[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


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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

HD: 9 + 5d8 + 10 ⇒ 9 + (6, 2, 8, 1, 8) + 10 = 44

Argyri feels much better after resting, stretching, and bandaging her wounds.

When everyone's ready, she says, "Let me try poking a bit ahead, and see what I see." She pulls the hood up on her cloak of elvenkind, and starts carefully back down the stairs.

Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Stealth: 1d20 + 7 ⇒ (6) + 7 = 13

If she doesn't see anyone in the room below the stairs, she'll waive the rest down after her, and start looking from door to door (starting with any open doors).


* Saltmarsh *

Argyri:
You creep downstairs and start touring. You check all the open doors.

Inside one room contains small statues and figurines. There are statues of dogs and horses, monks and pilgrims, footmen and knights on horseback, and several garden gnomes. All the statues are between one and three feet tall. Standing against the northern wall are two life-size statues. One is a robed skeleton holding a large scythe, and the other is a medusa. On the floor in front of these statues is a pallet of several blankets. Behind the medusa statue, you see a man in leather armor attempting to hide. He wears a golden medallion, evil holy symbol, and a dagger.

He does not notice you.


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)

HD: 1d8 + 3 ⇒ (7) + 3 = 10
HD: 1d8 + 3 ⇒ (2) + 3 = 5
HD: 1d8 + 3 ⇒ (8) + 3 = 11
HP: 21 + 10 + 5 + 11 = 47
Full HP. Armor of Agathys up

Tarn was quite glad to take a rest. He idly played with his ring, feeling a warm glow infuse him as the minutes wore on. Before long, he felt as good as new. The horror of nearly dying fading and the lure of gold to be earned already driving him onwards.


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 sits a meditates as she restores a spell slot.(Second level slot) As she does she then bandages her wounds.

Hit Dice: 1d6 + 2 ⇒ (3) + 2 = 5

If she needs to she will recast Mage Armor. If not she will eat and drink in a lotus position her blade on her lap.


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 quietly backs up to the base of the stairs. She motions to tip-toe, and then for folks to gather around door to the room the man is hiding in.

If she's able, once they're in place she'll hold up fingers, ...three...two...one! and lead a charge toward the lone cultist.


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!: 1d20 + 2 ⇒ (15) + 2 = 17
Disadvantage due to plate: 1d20 + 2 ⇒ (20) + 2 = 22
A 17...surprisingly good

Being surprisingly quiet, Tarn went with Argyri to ambush the ambusher. He was ready to join in the attack, as evidenced by the smile on his face.


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 stays back ready with a spell should she need it.


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

Badger follows Argyri bow ready slinking into place.

Stealth: 1d20 + 6 ⇒ (4) + 6 = 10
Stealth Disadvantage: 1d20 + 6 ⇒ (13) + 6 = 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 hangs back with Drusilla, waiting to hear how the storming of the castle goes.


* Saltmarsh *

Following Argyri, creep back downstairs. She leads you to one room contains small statues and figurines. There are statues of dogs and horses, monks and pilgrims, footmen and knights on horseback, and several garden gnomes. All the statues are between one and three feet tall. Standing against the northern wall are two life-size statues. One is a robed skeleton holding a large scythe, and the other is a medusa. On the floor in front of these statues is a pallet of several blankets.

Behind the medusa statue, you see a man in leather armor attempting to hide. He wears a golden medallion, evil holy symbol, and a dagger. You show him that he faces overwhelming force, and he replies, "can you get me off this island?"


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 pauses and lowers the tip of her rapper, slightly.

"Of course we can! The real question is if you'll make it worth our while. Speak up, and tell the truth: who are you, and why are you here, and how can you help us?"


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)

Intuition: 1d20 - 1 ⇒ (13) - 1 = 12

Tarn, who had come in as quietly as dwarvenly possible, stood behind the man. He listened intently for any sign of decit.


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

With negotiations started Badger looks about the space for threats.


* Saltmarsh *

The man holds his hands up and stands up. "My name is Odium. I was visiting the abbey when the pirates attacked. Been stuck here ever since."

"You killed everyone but Bayleaf. He's a merc who was training the guards. He turned invisible and followed you out. Hope your boat is secure."

"What do you want to get me off this rock?"


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

"Is Bayleaf a wizard?" Drusilla asks as she sheaths her weapon and seems to look around studying the place.

"We als should look over the fallen and collect anything of value" She says as she seems to look about more.

Perception: 1d20 + 3 ⇒ (19) + 3 = 22


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 listens to his story (a bit unsure how much to believe) wondering how much this Odium might be distorting or leaving out...particularly given the evil-looking holy symbol he is wearing.

Insight: 1d20 + 4 ⇒ (17) + 4 = 21


* Saltmarsh *

Odium shrugs. "Wizard? Don't know. Bayleaf is a magic-user. We weren't close. He's a mercenary."

He seems to be telling the truth


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, so possibly a sorcerer or a warlock, maybe a cleric" She rested her hand in her chin wondering what exactly was going on.

"He may have to face the undead"


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 tell what god Odium worships? Religion 1d20 + 5 ⇒ (16) + 5 = 21.


* Saltmarsh *
Kwin Avassar wrote:
Can Kwin tell what god Odium worships? Religion 1d20+5.

It’s not specified in the adventure, but I’m going to say Nerull.


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)

"Look, are we letting the lad go? Don't think that we're being paid to kill him. But...if he runs off, he could just take our boat?" Tarn wasn't happy. A simple job was getting complicated. He hoped that someone else knew the best course of action, and that doing so would be simple enough to do immediately.


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

"I think he is saying that our boat might be the target of this magic user."


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

"Exactly"Drusilla says as she shifts and turns back.


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

"Alright, hand us that holy symbol and that dagger, and come with us.

"Let's go see if we can catch this Bayleaf. If we can, with your aid, you've come a sizeable step toward earning your freedom."

Let's go check out the boat!


* Saltmarsh *

Odium shrugs and removes his dagger and holy symbol offering to you.


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

"That's a smart fella. Let's go!"

I assume no one objects to making sure our boat is ok?


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 cowls when Argyri brings the cleric out. "Be wary of the path you tread now, priest. The Walker of Horizon has his gaze upon you."

As they hurry to the boat, Kwin keeps watch on Odium.


* Saltmarsh *

So your troop heads outside the ruins of the abbey. You follow your steps back down to the Skull Dunes. What trees are on the island are small and imported. Most of the of the flora is scrub bushes and grass.

When you get within a quarter mile (1,000+ ft) away, you see a lone figure staring across the dunes at your boat, anchored on the beach. He probably knows that the eighth of a mile (500 ft) of sand dunes are full of thousands of skeletons. You think he probably has seen you, too.


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

"Well I think he seen us. . . .and that's a lot of skellies."


* Saltmarsh *

the "thousands of skeletons" are UNDER the sand and NOT visible. You and he know that they are there


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12
Badger the Rover wrote:
"Well I think he seen us. . . .and that's a lot of skellies."


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 smiles as she sees the man."He is not an idoit. Seems he doesn't want to deal with the skeletons either"


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

"Yeah, and we can run toward him; if he runs toward the boat, he's sure to be killed."

"Bayleaf! Time to decide if you want to be smart, or dead. Stay where you are, with your hands up, and you'll live to see another day. Step toward our boat and you're history."

Intimidate: 1d20 + 6 ⇒ (19) + 6 = 25

If Bayleaf starts into the dunes, I'll run toward him...and if he tries to get through the skele-dunes with us on his heels, I recommend instead of chasing him through the dunes we try to lob things near him that will wake up the skeletons...but let's see if he's smart enough to live first.


* Saltmarsh *

The figure raises his hands in surrender.


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 keeps a close eye on Odium, making sure he doesn't take advantage of the excitement to try and slip away.


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

"Drop your spellbook, wands, rings, rods, and holy symbols on the ground. Weapons as well." Drusilla says as she readies herself in case of needing to cancel any incoming spells.


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 walks toward Bayleaf, rapier in hand...but pointed down.

Assuming he doesn't try anything funny, she says, "Alright, time to turn over a new page. Start by coming clean: what were you doing here? And what else is still at large that we need to know about?"

Persuasion: 1d20 + 6 ⇒ (20) + 6 = 26
Insight: 1d20 + 4 ⇒ (8) + 4 = 12


* Saltmarsh *

Bayleaf unsheathes his shortsword and sets it and his shortbow on the sand in front of him. The elf in a chain shirts waits for you to get to a conversational distance before replying, ”trying to get off this rock. But, I’m not suicidal.” He motions to the Skull Dunes covering thousands of skeletons beyond which your boat is anchored.

”There’s the Winding Way down there, but only the priests went in there.”. He motions to the priest.

”Don’t look at me. I was just visiting. Ozymandius wouldn’t take me in there.”. Odium the priest replies.

The elf continues, ”thought you were pirates here to finish us off. What do 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 |

"We are here to clear the island of threats to goodly travelers of the waters nearby. Threats such as pirates, evil cabals and undead."

He looks over the beach, looking for signs of movement.

"Have either of you explored the abbey? Do you know who it is dedicated to?"

"Either of you" is targeted at Odium and Bayleaf.


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

Badger looks to Kwin, "Well if our new friends are to be believed. Bayleaf was involved with the defense and training of the guards."


* Saltmarsh *

Odium and Bayleaf look at each other perplexed at Kwin's questions. Then, the elf replies, "the murder cultists lived at the abbey. They were attacked by and repelled the pirates." Odium shrugged accepting the description of himself as a murder cultist.

"There are plenty of skeletons under those dunes. Have at it," Bayleaf offers.


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

"What else lays in wait at the abbey? Nothing at all?"


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)

”Did a damned good job training them I’d say. Some of those lads hit like a runaway cart.” Tarn added.


* Saltmarsh *

Odium, the murder cultist, looks like he doesn't want to answer Badger's question.

Bayleaf the elf nods and replies to Tarn, "Thanks. But, you faced the better ones who survived the pirates."

"There's a holy place that they called the Winding Way down there. I've never gone."


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 arches an eyebrow at Odium. "Think carefully now, Odium. It's time to tell us everything you know about the Winding Way. Have you been down there? Be generous and truthful with what you know right now–be it what you've witnessed, or what you've merely heard–and we'll let you wait, tied up safely here, while we clear it out. Then we'll all leave the island, alive and well.

"Be less than forthcoming and you'll find yourself guiding us through it, gagged and bound...or if that's too much trouble, just as bait for the skeletons."

Indimidate: 1d20 + 6 ⇒ (12) + 6 = 18


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 |
DM Jubal wrote:

Odium and Bayleaf look at each other perplexed at Kwin's questions. Then, the elf replies, "the murder cultists lived at the abbey. They were attacked by and repelled the pirates." Odium shrugged accepting the description of himself as a murder cultist.

"There are plenty of skeletons under those dunes. Have at it," Bayleaf offers.

"I'm trying to determine who actually built the abbey, and lived there before the murder cultists took it over. After all, they didn't look much like nuns." He scans the beach as he says "The amount of necrotic energy it would take to animate this many dead is tremendous, even broken out over time. I can't help but wonder if there is some... legacy from previous residents that may be causing this undead plague."

He looks to the others. "We need to investigate further."


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 nudged their prisoner and added in ”Maybe consider coming to our town, aye? Train up the militia? Got some good ale back home. Better than ye’d find in this place, aye?”


* Saltmarsh *

Odium pauses, uncomfortably. ”Look. The cult built the abbey and settled this island. Only the high priest knew the secrets of the Winding Way. You killed Ozymandius and sent those secrets to our god. You will have to bind and drag me in there and will be responsible for my death.”

“And since you’ll be murdering me, my soul is protected.”

After another uncomfortable pause, Bayleaf the elf replies to Tarn, ”Yeah. I’ll take another position training swords.”


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

"Did our inconvenient prison just volunteer to be killed? Not my first choice. But it sounds like he wants to learn first hand why momma warned you to not join murder cults."


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

Elven:
"Where do you hail from Bayleaf? What sort of magic do you use?"
Drusilla says in her strange form of Elvish. As she does, she glances over to the cultist and then wonders.

"Death is too good. Maybe we should sentence him to live?'The Elven woman followed up as she awaited Bayleafs' reply. She may ask for an exchange of songs and spells if he was a fellow blade singer. Maybe later a spar.

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