[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


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* Saltmarsh *

Tarn, you are full and were guarding the prisoners. Not in the combat at all


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 and–if the door seems untrapped, and she doesn't hear anything–she opens it and peers through.

Roll in prior post


* Saltmarsh *

Aryri opens the untrapped and unlocked door into the Winding Way and comes face to translucent face of two specters, "Boo!" They both swipe at our swashbuckler and then fly away. One turns the immediate corner left and one turns the corner right.
Specter 1 vs Argyri: 1d20 + 4 ⇒ (12) + 4 = 163d6 ⇒ (5, 2, 4) = 11
Specter 2 vs Argyri: 1d20 + 4 ⇒ (9) + 4 = 133d6 ⇒ (4, 5, 4) = 13
If a specter hits, take the 3d6 necrotic and succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken.

With no threats in sight you see a 40 ft long 10 ft wide and tall hallway of worked stone. After 10 ft, hallways open to the left and right; one specter fled in each of these hallways. After 30 ft, two more hallways open to the left and right.

Everyone up! One round of actions. Specify your light sources. There are no light sources in here, but what you bring. The map is updated if my description is unclear.

Initiative:
Badger: 1d20 + 3 ⇒ (20) + 3 = 231d20 + 3 ⇒ (11) + 3 = 14 Tarn: 1d20 + 1 ⇒ (16) + 1 = 17 Drusilla: 1d20 + 3 ⇒ (5) + 3 = 8 Argyri(adv): 1d20 + 7 ⇒ (12) + 7 = 19Argyri(adv): 1d20 + 7 ⇒ (10) + 7 = 17 Kwin: 1d20 + 3 ⇒ (8) + 3 = 11 Bad guys: 1d20 ⇒ 5


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

Darkvision

"Great. I wonder what they are luring us toward."


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

"If you wish I can cast a spell to conjure forth fiery spheres about me to provide light and offer ready objects to hurl upon ghostly apparitions. However it only lasts 10 minutes and one must stay away from me of set one off." Dr says to the group reaching into her component pouch to ready the ingredients for the spell.

Melf's Minute Meteors if needed


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)

"Could well work. I'll hold the rear then. Can burn any who try to ambush us. Well, at least once." Tarn said.

Hellish rebuke


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

"Little light never hurt."


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 |

I think we all have darkvision, but some magical light would be good too.

I'd like to see how Argyri did after those hits and saves before acting.


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

Fort: 1d20 + 2 ⇒ (4) + 2 = 6 Oof! Reduced to 27/38 from 38/49

Argyri gasps as she feels the lifeforce sucked out of her. "What the f&^k was that??"

Jubal, I'm still learning how Dagger of Warning works. I know it says "you and any of your companions within 30 feet of you can't be surprised". What does that mean in practice? Does it apply here, or no?


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

After she catches her breath and a bit of color comes back into her skin, she says, "Oh! This is like this one issue of Dyzziq the Dashing: Into the Crypt. There was a crafty ghost that kept jumping out of the floor or walls to attack them. At first they spread out, but then it would go after them one at a time. Then Dyzziq told them all to huddle close and walk slowly, so they were ready to attack the ghost anytime it emerged."

I should heal before going further. Kwin, your call if you have spells to spare. Maybe best if I use a potion?.
.
Either way, I recommend we walk tight together, always readying an action to attack if one pops out.


* Saltmarsh *
Argyri Katrakis wrote:

Jubal, I'm still learning how Dagger of Warning works. I know it says "you and any of your companions within 30 feet of you can't be surprised". What does that mean in practice? Does it apply here, or no?

That changes everything. Specters were not able to attack and flee. So, retcon...

Right before Aryri opens the untrapped and unlocked door into the Winding Way, you all are filled with a sense of danger and dread. So when the door opens and you come face to translucent face with two specters, "Boo!"

Everyone can attack the two specters


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! I'm glad I asked...and that dagger has already paid for itself!
.
Retconning...

Argyri notes the specters just in time, thanks to her new magic dagger. She leaps forward, thrusting at the nearer one with both her magic rapier and her magic dagger.

Rapier: 1d20 + 8 ⇒ (4) + 8 = 12 Damage: 1d8 + 5 + 3d6 ⇒ (2) + 5 + (1, 4, 6) = 18
Dagger: 1d20 + 7 ⇒ (9) + 7 = 16 Damage: 1d4 ⇒ 1

Oh! I think I just realized uncanny dodge should work vs the specter too, in which case...I'm at HP 33/42.


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

Moves on and readies his blades to go after the specters.

Shortsword 1: 1d20 + 7 ⇒ (17) + 7 = 24
Shortsword 2: 1d20 + 7 ⇒ (12) + 7 = 19
Shortsword Bonus: 1d20 + 7 ⇒ (8) + 7 = 15
Damage 1: 1d6 + 5 ⇒ (5) + 5 = 10
Damage 2: 1d6 + 5 ⇒ (1) + 5 = 6
Damage Bonus: 1d6 + 5 ⇒ (3) + 5 = 8
Colossus: 1d8 ⇒ 5


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

Dru steps back and fires a bolt of flames at the nearest phantom, not ready to go toe to toe with a foe again quite yet.

Fie Bolt!: 1d20 + 7 ⇒ (13) + 7 = 20
Fire Damage: 2d10 ⇒ (9, 3) = 12


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 raises his holy symbol again, summoning the swarm of divine spirits to again blanket his allies in protection and to bathe their foes in radiance.

Using my last third level spell slot to cast spirit guardians. Designating our group as immune. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a DC 15 Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage. Damage for this round is 3d6 ⇒ (1, 5, 4) = 10.


* Saltmarsh *

Tarn? It was my RL game tonight. Will post tomorrow


* Saltmarsh *

Argyri notes the specters just in time, thanks to her new magic dagger. She leaps forward, thrusting at the nearer one with both her magic rapier and her magic dagger.
Specter 1 takes 19 damage

Moves on and readies his blades to go after the specters.
Specter 1 takes 15 +19 = 34 damage and destroyed
Specter 2 takes 6 +8 = 14 damage

Dru steps back and fires a bolt of flames at the nearest phantom, not ready to go toe to toe with a foe again quite yet.
Specter 2 takes 12 +14 = 26 damage and destroyed

Combat over! Kwin save your spell. Now where?


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 raised his weapon...and it was over. With a harumph he spat at where the ghosts once were and consoled himself that they obviously were not worthy of his attention.


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 |

"I think we should regroup, recover our strength and return again. Time is on our side, and we now know what to expect."


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

"I think I could push on a bit more, but resting to be at our best is never a bad idea. What do the rest of you think?"


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

"Agreed" Drusilla says as she sheaths her blade and nods.


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

"I doubt we could heal that much again."


* Saltmarsh *

Assume a short rest. Let's go!


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

Hit Dice: 1d10 + 2 ⇒ (8) + 2 = 10

Badger bandages himself up and fixes a few damaged patches in his armor.


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

Once everyone is ready, Argyri again tiptoes forward, Dagger of Warning in hand, looking for dangers.

Stealth: 1d20 + 10 ⇒ (3) + 10 = 13Stealth: 1d20 + 10 ⇒ (2) + 10 = 12


* Saltmarsh *

which way? You've 3 ways to go. It makes a difference. Map in the profile link. Cheers


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

Let's say we listen at each intersection, going toward noise if we hear it. Otherwise, stick to the left at any choice, as long as it's not a place we've been before.


* Saltmarsh *

Argyri leads the intrepid adventures into the left hand hallway. After ten feet, she disappears through the floor.

Argyri:
To avoid this trap requires a passive perception of 19, and doesn't allow a save. Since it's not a creature creating surprise, your weapon of warning doesn't warn you.

You fall through the illusory section of floor (major image cast at 6th level) into a six foot by six foot wide pit, ten feet deep into a pool of acid of corrosive slime.
acid and falling damage: 4d10 ⇒ (2, 2, 6, 8) = 18

DC 10 Strength (Athletics) check to climb out of the pit


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

"Oooof! Hold on a sec."

Athletics: 1d20 + 6 ⇒ (13) + 6 = 19

Argyri climbs out of the pit, doing a flip at the end to cover for her embarrassment as she brushes the acidic slime off of her clothing and out of her hair.

"Now that is an occupational hazard. I swear, how do they get work done down here?

"Any of you have a ten foot pole? Or a healing spell to spare? That smarted."

HP 24 = 42-18
.
Kwin, I think I can also use a healing potion here, if you're tight on spells.


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

"I can help."

Cure Wounds Level 1: 1d8 + 2 ⇒ (4) + 2 = 6


* Saltmarsh *

Argyri climbs out of a spiked pit six foot by six foot wide that is covered is an illusory floor.

The short hallway bends to another short hallway that ends in a door.

Perception and Investigation check of 16:
You notice The handle of the door is connected to a hidden wire.

Then, thieves' tools check of 12:
You disarm the trap that releases a large stone above the door onto anyone who tries to open it.


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 |
Argyri Katrakis wrote:

"Any of you have a ten foot pole? Or a healing spell to spare? That smarted."[/b]

"Um, actually, yes." Kwin pulls a foot long rod off of his pack and hands it to Argyri. "The command word is 'axlane'"

It is a pole of collapsing.


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

"And there I thought you were just excited to see me!", Argyri grins.

Sorry, couldn't help myself.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Investigation: 1d20 - 1 ⇒ (6) - 1 = 5

Jubal, the spoiler says AND. Does one person need to get a 16 in both to open it? Could be me getting the Perception and someone else Investigatin'? What (if anything) do I catch from beating just the Perception DC?


* Saltmarsh *

No, sorry. One or the other is fine.


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

"Yeeesh! Whoever built this place really likes traps. See that big stone, poised to drop on whoever opens this door? One sec."

Thieves's Tools: 1d20 + 7 ⇒ (6) + 7 = 13

With a few deft moves, she disarms the trap. "I guess going forward we'd better have two of us up front looking for traps, in case I miss one. And Kwin's handy pole. For now though...", Argyri listens at the door, and checks it for further traps.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

If it's OK, she motions everyone close and (with Dagger of Warning in hand) tries to open the door.


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

"I am not a trap finder I am more of a spell hurler" the elf says looking at the others hand on her Scimitars hilt.


* Saltmarsh *

After you disarm the trap, you open the door. Gripping your dagger of Warning, the doorway reveals a brick wall and essentially a fake door.

You've some traps to avoid here. Where to next? See the map


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

I'll start rolling Perception with advantage, assuming someone is staying up with me, aiding me in looking.

Argyri scratches her head, "Hmmm, Tarn, you and me should make a good team up here. You see anything I've missed?"

Perception(adv): 1d20 + 7 ⇒ (9) + 7 = 16Perception(adv): 1d20 + 7 ⇒ (20) + 7 = 27 Looks like I got a LOT of aid from Tarn here.


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 gave a giant grin. "That's because ye can see up high and I down low." He said, pleased at the unexpected kind words. He put every fiber of his being into proving Argyri correct.


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 rear of the group bow at the ready while the way forward is dealt with.


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 is still alarmed by the specters they encountered earlier. He is watching ahead to see if anything else comes out of the walls. Or floor. Or ceiling.


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

Drusilla atays close to thw othwrs as she readies a variety od nasty possibilities should they get attacked


* Saltmarsh *

Sorry for the delay. RL game and work delayed me

You backtrack and continue your 'take left turns' strategy. With Tarn helping Argyri, she finds a wire stretching across the floor at ankle height.

A character can disarm the trap by making a successful DC 12 Dexterity check using thieves' tools.

Map updated


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

Disable: 1d20 + 7 ⇒ (3) + 7 = 10
Disable: 1d20 + 7 ⇒ (12) + 7 = 19 If Tarn (or someone's) aid is allowed here. If not...boom! :-0


* Saltmarsh *

Click signaling the trap triggers. From the ceiling a stone falls on Argryi, but she dodges out of the way.
DC 14 Dexterity saving throw or take 4d8 bludgeoning damage: 1d20 + 7 ⇒ (15) + 7 = 224d8 ⇒ (3, 6, 6, 2) = 17

You take another left, and Argyri falls through the floor, again.
acid damage: 4d10 ⇒ (10, 7, 10, 4) = 31
Athletics DC 10: 1d20 + 6 ⇒ (7) + 6 = 13

"Don't step here. There's another floor illusion with an acid-filled pit. Any healing for me?"

Healing Argyri? Before we move on?


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

Badger steps up and looks up at Kwin. "Save yours I think your magic has more options."

Cure Wounds 2nd level: 2d8 + 2 ⇒ (7, 4) + 2 = 13
Cure Wounds 1st level: 1d8 + 2 ⇒ (4) + 2 = 6

"The rest looks like our heroine has been through a scrape." He winks at her, "You make a bloody lip look good, I garuntee."


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 winced. Walking face first into traps was the only way he knew of finding them. He had really hoped that Argyri‘a skills would have served the half-elf better.


* Saltmarsh *

You continue down the hallway to a dead end.

Argyri Perception with advantage: 1d20 + 7 ⇒ (13) + 7 = 201d20 + 7 ⇒ (7) + 7 = 14

"Watch out. There's a pit here, measuring 6 feet by 6 feet and with a depth of 10 feet, has long wooden spikes affixed to the bottom. Very dangerous. Let's turn around."

Argyri is down 12 HP. Map is updated. Big decisions to make which way to go. No more lefts. There's back the way you came.


* Saltmarsh *

Bump


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

"Is it something we can jump or bridge?" He shrugs.

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