[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


401 to 450 of 1,867 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

1 person marked this as a favorite.
Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

investigation: 1d20 ⇒ 4

"Tis why we're here right? Find what we'd missed."


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 thought it was the skeletons and figure out who was supplying the Smugglers, because of the box of communications we found" Drusilla said as she looked about a bit more confident.

Investigation: 1d20 + 5 ⇒ (9) + 5 = 14


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

"Well the guy that got away told us some of that. If we want to set up shop and lure others in we have the box and know their signals." He shrugs, "I think it could work. But we also left the place not fully explored and not fully salvaged."


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)

Investigation: 1d20 + 1 ⇒ (11) + 1 = 12

”Aye, check it all. If it isn’t nailed down then it belongs to us. And if it is, we decide if it is worth unnailing. Let’s get to it!”


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

"Eyes up though. One of these pricks got away and they host other ner do wells."


Investigation: 1d20 - 1 ⇒ (12) - 1 = 11

Glancing over the bodies "...I know they're the bad guys but, shouldn't we still give them back to the sea? I don't want to summon the kraken or anything..."


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 nods as she draws her Scimitar and holds it like she knows how to use it. As she does she hums a familiar yet different travelers' tune. After this last gaunt Drusilla seemed more confident, her posture and tune seemed to mimic the style of Blade Dancers!


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 |

"Yes, we can see to their disposal. We can do it before we leave, lest it attract unwanted attention. If what our traveling friend said was true, and there are indeed undead in the rooms above, there is no need to risk these foes rising again to come at us again."


* Saltmarsh *

Heading into the unexplored cavern. Tarn leading the marching order

Tarn first enters an uneven, naturally formed cavern, which is about twenty feet in diameter.

Kwin is the first to notice the bright green, wet, and sticky, slime dropping from the ceiling on to Tarn, Argyri, and himself.
acid damage to Tarn: 1d10 ⇒ 1
acid damage to Argyri: 1d10 ⇒ 10
acid damage to Kwin : 1d10 ⇒ 10

Green slime Survival DC 15:
A patch of green slime covers a 5-foot square, has blindsight out to a range of 30 feet, and drops from walls and ceilings when it detects movement below it. Beyond that, it has no ability to move. A creature aware of the slime's presence can avoid being struck by it with a successful DC 10 Dexterity saving throw. Otherwise, the slime can't be avoided as it drops.

A creature that comes into contact with green slime takes 5 (1d10) acid damage. The creature takes the damage again at the start of each of its turns until the slime is scraped off or destroyed. Against wood or metal, green slime deals 11 (2d10) acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed.

Sunlight, any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys a patch of green slime.

You can use Passive Survival 10 +skill


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

Survival: 1d20 + 4 ⇒ (16) + 4 = 20

Can I try this:
Do I have an opportunity to grab somebody and pullout of the way. Perhaps with a Dex Save? Or do I realize what it is after the fact?

Reflex Save Grasping at Straws: 1d20 + 5 ⇒ (12) + 5 = 17

After the green sludge falls. Badger calls out, "Tis Green Slime I garuntee. Fire, sun, or that holy blastin' energy will kill it good."

He does a double take at Blacklock's torch attempts to grab it intent on stabbing it flame end into the slime.


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 fell back, getting away from the slime on the ceiling and quickly throwing up his wards.

Move and armor of agathys cast


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 ⇒ (13) + 2 = 15

"Agreed, quickly someone burn the goo off before it spreads" Drusilla states as she looks at the others hoping they have something to deal the proper cold, heat or radiant ability.


Survival: 1d20 + 3 ⇒ (9) + 3 = 12

Watching Badger snatch the torch from his hand, the kid quickly extracted vengeance by snatching Badger himself! "Take a boost, gramps!" putting him up on his shoulders and shoving his torch carrying arm closer to the offending patch.

Dex: 1d20 + 5 ⇒ (15) + 5 = 20


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

"AAAAUUUGH! That BURNS!!"

Argyri takes a big glop of it, right on her neck...and on her brand new, super-clean studded leather.

Her neck and shoulder hissing with acid burns, she quickly retreats, and uses her cloak to wipe it off as best she can.


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

Could we possibly torch the area and burn it all away. Or if anyone has a radiant cantrip to you know burn it all away would be good too


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

Nodding with approval as Blacklock boosts him up the gnome raises his hand holding the torch up into the slime.


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 |

Survival 1d20 + 5 ⇒ (2) + 5 = 7.

Kwin whips off his cloak and uses it to push the slime off of him, stepping away from where it fell on him as he does.


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 try and skirt around the area and then push forward with the others.


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)

With acidic slime on him, Tarn took out one of his boots. Gripping the shaft, he used the metal head to scrape the slime off.


* Saltmarsh *

Tarn continues out of the slime cavern to the bottom of the stairs into the cavern and casts an abjuration spell. The cold magic destroys the acidic slime.
Armor of Agathys cold damage destroys the slime before receiving acid damage

Argyri follows Tarn and scrapes off the green slime with her cloak. After she gets the last of the slime from her body, she drops her cloak on the cavern floor and watches the green slime dissolve it into a puddle of goo.

Kwin follows Argyri in steps and actions sacrificing his cloak to the green slime gods which accepts into a sizzling puddle of green goo.

Badger jumps on Blacklock's shoulder and tries to burn away what they can reach on the cavern's ceiling stalactites. Drusilla keeps them from getting too close, avoiding the dripping slime by staying out of the way.

Ok. The slimed folks remove the it before further damage, and the non-slimed folks avoid getting slimed.

The caverns are now fully investigated. Do you want to do anything before heading upstairs into the cellar of the house?


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 lays his staff across the passageway, about ten feet before the slime. "Just to remind us, if we come back this way."

He'll turn to Argyri and offer her a vial. "This draught should alleviate at least some of those burns. Keep in mind, should I fall during the course of this, I have another of these in my pouch that should revive me if given to me." Argyri, normal potion of healing. Should give you back 2d4+2 hit points.


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 |

"Well, that was a poor start. Let's try heading back up to the cellar."


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)

”Aye, to the cellar. As good a place as any.” Tarn said, taking the lead.


Blacklock followed along, but seemed quite frankly to be in his own little universe.

He was picking up handfuls of dirt for huge whiffs, inspecting little insects he came across very closely letting them run around his hands, being bedazzled by certain color changes. At the same time, he didn't really seem tipsy...quite the opposite. His movements were like lightning, small steps here and there taking place instantly. His balance and posture was immaculate.

It was like the kid was possessed by some guiding spirit, some force, that had taken over his body's locomotive endeavors.


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's words. He looks over at Blacklock. "Git movin' kiddo. Let's find you another hole to put yer face in." He chuckles.


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 swagger as she walked one hand on her blade the other teasing her coat and bag that holds her components.


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 gratefully accepts the healing draught.

Potion: 2d4 + 2 ⇒ (4, 4) + 2 = 10 Back up to full HP

"Ahhhhh, my. I've had a few of those, but that was amazingly potent!" She turns her neck to the place where the slime splattered. "Can you still see the burns at all? Any cool scars?"

. . .

As they walk along, Argyri looks over at Blacklock, curiously. "Hey kid, what's up?"


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 sighs as she hears about the burn scars. She looks at her own hands and notes the pale and still scarred flesh in places. Remnants of the accident some fifty years ago


1 person marked this as a favorite.

Startled the hotty was speaking to him "Uh...hey. You ever feel like...like you can hear the heart of the universe beating?" he gazes off in the distance, as if listening to it at that very moment.


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

"Uhhhhh...NO, silly!

"I do sometimes hear my life being narrated though, like I'm the hero of a story."

Watching him stare off, she pauses for a minute and then asks, "Wait, what exactly DO you hear?"


1 person marked this as a favorite.

"It's like..." he was honestly trying to find the words "...here do this:" he took her by the hand, closing the fingers but not all the way, like she was holding an invisible ball "Don't you feel something there, even though there's nothing there? Don't you feel it...humming? Don't you hear it, alive?" there was something wild and almost scary about the level of sincerity his face was expressing.


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 looks at the kid, quizzically.

He's SO sincere about this. (And about everything, I guess).

"I...hey, we've all been through a lot recently. I'm not used to bleeding out on the floor, that's for sure!

"I...wouldn't worry about it, OK? Just let us know if you need a break."


* Saltmarsh *

Moving on

Tarn leads you upstairs and back into the cellar. This torchlit chamber was once a large cellar, but it has since been converted into living quarters. Ten crude beds are piled like a makeshift barricade near the secret door entrance to the caverns below. Ten wooden lockers are open and empty.

Investigation DC 15, you can use passive:
You remember that the smuggler, who you captured and let go, opened one of the lockers. You never opened the other nine lockers.

A long wooden trestle table ringed by rickety stools dominates the center of the room. Metal cutlery, cups, and dirty plates sit atop the table. A cookstove is installed near the table. A sturdy set of stairs leads to a trapdoor in the ceiling above. There are two wooden doors in the east side of the room, one of the doors is barred.

You continue your sweep and check Sanbalet's private quarters. Unlike the barracks, this small room holds comfortable furnishings and appears to be well cared for. A comfortable-looking bed in the northwest corner has a wooden locker at its foot. A small wooden table stands against the east wall, with a padded leather chair beside it. On the table, a brass three-branch candlestick with three candles, though not fresh, are far from spent.

Investigation DC 15, you can use passive:
The bed looks ruffled, but otherwise everything is as you left it.

You're up!


He continued to gaze at his own grasp on the invisible ball for a moment before finally turning a bright red, realizing how idiotic he was being "*cough* I mean you know, its like whatever..." trying to play it cool. "..wait, a story, like those Chronicles you were talking about?"

DM ninja'd ;p


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)

Investigation: 1d20 + 1 ⇒ (3) + 1 = 4
Investigation: 1d20 + 1 ⇒ (8) + 1 = 9

”Well and truly looted. Rotten luck, not even work brining back the candlestick.” Tarn said, disappointed.


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

Investigation: 1d20 + 5 ⇒ (5) + 5 = 10

Investigation: 1d20 + 5 ⇒ (5) + 5 = 10

Drusilla still seemingly walks a bit sagged in the shoulders as she is reliving her shock at the change her body had made after the incident to devout herself to really searching through the cavern.


Inv: 1d20 - 1 ⇒ (6) - 1 = 5
Inv: 1d20 - 1 ⇒ (3) - 1 = 2

Blacklock was holding a metallic goblet running his finger around the rim listening to it sing its resonant frequency, totally transcending material concerns.

Drusilla you auto-succeed the passive check I think.


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

Do I, I thought it was 8 +your ability modifier, + Profeincy if your profeincent. If its 10 then yeah I auto succeed


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

So I do have a Passive Investigation of 15 so I see all of this!

Drusilla goes to the bed and looks at it oddly."Was this the bed Tarn was in?"

"Oh, Also the footlockers were never opened by us. Probably locked" She says trying to remember what bed Tarn rested in.


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 |

Investigation 1d20 + 0 ⇒ (5) + 0 = 5
Investigation 1d20 + 0 ⇒ (7) + 0 = 7

I hate you too, dicebot!

Kwin looks around when Drusilla comments about the footlockers. "We were somewhat careless, weren't we? We should check out these rooms more thoroughly. Maybe we can find more clues about the wizard's operation."

"Wait. If we didn't open those footlockers, then who did? Was someone else here while we were in town?"


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

With Kwin's warning Badger grows more wary. "Well either the one we let run. Returned or they had a visit from one of the boats that brings or takes out what they were runnin'. He adds after a moment. "New visitors means new ambushes and new traps."


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

"Hey, I read a story once where Sharp-Eyed Sal, a half-orc tracker from Iuz, was able to distinguish fresh tracks in a room she'd visited previously.

"Anyone want to see if we can figure out who was here and where they went, before we go on?"


Blacklock seemed to take Argyri up on the challenge, getting down on all fours and putting his face millimeters away from a footprint in the dust...

Survival: 1d20 + 3 ⇒ (19) + 3 = 22

...something surged in his bloodstream as his consciousness expanded to include a myriad of branching possibilities regarding the patterns and nature of tracks in the area. The kid was smelling the dust, tasting the dust, like an animal...or more accurately like a crackpot.


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)

”Uhm….” Tarn raised a finger, looked confused, lowered his hand, and then just stared. He then looked around, wondering if everyone else was seeing what he was seeing.


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 Blacklock and his antics. He holds up a hand to Tarn, "Nah the kid is on to it. I garuntee." He looks at the floor as well.


* Saltmarsh *

The inspired Blacklock finds traces of three different footprints around the lockers and kitchen. None of the traces get near the barred door. The prints near the entrances from the cavern and other cellar are too disturbed by your prints.


1 person marked this as a favorite.

"I see a story of three people, preparing a not that complicated chicken dish. One wanted red pepper, stored in this locker...the other wanted sweet mango from this one here. Both idled around the kitchen area as it was prepared. But none ever approached the barred door." he informed his companions with confidence. Again, if his movements weren't so precise and well controlled, you would swear he was on drugs or something.


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)

”Lad…are ye…on drugs?” The dwarf said, quietly, to the brawler. ”If so ye can tell me and I can get ye help, aye?” He finished, looking concerned.


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 the floor. "Kid's right on with the tracks. I see his meaning. . . Only he knows about the sweet mango."


Letting a delicate cavern moth land in his open palm "Na just like...in the zone." he answered Tarn. "As for the mango chutney, not my style." giving a thumbs down. "Ask me about fried fish in a bit of flat bread, though."

1 to 50 of 1,867 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [5e] Ghosts of Saltmarsh All Messageboards

Want to post a reply? Sign in.