[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


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

LOL thought for sure I had missed.

Damage: 1d6 + 3 ⇒ (2) + 3 = 5


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 Blacklock, again? Argyri sighs, as the overeager pugilist goes down one more time.

She steps up and attempts to avenge her companion, only to instead stumble in order to not step on his outstretched arm.

Rapier: 1d20 + 5 ⇒ (4) + 5 = 9 Damagee: 1d8 + 3 ⇒ (7) + 3 = 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 |

Kwin steps forward, staff at the ready and wary of the swordsman by Tarn. He pulls a hand away from his staff long enough to cast a quick spell on the smouldering Tarn.

I'm going to move 5' forward to get adjacent to Tarn. Then I am going to cast cure wounds on Tarn, healing him for 1d8 + 3 ⇒ (7) + 3 = 10 hit points.


Death Save: 1d20 ⇒ 14


* Saltmarsh *

Sorry for the delay. Had a business trip for the past two days

Drusilla shoots Sanbalet with Magic Missiles who weirdly doesn't have Shield. Badger shoots an arrow into the wizard, too.
-6 -11 -5 = -22 HP

Kwin heals Tarn. Tarn stands up and attacks the bandit with his warhammer which opens up his head like a watermelon.
-15 HP & dead

Sanbalet repeats the trigger word that Drusilla and sends three magic missiles at Argyri causing her to drop unconscious.
Magic Missiles: 3d4 + 3 ⇒ (2, 4, 3) + 3 = 12 Argyri is down

The longbowman steps over Argyri and charges Tarn stabbing twice. Fortunately, missing twice.
shortsword: 1d20 + 4 ⇒ (4) + 4 = 81d20 + 4 ⇒ (8) + 4 = 121d6 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (3) + 2 = 5

Then the hobgoblin's brother finally gets to the party and misses Badger with an overhead slash.
longsword: 1d20 + 3 ⇒ (4) + 3 = 71d8 + 1 ⇒ (4) + 1 = 5

Party up!


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 ⇒ (7) + 5 = 12
Blunt Damage: 1d10 + 5 ⇒ (9) + 5 = 14

”Thanks!” Tarn yelled as he dodged the archer’s blade. The man had gotten in close, far too close for the dwarf to effectively swing his hammer. He quickly stepped back and swung his weapon wildly to try and force some space so that he could attack properly.


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 drops her bow and then utters once more the words needed to send another volley of Missiles at the enemy Wizard.

Magic Missile

Magic Missile: 3d4 + 3 ⇒ (4, 3, 4) + 3 = 14

After that she will draw her dagger and readies to move in and fight the wizard.


* Saltmarsh *

Who are these interlopers? Come to takeover my operation! Another wizard! Undone by another wizard! Damn my master to hell! I will haunt him forever for not teaching my Shield! Hostile and curious thoughts run through the narcissisitic wizard before he screams out in death after the three more Magic Missiles slam into his body.
Sanbalet is dead

Tarn barely misses the longbowman who dodges out of the way of the warhammer.


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

Badger having heard the hobgoblin's approach ducked low under the beast's swing. Letting his bow drop as he did. Replanting his feet he rose with a leap and a twist bring his sword out of his scabbard and across behind the big beast's swing.

Shortsword: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

"Yer wizard's deed ya fool. Yer racing to join him. Let me prop hell's door fer ya."


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

Death Save: 1d20 ⇒ 17

Argyri drops to the ground with a thud, unconscious.


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 |

If I followed the action correctly, the only visible active foe is on the other side of Badger. That being the case...Seeing the battle well in hand, Kwin rushes forward to his fallen comrades. He tends first to the one obviously wounded, the unfortunate Blacklock with blood gushing from the grievous stab wound.

I will move into the cave to where I can touch Blacklock and cast spare the dying on him.


* Saltmarsh *

Sorry Kwin. The Longbowman is in melee with Tarn between you and Argyri. You would take an AOO to get to touch range with Blacklock or Argyri. The map is updated.


* Saltmarsh *

Need a redo from Kwin to move forward


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 |

Thank you for clarifying.

Seeing one more foe on his path between him and his allies, Kwin called down the wrath of his god on the unsuspecting longbowman!

Casting sacred flame on the longbowman. Damage 1d8 + 0 ⇒ (6) + 0 = 6 radiant damage, unless he makes a DC 13 dexterity saving throw.


* Saltmarsh *

The second hobgoblin's chainmail turns Badger's shortsword.

Kwin called down the wrath of his god on the suspecting longbowman!
DC 13 dexterity: 1d20 + 2 ⇒ (5) + 2 = 7
-6 damage

The longbowman winces in radiant pain and stabs Tarn. The shortsword slides into the dwarf once.
shortsword twice: 1d20 + 4 ⇒ (15) + 4 = 191d20 + 4 ⇒ (4) + 4 = 81d6 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (2) + 2 = 4
Tarn 10 -8 = 2 HP

The hobgoblin in chainmail with a shield roars and slashes at Badger with a longsword, which the gnome easily dodges
longsword: 1d20 + 3 ⇒ (6) + 3 = 91d8 + 1 ⇒ (8) + 1 = 9

Party up!


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)

Hellish Rebuke: 1d10 ⇒ 9
Extra damage if fails DC10 Dex save: 1d10 ⇒ 2

Hit archer it up, hobgoblin if not: 1d20 + 5 ⇒ (9) + 5 = 14
Blunt Damage: 1d10 + 5 ⇒ (3) + 5 = 8

Tarn took the blade to the side and grunted in pain. Without thinking, his ring flashed, causing eldritch energy to course from the wound, through the blade and into the archer’s arm.

Was healed to full, so was at 11HP. 3HP left


* Saltmarsh *

DC 10 Dex: 1d20 + 2 ⇒ (9) + 2 = 11
Tarn took the blade to the side and grunted in pain. Without thinking, his ring flashed, causing eldritch energy to course from the wound, through the blade and into the archer’s arm. The longbowman screams in pain and slumps to the ground.
longbowman -6 -10 = dead

Tarn turns toward the unwounded hobgoblin glances his warhammer off its chain mail.


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

Badger draws a dagger flips it in his hand and goes back this time for two strikes. He leans in with his shortsword but again fails to get through the armor. Realizing he misjudged his swing he pulls short on his second attack to keep from presenting too great a target.

Shortsword: 1d20 + 5 ⇒ (3) + 5 = 8
Dagger: 1d20 + 5 ⇒ (2) + 5 = 7

Come on man. The fates hate me.


Death Save: 1d20 ⇒ 19 2 good, 0 bad


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 move to better see the target Tarn is fighting and utter arcane words!

Mind Sliver
Int Save DC13

Psychic damage: 1d6 ⇒ 6


* Saltmarsh *

Hobgob Int Save DC13: 1d20 ⇒ 18

Kwin is up and last. Hobgob is unwounded AC 18


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 lets out a soft groan.

Death: 1d20 ⇒ 9 1 good, 1 bad


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 |

Sorry, my post last night appears to have been eaten!

Kwin turns to Badger's foe, seeing that the valiant warrior is having a hard time getting through his enemy's armor.

Casting sacred flame on Badger's melee enemy. 1d8 ⇒ 8 radiant damage, DC 13 dexterity save negates.


* Saltmarsh *

Argyri & Blacklock:
Floating directionless wondering what is beyond death, you see a figure wearing a pointed hat and dressed in a robe embroidered with mystic symbols working at a heavy wooden bench. The room appears fifteen feet wide and thirty feet long with stone walls, floors, and ceiling, which appear familiar. Jars of powders and liquids and several pieces of chemical apparatus cover the bench, which runs down a long wall of what seems to be a laboratory.

The older human man with a wispy white beard turns and walks beside the bench toward a heavy wooden table, which forms an L-shape with the bench against a short wall. Reaching the table, he flips the pages of a thick book. Also on the table is a candlestick, with a tiny stump of an unlit candle still in it, and a variety of other items that, shine with the warmth of pure gold. One of these objects looks like a human skull.

You feel obsession hanging heavy in the air, undying obsession to discover the method to convert base metal to gold.

Kwin turns to Badger's foe, seeing that the valiant warrior is having a hard time getting through his enemy's armor.
DC 13 dexterity: 1d20 + 1 ⇒ (8) + 1 = 9
-8 HP

The hobgoblin screams in pain as the divine radiance sears his skin. He slashes again at the gnome with his longsword. But again, the gnome proves to be an expert swordsman and dodges the blade.
longsword: 1d20 + 3 ⇒ (9) + 3 = 121d8 + 1 ⇒ (8) + 1 = 9

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

Fluttering between Dream and the Beyond, Argyri receives a vision that seems to tie her, at least for the moment, to Life.

Death: 1d20 ⇒ 12 2 good, 1 bad


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 ⇒ (17) + 5 = 22
Blunt Damage: 1d10 + 5 ⇒ (4) + 5 = 9

Tarn took the opportunity given to him by not being a target to aim his blow. He swung his hammer as if though he was down in the mines, hitting with both strength and precision. Only now he was breaking bones, not stone.


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 moves about and speaks another word of arcane power in hopes of the psychic power of her spell breaks the Hobgoblin on Tarn

Mind Sliver DC13

Psychic Damage: 1d6 ⇒ 2
Save Penalty: 1d4 ⇒ 4


Blacklock's mind was as sharp in the fog of the borders of death as it was in life. That is to say, not that sharp. "What the hell?? There you are, Sanbalet!" running atop the table and grabbing the book, smashing him in the face with it. His mission complete, he flipped the pages obsessed with turning metal to gold, waiting for his companions to arrive (where was everybody, anyways?).

Death: 1d20 ⇒ 19 stable ;)


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 again summons a column of divine fire, having seen the first land with some effect.

Same tsrget, sacred flame for 1d8 ⇒ 4 raidiant barring a successful DC 13 dexterity save.


* Saltmarsh *

Int DC 13: 1d20 ⇒ 15
Dex DC 13: 1d20 + 1 ⇒ (4) + 1 = 5
Drusilla moves about and speaks another word of arcane power in hopes of the psychic power of her spell breaks the Hobgoblin on Tarn. Kwin again summons a column of divine fire, having seen the first land with some effect. The hobgoblin screams in pain as the divine radiance sears his skin and slumps unconscious.
-8 -4 = -12 & dead

After the hobgoblin stops making any more noise, there's a silence in the cavern. Argygri and Blacklock are unconscious as are all the smugglers.

Combat over!


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)

Breathing heavily, Tarn pointed his bloody hammer at Argygri and Blacklock. ”Someone check to make sure they’re alive. I’m going to see if there be any potions, or at least bandages, on these deaders.”


* Saltmarsh *

Tarn doesn't find any potions or bandages. Although, he finds a pipe and a set of gaming dice on Sanbalet.


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

"I'll Check" Drusilla goes over and casts Prestidigitation to pick the noses of the dead smugglers while she pats them down.


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

Death: 1d20 ⇒ 13 Stable as well


* Saltmarsh *

Loot in the Storage Cavern:
* 5 bolts of silk
* 8 casks of brandy
* 2 longswords
* 1 scimitar
* 1 shortsword
* longbow, quiver and arrows
* light crossbow, quiver and arrows
* 2 shields
* 2 sets of human-sized leather armor
* 1 set of chain mail
* 1 set of scale mail, which is decorated with fish and shell motifs
* Smoking pipe
* Set of gaming dice
* Arcane crystal
* Dagger

Blacklock:
When Blacklock hops on the table, he passes right through it, as if he is a ghost in the scene. All of his movements and noises are unnoticed by the alchemist who continues about his research.

When you see the casks of brandy, you know they're worth 10 gp apiece and were reported stolen a few weeks ago.

Argyri:
When you see the bolts of silk, you know they're worth 50 gp each and were reported stolen a few weeks ago.


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

Badger picks up a shortsword and swings it a bit feeling the balance while his own short sword is in his hand. The corners of his mouth pull down and his bobs and he hangs the second sword on his belt and adjusts his gear. He looks up, "I thinkin' at grabbin' this short sword. I been saving up for one."

He holds up some bottles of brandy. "I know what were drinkin'at the after party."


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 rush of battle is over, Kwin hurries over to his fallen comrades. He casts a quick spell on each, hoping it isn't too late to save them.

Casting spare the dying on both to make sure they are stable.

He looks up from them at Tarn. "I can attempt to heal one of them, perhaps enough to bring them back to the waking world." He hangs his head, feeling some shame at being unable to heal both of the fallen.

I only have one spell slot left; any opinions on who I should use it on?


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

"The Heavier one. The other I can use my spell and we can move them back to the bunks and rest." Drusilla suggests as she assesses the stuff in the store room.


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)

"We're done here." Tarn said. "Get one of them back on their feet, I'll carry the other. I think that we should be going back to town and reporting what we found." With a serious look on his face he continued "If any more come back, we aren't in any shape to fight. Much better to get the glory we earned now, than to risk it all by hanging around here. Staying in the bunks might be good for these two, but I really do worry that the lad we let go is going to be returning with friends."


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

Badger nods. "Sounds wise." He looks toward the tunnel not explored. "Should we bring the body of the mastermind with us."


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 looks between the fallen and decides. A quick spell is cast on the half-elf.

Argyri, you get back 1d8 + 3 ⇒ (1) + 3 = 4 hit points from Kwin's cure wounds spell.

Kwin says "I think we are close to the sea here. If their boat is nearby, it may provide a place to rest. Or perhaps it has a healing draught stashed on it for emergencies."


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* Saltmarsh *

I'm moving ahead a few minutes to maintain momentum

Kwin heals Argyri waking her from unconsciousness. She looks around and sees the loot in the room.

You cautiously follow the sound and smell of the sea down the tunnel where the second hobgoblin emerged. The incline of this passage is perceptibly greater in this area than the tunnels you were in before. Coarse matting has been laid in places on the floor, negating some of the slope's slipperiness. The passage widens to the south at this point to form a small cavern. There are three more bolts of silk cloth and five more small casks of brandy in the middle of the floor, resting on a piece of coarse matting.

The passage leads into a cave that opens directly to the sea. The tide is out at present, and there is little water in the cave, but there is an obvious high-water mark three feet above the floor. Pulled up onto the sloping cave floor is a small boat, perhaps large enough for eight people, with oars, a step-down mast, and a neatly furled sail. A rope tied to the bow is being held down by a large boulder that serves as an anchor.

Map updated


Is Blacklock is the only one with water vehicles proficiency? XD


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 wakes with a groan, rubbing her abdomen where the magical missiles pierced her.

She sits up slowly, and says, "Thank you. That, uhh, I...I had the weirdest dream...There was some old human in a pointed hat and dressed in a robe embroidered with mystic symbols working at a heavy wooden bench. The room looked familiar, though I'm not totally sure why.

"Then I see the old guy was at a table with a candlestick, and a bunch of other items that all looked like pure gold...including a golden human skull, somehow.

"And you know how sometimes in a dream you know a thing without knowing how you know it? I'm sure he was in trying to discover the method to convert base metal to gold. Weird, right?"

For anyone interested, Argyri will share the full details from this spoiler.

When Argyri sees the loot, her eyes widen with recognition. "Oh! Those bolts of silk are pricy! They were reported stolen a few weeks ago."

She takes a few minutes to rest, before going on. Hit Dice (short rest): 1d8 + 2 ⇒ (2) + 2 = 4 Back to 8/10 HP.

When they get to the boat, Argyri gives it a look over from the outside, and then says, "I guess we should wait for Blacklock to wake back up...but then I want to see what's on that boat!"


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)

”We can use the boat to leave. Deprives the smugglers of their transportation if they come back as well.”


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 take time to summon the necessary reserves of magical energy to refresh her reservoir Using Arcane Recovery to get a 1st level spell slot back

After that she will look over the books they got.


Guess I'll roll for natural healing then.

Hours: 1d4 ⇒ 1 nice :)


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

Badger nods at Tarn' suggestion. "Probably should load that boat up then." He motions to the goods and so forth around.


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 Blacklock wakes, Argyri gives him a hug. "Hey knucklehead, you gotta be more careful, OK? You seem to be making a habit of this whole bleeding out on the floor thing."

To Blacklock's earlier Q, I have Water Vehicle and Navigation proficiencies.

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