[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


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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 will follow the other elf. She was glad to not try her hand at such a leap. It would probably be disastrous! Once they are up in the new area she will speak to the others.

"We should wait, regroup and reform our matching order." She states as she takes a look about, trying to see if she can spot any more weak floors.


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 opens the kitchen door, then points down at the floor. He says to those following him "Try not to disturb these footprints here. Let's have Badger take a look at them. Perhaps he can tell how long they've been there."

Kwin makes his way over to the north staircase in the kitchen. In a regular voice, he calls up "Badger! Can you come look at something?"

If Badger does come into Kwin's view at the top of the stairs he'll say

Spoiler:
"Careful! We haven't checked the stairs for how strong they are."

GM, if I am reading the maps right, when Kwin was about to go into the northern corridor leading to the kitchen, he should see the hole in the ceiling and the rubble from the floor collapse. Is that right? Just making sure I've got my bearings squared away.


* Saltmarsh *

Yes, Kwin stepped over the difficult terrain of the wreckage of the ceiling when passing from the Entrance Hall into the hallway toward the kitchen.

Badger carefully navigates the back stairs. They are missing some steps, but the ones that are there are sturdy enough.

Analyzing the tracks, Badger finds them made by daily traffic of medium-sized humanoids.


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 at Drusilla's suggestion, and gathers back up in the kitchen. When the footprints are pointed out, she nods in understanding, tip toes to the door the prints go to, and listens. Then she checks carefully to see if it's locked.


* Saltmarsh *
Argyri Katrakis wrote:
Argyri nods at Drusilla's suggestion, and gathers back up in the kitchen. When the footprints are pointed out, she nods in understanding, tip toes to the door the prints go to, and listens. Then she checks carefully to see if it's locked.

Argyri finds silence behind the unlocked, closed door.


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

When everyone's there, she holds up a silent 3 fingers...2...1...and then opens it (rapier in hand).

She peers--but doesn't step--in.


* Saltmarsh *

When everyone's there, Argyri holds up a silent 3 fingers...2...1...and then opens the door (rapier in hand). She peers--but doesn't step--in.

This room displays the effects of damp and decay more than most. Mold grows in patches on the floor, walls, and ceiling. A large copper cask, split, discolored and empty, stands under the window, with a small heap of crockery shards on the floor beside it. Stairs lead down into what is presumably a cellar. The tracks continue from the door down the stairs.

map in link 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

Argryri motions for the others to follow, and tip toes down the stairs.

Stealth: 1d20 + 5 ⇒ (15) + 5 = 20


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 |

When the door opening is anti-climatic, Kwin says "If anyone is here, they likely heard that floor collapsing on us. They'll at least know we were here, the same way we know of them." He gestures to the footprints they are leaving for emphasis. "I don't think ghosts leave footprints. Does anyone have an idea who might be here?"


* Saltmarsh *

When Argyri treads on the top step, hideous screams rise from the cellar below. It sounds as if a soul is being tormented.


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 there anything on the other side we should be concerned about?" Drusilla says as she readies her dagger and her cantrip. Should she need it.


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)

"Ghosts don't leave footprints, but whomever is screaming like that probably does." Tarn exclaimed. "Come, let's go!" He said, as he rushed down, hammer in hand.


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 rushes down behind Tarn, forgoing stealth (and a bit relieved to have the sturdy dwarf at the fore).


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 |

Keeping with the order they had established before, Kwin rushes down after Argyri. But he grits his teeth and says "Be wary of an ambush!", even as he charges headlong forward with the others.


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

Badger readies and follows the others down.


* Saltmarsh *

Tarn, followed by Argyri and everyone else, charges down the stairs into the cellar. Shoulder-height wooden bottle racks line the north and west walls here. There appear to be no intact bottles left in the racks and shattered bottles cover the floor.

Against the east wall, at the foot of the stairs, rest two large metal storage bins that appear to be empty.

In the center of the room lies a human corpse clad in plate mail; a longsword lies by the corpse's right side, and a large shield covers its legs.

Everyone notices the tracks on the floor continue to the south wall of this chamber and stop abruptly at ab obvious secret door to the east of the fireplace.

linked map updated


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

"Rekon that's our screamer?" The gnome asked in his thick accent.

Perception: 1d20 + 3 ⇒ (8) + 3 = 11 Traps, ambush?

Is the corpse recent?


* Saltmarsh *

The corpse smells at least a couple weeks rotten. You would need to examine it for more precision.


"Woah, someone beat the s@~@ out of that guy looks like..." carefully kneeling closer in an attempt to ascertain cause of death.

Medicine: 1d20 + 3 ⇒ (2) + 3 = 5

"Damn, looks like the weasels got him after all."

Will at least move the shield during inspection, but not removing the plate.


* Saltmarsh *

DM rolls:
Blacklock: 1d20 + 3 ⇒ (3) + 3 = 6 Badger: 1d20 + 3 ⇒ (7) + 3 = 101d20 + 3 ⇒ (16) + 3 = 19 Tarn: 1d20 + 1 ⇒ (2) + 1 = 3 Drusilla: 1d20 + 3 ⇒ (3) + 3 = 6 Argyri: 1d20 + 3 ⇒ (7) + 3 = 10 Kwin: 1d20 + 3 ⇒ (2) + 3 = 5 Bad guys: 1d20 ⇒ 2

Weasel take 2!

AC 8

When the body moves a bit during Blacklock's examination and moving the shield, the corpse explodes with swarms of rot grubs.

The swarms are in the square with the corpse. Blacklock is next to the corpse square. Everyone else has at least a square between them and the corpse square

Party is up


"Ha! Awww yeah, this time I'm ready!" parkouring off the wall and slamming a fist in a downward strike at the swarm...

Martial Arts: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg: 1d4 + 3 ⇒ (4) + 3 = 7

Before spinning into a roundhouse kick and punting the grubs into infinity...
Martial Arts: 1d20 + 5 ⇒ (11) + 5 = 16
Dmg: 1d4 + 3 ⇒ (4) + 3 = 7

Then doing a cartwheel across the floor a safe distance away. Mobile

edit: oooh, max dmg rolls on first attack of the game. Hopefully those hit and can redeem myself a tad hehe.


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 calls on his god's aid to help the poor traveler on his way to the afterlife by cleansing his body of the infestation. He calls down a sacred flame on the swarming menance.

Casting sacred flame. The swarm takes 1d8 + 0 ⇒ (8) + 0 = 8 radiant damage unless it makes a DC 13 dexterity saving throw. Then he'll step back some more, giving the others room to pull back if they need to.


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 + 5 ⇒ (15) + 5 = 20
Blunt Damage: 1d10 + 5 ⇒ (1) + 5 = 6
Booming blade upon movement: 1d8 ⇒ 6

The others responded with skill, grace and confident pugilism. Tarn, on the other hand, swung his hammer wildly, his eyes just as wild, as he scattered any grubs that approached him, as he desperately avoided any getting in his beard!


* Saltmarsh *

Drusilla, Badger & Argyri to go

Sacred Flame DC 13: 1d20 - 2 ⇒ (20) - 2 = 18

Nature (Int), Medicine (Int) or Suvival (Wis) DC 12:
Swarm of Rot Grubs
Medium swarm of tiny beasts, unaligned
Armor Class 8
Hit Points 22 (5d8)
Speed 5 ft., climb 5 ft.
STR DEX CON INT WIS CHA
2 (-4) 7 (-2) 10 (+0) 1 (-5) 2 (-4) 1 (-5)
Damage Resistances piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained
Senses blindsight 10 ft., passive Perception 6
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points.

Nature (Int), Medicine (Int) or Suvival (Wis) DC 15:

Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm's space. Hit: The target is infested by 1d4 rot grubs. At the start of each of the target's turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target.

If your character knows or hears something as a free action that makes you want to change your actions, go ahead.


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

Nature: 1d20 + 2 ⇒ (1) + 2 = 3

Badger lets out a whistle, "Lookin like ya found some big maggots. Yuck." at first surprised by everyone's sudden action it's at this point a few hop his way. He shakes and wiggles his feet as he hops away trying to shake any off before they get through his armor or a soft spot.

Disengage moving back as far as I can.

Badger looks at the swarm and grimaces. He pulls out his bedroll looks at it and curses. He shakes it out and gets ready to use it like a net.


* Saltmarsh *

Badger does not need to Disengage, because only Blacklock was in melee range


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

Survival: 1d20 + 2 ⇒ (12) + 2 = 14

Drusilla takes a moment and mutters."I wonder how well those would be for bait...Right, Cast a spell" Drusilla points her dagger at the grubs and utters some arcane syllables as she unleashes Mind Silver

Intelligence save DC13

Pyshic Damage: 1d6 ⇒ 5
If they fail also take a 1d4 penalty on any saves until the end of my next turn


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12
DM Jubal wrote:
Badger does not need to Disengage, because only Blacklock was in melee range

Cool. I will back up 10 feet then and do the same thing. Is the swarm in Blacklock’s square? Asking for position.


* Saltmarsh *
Badger the Rover wrote:
Cool. I will back up 10 feet then and do the same thing. Is the swarm in Blacklock’s square? Asking for position.

No. He was adjacent but retreated in his round.


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Survival: 1d20 + 3 ⇒ (15) + 3 = 18

"Oh f%*!, it's not maggots its ROT GRUBS! Watch out! Remember old man Jenkin's rhyme???

"Beware the dead that carry the worm,
That make the strongest man infirm,
They burrow and bite,
and try as you might,
You cannot escape their squirm.

Be nimble and quick,
or suffer their sick,
Woe is the man who finds himself bit,
But try as he might,
he'll scratch and he'll bite,
If he forgets to bring his fire stick."

If you get bit I'll have to burn it out with a torch quick! It goes straight for the heart!"


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

Badger looks toward Blacklock, then the rot grubs, then back at Blacklock, "Rot Grubs." The gnome almost mouthed the words his face twisted puzzled. His eyes jump wide. "ROT GRUBS." That's so bad."

Round 2

Badger moves a few feet forward. Tosses his bedroll over the swarm.
Bedroll net: 1d20 + 3 ⇒ (14) + 3 = 17 Did use my proficiency cause its not really a net.

I am going with the wild assumption that is high enough to throw the bedroll over much of the swarm.

Once the bedroll lands the gnome shuffles to the swarm and leaps onto the bedroll. Hopping and stomping before moving off. He turns to look at his work.

Moves away again. Which may provoke unless being covered with a bedroll stops them. Honestly this is one of those creatures that just seems weird to try to stab with a dagger or shoot with a bow. I leave it to you to adjudicate cause its not a standard attack. Assuming its an unarmed strike Unarmed Strike Damage: 1 - 1 = 0 Assuming kindergartner stomping on a blanket on roaches might kill a few and your feeling generous Stomp Damage: 1d6 + 3 ⇒ (1) + 3 = 4 The same as my bow would do.


* Saltmarsh *

Badger, game-mechanically speaking, I think you'd be better off lighting the bedroll on fire. Is Blacklock still holding two lit torches? Waiting Argyri. Cheers

Mind Sliver DC 13: 1d20 - 5 ⇒ (11) - 5 = 6


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12
DM Jubal wrote:
Badger, game-mechanically speaking, I think you'd be better off lighting the bedroll on fire. Is Blacklock still holding two lit torches?

Is this a kind DM telling me my plan is so bad that it shouldn't tried. LOL.


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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

Argyri heaves a little in her throat, but wills herself to slide up beside Blacklock, where she does her best to skewer as many grubs as she can on her rapier.

Rapier: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 + 3 + 1d6 ⇒ (8) + 3 + (6) = 17 Ignore the 6 if swarms can't be SA'd. I just tried to read up on it. Seems RAW they can...but that many reasonable DMs rule otherwise.


* Saltmarsh *

Blacklock stamps on the deadly rot crubs and dances away to safety.
-14 HP

Kwin lights the swarm on holy fire.
-22 HP Swarm 1 destroyed!

Tarn smashes a swarm with his warhammer leaving a shell of vibrating thunder.
Swarm 2 -6 HP

Drusilla attacks their almost non-existent minds.
Swarm 2 -11 HP

Badger throws his bedroll over the swarm, stomps on then, and retreats.
Swarm 2 -11 HP

Argyri closes into melee and skewers the rot grubs as they swarm from under the bed roll.
Swarm 2 -19 HP

With only one live victim next to the swarm, the rot grubs start to climb on Argyri's legs. When a critical mass of the rot grubs reach Argyri's waist, Tarn's shell of vibrating thunder explodes with BOOM! The broken fragments of wine bottles echo and vibrate in a cacophony.
Swarm 2 -25 HP, Swarm 2 destroyed. Whew. Those were deadly.

After the ringing in your ears stops, you look around the cellar. Shoulder-height wooden bottle racks line the north and west walls here. There appear to be no intact bottles left in the racks and shattered bottles cover the floor.

Against the east wall, at the foot of the stairs, rest two large metal storage bins that appear to be empty.

In the center of the room lies a human corpse clad in plate mail; a longsword lies by the corpse's right side, and a large shield covers its legs. Dead rot grubs are scattered around and near the corpse.

Everyone notices the tracks on the floor continue to the south wall of this chamber and stop abruptly at ab obvious secret door to the east of the fireplace.


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 begins to xast prestidigitation to clean off the armor and weapons. At the end she'll Don the longsword and look at the others. "Do any of you want the shield? And I figured I can use my spell to carry out the plate mail. I hear it's expensive and could fetch a pretty decent amount of coin in town!"


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 stared at Drusilla as she went about cleaning the armor. All he could think about was the horrible death that the last occupant had suffered. Not that he could fault her reasoning, gold was gold afterall! But the thought of what had happened left him feeling sick to his stomach. He was just glad that his powers worked. Without thinking he ran his fingers over his ring, taking comfort in the touch.


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

"GAAAAAGHH!" Argyri shakes violently as the grubs die, and brushes them off her leg with the side of her rapier, as quickly as she's able.

While Drusilla cleans the armor, Argyri asks, "Ooooh! Does that work on pants too?"...looking down at the grub guts on her pants.

After that, Argyri goes to inspect the (poorly hidden) secret door. If it seems untrapped and she doesn't hear anything behind it, Argyri will open it and peer inside.


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

"Indeed it does! I use it to clean fish guts outta my clothes So that should work!" Frusilla says as she casts the spell on Argyris' pants cleaning them instantly.


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

Badger looks at his bedroll. "Um I da'not care if it works on bedrolls. I ain't touching that thing again. Gross." He shakes at the thought.


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 moves over to the metal storage bins. Do they look like they've been in use recently? Can he tell what they are (or were) used for?

Investigate 1d20 + 0 ⇒ (13) + 0 = 13


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 stands and begins to look about the room, carefully scanning as she tried to pick out anything out of the ordinary!!!

Investigation: 1d20 + 5 ⇒ (8) + 5 = 13


* Saltmarsh *

Kwin inspects the metal bins. The outsides appear salt-stained and the inside have bits of straw, which may be packing material.

Drusilla cleans the potential loot and Argyri's clothes.

Afterwards, Drusilla looks around the wine cellar and spots a surviving bottle that rolled underneath the rack when it was victimized. The bottle's label bears the image of a jauntily dressed unicorn.

And, Argyri approaches the wall with the obvious secret door. After hearing only silence beyond the wall, she finds the latch to the door in a couple of seconds. The wall easily swings open revealing an even bigger cellar beyond.

This torchlit chamber was once a large cellar, but it has since been converted into living quarters. Crude beds stand along the south wall, each with a wooden locker at its foot.

From the doorway, she can see a wooden trestle table ringed by rickety stools dominating the center of the room. Metal cutlery, cups, and dirty plates sit atop the table.

map in link updated


Blacklock was pinching his skin here and there, his eyes wide and nearly an inch off the surface. Brushing his hair multiple times and peeking down his pants in the front and back, then the front again making ABSOLUTELY SURE no rot grubs had made an invasive counterattack. "Blech, freakin worms."


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

"Ooo some wine!" Drusilla points at it and then asks "Should we grab it, it looks in tact?'


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

"Grab a bit. We might want to wait until we secure the house before we start a full salvage."


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)

”Or a full party. It’ll be nice to have a tangible reward.”


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

" Then we put it in one of the metal bins? Hopefully it will stay intact? And safe!"


* Saltmarsh *

Argyri pauses at the threshold of the open secret door watching her companions secure salvage.

The living quarters beyond the secret door indicates that many people lived here. And with dirty dishes on the table and the smell and sound of a fire in a nearby fireplace, the inhabitants are not far.

With all of the noise that they have made, any attempt at catching them by surprise has been lost. And if this second cellar is as big as it looks from this doorway, it's probably where Tarn started walking down those stairs beneath the secret trap door. Could they have come full circle?

What are you doing now?


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 will put away the dagger,draw a sword and see what she can possibly do with it. It had been a while but she remembers training with another elf, with other elves around her. 'Swords and Bows are the staples of our military, and every elf will learn to use them' came moving through her mind, a sliver of her past creeping in.

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