantages

Shortsword 1: 1d20 + 6 ⇒ (3) + 6 = 9 13 in the original roll is better.
Shortsword 2: 1d20 + 6 ⇒ (16) + 6 = 22 Much better than the original.

Another hit?: 1d6 + 4 ⇒ (3) + 4 = 7


* Saltmarsh *

Argyri attempt to skewer the remaining injured ghast and destroys the wounded one with her dagger. Then, he stabs the next one.
AC 13 Ghast 2 takes 2 +35 = 37 damage and destroyed
AC 13 Ghast 3 takes 17 damage

Blacklock wails on the next the ghast and destroys sending it sprawling into the fore..
AC 13 Ghast 3 takes 11 +7 +5 +17 = 40 damage and destroyed

Badger stabs his swords hoping to make quick work of the undead.
AC 13 Ghast 4 takes 13 +3 = 16 damage

Feeling grateful to not be fighting spiders, Tarn continued hammering away. He let Badger go to work with his blades and then came in with a heavy blow when the creatures were busy defending against the ranger. Thus far it was an effective tactic.
AC 13 Ghast 4 takes 12 +16 = 28 damage

Drusilla will fire off another bolt of fiery doom at the same one she did earlier.
AC 13 Ghast 4 takes 3 +28 = 31 damage

Kwin brings up bow and sends an arrow into the of the undead.
AC 13 Ghast 4 takes 3 +31 = 34 damage

Ghast 4 vs blindness: 1d20 ⇒ 11

The ghast flails at Badger and fails to find purchase.
Ghast 4 vs Badger: 1d20 + 3 ⇒ (4) + 3 = 71d20 + 3 ⇒ (19) + 3 = 222d8 + 3 ⇒ (8, 4) + 3 = 15

Badger might be affected by the stench of the ghast, but he and his companions make short work of the undead. You take a deep breath as the stench subsides. Just as Drusilla points out the goal of your mission, the ship rocks sharply back and forth causing it list more severely. The murky water sloshes over everyone and pile of crates start scatter.

Wait, that came from the outside the ship! How big a sea monster must it be to rock this ship? The damage on the outside of the ship! Something must be back for more! You don't have much time now!

Party up!


"What's that, a sea storm?" the idiot asked, perhaps ignoring the obvious shrieks and moans of the sea monster on purpose. Glancing briefly at the strange, fallen undead, the kid noticed a dying light (one final ember) within Rummy's gem of light. Just briefly, it seemed the image of a small island was suspended within...verdant palm hillocks encircled by white sands, a rapid sunset casting the exotic destination in shadow.

But with the obvious threat, he had to put the mystery of Rummy's magics behind, psyching himself up to grab the prize and escape.

Grabbing box marked A.


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)

"Monster. Waves. Doesn't matter. Let's just get the box and get the fook out of here." The entire situation felt like a cave in, only somehow worse. Even though he knew that he'd be able to swim and breathe under water, the very idea of being submerged filled him with complete and utter dread.


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

"Come let us get outta here" Drusilla says as she heads back up, noting she is too tall.


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 |

"We need to get up on deck right now! Badger, Argyri, clear the way! Tarn, grab the chest!" He looks to Drusilla and Blacklock. "I'll go last in case anything happens, and someone needs healing to keep going."


* Saltmarsh *

The crate is too big to carry, so Argyri and Badger pop it open to reveal a blue metal box without lock or latch, and it's still bulky and hard to handle.

Rules to carry the box:
Once the huge sea creature attacks, and the ship is pitching and flooding, the box becomes difficult to move.

One or two characters can try to carry the box. A character can use an action to pick up the box or pass it to someone else with a successful DC 12 Strength (Athletics) check. On a failed check, the character drops the box.

How fast someone moves with the box is based on their Strength score, as shown on the table below. If two characters carry the box, the total of their Strength scores determines how fast they can move.
Strength (Total) Speed Penalty
18 or higher −10 ft.
12 to 17 −20 ft.
8 to 11 −30 ft.
7 or lower Cannot move the box

If the two carriers are ever separated by more than 5 feet, or if one or both are knocked prone, both of them drop the box. The size of the box prevents more than two characters from trying to carry it at the same time.

The monstrous sea creature's weight causes the ship to list 30 degrees to port. At the start of this round, every character must make a DC 10 Dexterity saving throw, falling prone and sliding 10 feet toward the port side on a failed save. On a failed save, that character takes bludgeoning damage: 2d6 ⇒ (3, 3) = 6.

Everyone up! Coordinate in Discussion. Let's track how many squares you move in a round in the relay race. Hope the mechanics work. Sorry the description is so sparce, not feeling well.


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)

Dex: 1d20 + 2 ⇒ (11) + 2 = 13

Action to pick it up and then move
Athletics: 1d20 + 6 ⇒ (17) + 6 = 23
15ft movement

Tarn immediately went to pick up the box. He knew that out of everyone, he was the most likely to be able to be able to do so. While he did not discount the others, they were not the sort of people who could work a mine, let alone a dwarven one. This was the type of physical labor he was built for. With a grunt he lifted the box up and began waddling with it as fast as he could.

"Oi! Blacklock. Run ahead up there. I'll past it to ye and then take off with it, aye?"

Round 1: Blacklock moves as far as Tarn can go in round 2. Tarn makes his move with the box in round 2 and passes it to Blacklock, who takes it from there. That way we maximize how far we can move it

Pass the box to Blacklock on round 2: 1d20 + 6 ⇒ (17) + 6 = 23


Dex vs Buckling Sea-vessel: 1d20 + 5 ⇒ (17) + 5 = 22

Blacklock took the box from Tarn and hustled up the old rotten planks...

Ki point for double dashing if possible and 60 ft movement. If its action to accept the box from Tarn, 40 ft.


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

Dex Save: 1d20 + 3 ⇒ (6) + 3 = 9

Drusilla's surefootedness fails her and she sprawls onto the ground spread eagle to the side. She feels blood running from her brow as it seems her head hit harder then she thought.


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

Badger rushes ahead and works to keep the way clear for the others.


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

Dex save: 1d20 + 6 ⇒ (6) + 6 = 12
Athletics: 1d20 + 4 ⇒ (9) + 4 = 13

No stranger to a rocking boat, Argyri keeps her balance without much difficulty.

When she sees Blacklock taking the heavy box from Tarn, she grabs a handle and tries to lighten the load.

I think that us working together on it reduces the move penalty for it from -30' to -10'. If so, I believe that it moves further working in tandem, even though my speed is lower than Blacklocks. That said, if I misunderstand and Blacklock can take it further solo, Argyri will let him zoom past her

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