The Famous Adventurer's Correspondence School For Heroes

Game Master Antoine Gagnon

Dungeons & Dragons. Play-By-Post. Ghosts of Saltmarsh until we get bored.


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Map

Baghotir circles around and brings his hammer down on the last remaining centipede, crushing it and smearing it on the remains of the stove.

Combat is over. Each adventurer earns +40 XP.


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Belwick breathes a sigh of relief. "Well done, friends! Now let's see if there's anything of interest in here.


Flan Pathfinder (HP via D&DB) | Init +7 | Passive Perc 18; Invest. 12; Insight 12 AC 17 | Saves: Str +8; Dex +5; Con +3; Int +2; Wis +5; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

"Indeed. I admit, I'm not really used to a team. This, so far has been a surprisingly good attack on my preference."

Venn joins the others, actively looking about the room.


Human Fighter 7 | HP 67/67 | AC 22 | Init +2

Caelis wipes the centipede slop from his handaxe and slides it back into his leather belt. "Nasty creatures living in the drain. It is a good thing that the children steer clear of here." He helps look around before heading back south once more.


Map

Looking around the kitchen, there is nothing here of any value. The cupboard is empty.

The wooden stairs in the back of the room are in poor condition, but usable.

The footprints lead to the door to the east.

Or you can return south and explore the rest of the house on this level.


Map

As per slack, we follow the tracks east.

Arthur The Unseen opens the door and moves through the room to the Northeast corner and awaits further instructions.

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.

Map Updated.


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Alissane follows after Arthur into the room, trying to discern if the tracks continue down into the cellar.

Survival: 1d20 + 1 ⇒ (18) + 1 = 19


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

"Bring me the cask, Arthur. And some of those shards. I'd like to have a look."


Map

The tracks absolutely continue to the cellar.

Everyone sees and hears something attempt to lift the enormous copper cask but then it stops. But shards of crockery are lifted and float over to Baron Belwick as if by magic.


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Belwick nods, as if something had been proven for him. When the shards arrive he takes a moment to study them, wondering if there's anything of significance.

"I'm not sure I want to leave any surprises behind us on this floor. The tracks should be followed, but lets look through all the rooms on this floor first. Agreed? Perhaps the first door down that hallway we passed?"


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Alissane follows Belwick back to the front of the house.

Makes sense. Don't want to worry about what might be behind us as we make our way forward.

She motions Belwick to the side and listens at the door for whatever may be beyond.

Perception: 1d20 + 3 ⇒ (4) + 3 = 7


Map

Alisanne hears nothing but quiet beyond this door.

It is unlocked. You need but open it.


Map

Arthur opens the door and enters.

The only thing of note in the room is a clump of tiny red mushrooms growing around a fireplace in a semicircular formation. Otherwise, the room is bare.


Map

Map Updated.


Character Sheet

Baghotir follows along with the others. He's uneasy leaving the tracks behind - surely that's the greater threat. So he hangs back, and keeps an eye out for anyone trying to sneak up on the group.

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Seeing little of note, he grows calmer and begins to relax a little. He's not having fun as yet, but he can see it from here...


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Tiny, red mushrooms in a regular pattern. Not suspicious at all.

With Alissane being passingly familiar with the Fey, does this strike her as familiar in any way?


Map

Alisanne, this is NOT a fairy ring. They appear to be mundane mushrooms.


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Belwick, you think Arthur could sweep those 'shrooms away?


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

"Of course," the nobleman replied. "Arthur, tidy up that room. Start with the mushrooms."


Map

Arthur removes the mushrooms and begins to sweep up the dust into neat little piles.


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Alissane moves to the end of the hall and listens at the door.

Perception: 1d20 + 3 ⇒ (17) + 3 = 20


Map

Alisanne hears another silence beyond the last door and informs the party. Guiding Arthur, the door is opened and Arthur passes into the room.

Aside from a large amount of plaster that has fallen from the ceiling, this room is bare.


Character Sheet

When the last room has been checked, Baghotir suggests, bravely he feels, "The trap door then? Or the stairs down with the footprints? Both seem like recent visits."


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Alissane moves back towards the kitchen and down the short hall to the unexplored room. She kneels down and listens at the door.

Perception: 1d20 + 3 ⇒ (12) + 3 = 15


Map

Alisanne hears the sea and the breeze. This is the exterior door to the back yard. There is a well and some untended tall grass.

Sorry if that wasn't clear, friend. It's the back door of the house.


Map

As per slack...

The party moves back to the west wing and the trap door. As they approach, the voice and mouth reappear. Everyone is prepared for it this time and no save is needed.

“Welcome, fools—welcome to your deaths!”

You reopen the trap door. You are looking down at a set of wooden stairs that goes down into what you assume to be a basement. Torchlight flickers below.


Character Sheet

Baghotir looks down and casts Light on his warhammer. "I don't want 'em dousing a torch and leaving us in darkness you know?"

He'll descend into the earth and get away from the stairs so others can join him. He peers around below.

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

Status:
HP 10/10, AC: 18
- - -


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Alissande descends the stairs after Baghotir, trying to move as quietly as possible.

Stealth: 1d20 + 5 ⇒ (9) + 5 = 14

She peers into the gloom for danger.

Perception: 1d20 + 3 ⇒ (4) + 3 = 7


Human Fighter 7 | HP 67/67 | AC 22 | Init +2

"Much appreciated Baghotir." Caselius draws his blade and shield as he descends below.


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Belwick moves to be behind Caelius, trusting that the warrior will be a good first line of defense for him.

The nobleman draws his dagger, a tool that looks largely unused. Mostly, it's been used to cut steaks. "If we need more light, let me know. I know a spell for that too."


Map

Initiative is rolled:

ROUND 1
Belwick 22 (Surprised)
Caelius 18
Alisanne 12
Mysterious Men 11
Baghotir 4
Venn 2

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

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, and evidence of recently cooked meals sits in pots atop it. A large ham hangs from a loop of twine near the stove.

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.

Hiding poorly are two men dressed in mismatched leathers in the eastern part of the room. They are armed with crossbows and ready to fire. One hides behind the stove in the corner, the other is kneeling behind one of the beds. Their weapons are loaded. Belwick is the only party member taken unawares.

Baghotir only:
There is a woman using the shadows for cover in the southwest corner with a longbow. She has nocked and drawn.


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Human Fighter 7 | HP 67/67 | AC 22 | Init +2

Caelius lowers his blade. "Whoa!, slow down. I am with the town guard. We don't mean you any harm. Lower your weapons and let's talk."

Delay.


Map

5e Rules Lesson time! There is no Delay. Caelius is up. Talking is more or less a free action, but there is no option to delay. What you CAN do is take the READY action. You tell me what you're going to do if a specific condition is met. For example, "I Ready at attack for the first attacker to get within melee range". Or, "I charge the nearest crossbowman if they shoot"

Mechanically you are using your action to READY now, and will act using your REACTION when the conditions are met before your next turn. Choose the action you want to ready, or you can use your reaction to move up to your speed when the condition is met.


Map

The other option you can do here is use your action to try to persuade or intimidate them.


Human Fighter 7 | HP 67/67 | AC 22 | Init +2

Ready Action in case they attack then Caelius will strike out with his blade.

Longsword: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 3 ⇒ (7) + 3 = 10


Human Fighter 7 | HP 67/67 | AC 22 | Init +2

A requested per Slack.

Persuasion: 1d20 - 1 ⇒ (1) - 1 = 0


Map

The two people raise their crossbows and aim them right at you, Caelius.

Don't listen to him, kid. Keep that bullet pointed at his cherry. DROP THE STEEL LUBBER, YOU AND YOUR FRIENDS. On your knees or we're gonna molly whop you and toss your corpses to the sharks!


Human Fighter 7 | HP 67/67 | AC 22 | Init +2

Caelius keeps his steel out. "Not quite the way to get someone to put their weapons away kid. And what is a molly whop? This new generation, I just can't seem to understand what they are saying..." Caelius tries to put a little levity on the situation as he is nervous with the bolt pointed straight at his head. He looks back to the others hoping one of them might be able to better talk them down.


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

OK, there, Sinbad. Let’s all settle down. We don’t actually give two rats dumps about any of you. Why don’t you all pull your pants back up and we can talk this out before anyone embarrasses themselves.

Persuasion: 1d20 + 6 ⇒ (15) + 6 = 21


Map

Alisanne sees the two men not lower their crossbows, but their posture relaxes a fraction. In particular, the younger man in the north seems keen to talk. Wisdom(Insight) if you like.

But it is the older gent in the south, using a bed for cover who talks.

Well now. I don't know who this... Sinbad folk is. But crossbow bolts cost coin and maybe you're not worth it. But you stay where you are. If you wanna talk, we can hear you just fine from here.

The two men take the ready action.

Baghotir is up.


Character Sheet

Baghotir lowers, but does not put away, his glowing warhammer.

"Now look here friends, there's no need for bloodshed." he nods and winks to the shadow to let her know he's seen her.

"We out number you more than two to one, and if that's too much math for you I'll simplify it. We're gonna win this fight."

"But there's no need for it. We don't want to kill you, and you don't want to be dead. So let's see what we can arrange."

"Let's talk. My name is Baghotir, and I'm in the mason's guild here working the mines. What are your names? Can we start with that?"

Insight: 1d20 + 6 ⇒ (7) + 6 = 13

Is aid another a thing, 'cause I'd totally aid Alisanne's roll. Either way...
Persuasion: 1d20 + 4 ⇒ (6) + 4 = 10

Status:
HP 10/10, AC: 18
- - -

He'll ready an action to rush the shadows if they attack.


Map
Baghotir Nightthane wrote:

Baghotir lowers, but does not put away, his glowing warhammer.

"Now look here friends, there's no need for bloodshed." he nods and winks to the shadow to let her know he's seen her.

"We out number you more than two to one, and if that's too much math for you I'll simplify it. We're gonna win this fight."

"But there's no need for it. We don't want to kill you, and you don't want to be dead. So let's see what we can arrange."

"Let's talk. My name is Baghotir, and I'm in the mason's guild here working the mines. What are your names? Can we start with that?"

[dice=Insight]1d20+6

Is aid another a thing, 'cause I'd totally aid Alisanne's roll. Either way...
[dice=Persuasion]1d20+4

** spoiler omitted **

He'll ready an action to rush the shadows if they attack.

Aid Another isn't a thing. You can take the Help action which grants someone else Inspiration, or you can continue to help by making supportive checks. But...


Map

Later... If you survive, you'll wonder if it was the wink that did it.

An arrow flys from the shadows and a cloaked woman with a longbow reveals herself. The arrow is directed at Belwick.

Longbow w/advantage:1d20 + 4 ⇒ (18) + 4 = 22 or 1d20 + 4 ⇒ (18) + 4 = 22, 1d6 + 2 ⇒ (5) + 2 = 7

Belwick gets an arrow through his neck. He slumps to the ground and will likely die without aid.

I think your math is missing some variables, Dwaaaar--rf! Her quip is cut off by Baghotir closing distance with her. Her bow turns to Baghotir and she gets the shot off just as he closes distance.

Longbow:1d20 + 4 ⇒ (19) + 4 = 23, Hit for 1d6 + 2 ⇒ (5) + 2 = 7

This woman with a longbow, now revealed to everyone, is in initiative just before Venn.


Map

The woman starts dancing with Baghotir as the other two men swear in unison.

PROCAN'S BALLS!!!

She answers, Kill the cleric, fool. I put down the other caster.


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Death save: 1d20 ⇒ 5
Belwick does some more bleeding on the ground. It seems like the thing to do.


Flan Pathfinder (HP via D&DB) | Init +7 | Passive Perc 18; Invest. 12; Insight 12 AC 17 | Saves: Str +8; Dex +5; Con +3; Int +2; Wis +5; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

"Pirates... Of course it's bloody pirates."

Venn steps up to the lethal woman and swings his greatsword. Though I don't see her on the map? Not sure if I can reach her.


Flan Pathfinder (HP via D&DB) | Init +7 | Passive Perc 18; Invest. 12; Insight 12 AC 17 | Saves: Str +8; Dex +5; Con +3; Int +2; Wis +5; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

"Bastards!" Venn charges the pirate before any more of his team's blood is spilled. He closes with the middle ranged pirate, dashing in the final step to put the man on his heels.


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

On your feet, Belwick! You're embarrassing me in front of the pirates.

Healing Word: 1d4 + 4 ⇒ (1) + 4 = 5 HPs to Belwick

To the archer, Alisanne shouts, What are you wearing? You look like a clown got too close to an elephant's ass after a really bad curry!

Vicious Mockery, DC 14: 1d4 ⇒ 4 and disadvantage on their next attack, if the don't save.


Map

Readied Actions:

The younger man to the north, by the stove, panics and fires at Venn when he sees the ranger make right for him...

Light Crossbow:1d20 + 3 ⇒ (9) + 3 = 12 and Venn flows like water right around it. Miss. This is NOT at disadvantage because the initial move is what triggers the readied action.

The older man to the south, by the bed, keeps his discipline and fires his crossbow at Baghotir, as ordered.

Light Crossbow:1d20 + 3 ⇒ (9) + 3 = 12 but can't score a hit. He looks to the north and sees Venn get into striking distance of the younger man.

Kid!


Map

The archer in the corder with Baghotir...

Wisdom Save:1d20 + 2 ⇒ (1) + 2 = 3 screams as the psychic damage from the spell rips into her like a knife. She visibly slows and looks up...

Skullfist!, she snarls.

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