Balazar

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2,610 posts. Alias of Jubal Breakbottle.


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* Saltmarsh *

Hi team

I take the relative silence as that uncomfortable silence when no one has anything good to say. We have had a good run for more than a year and half, completed more than half the Adventure.

I've really enjoyed the game. Hope you have, too. I'll keep the game active until Monday, if anyone wants to eulogize.

See you in Recruitment or Mythweavers!

cheers


* Saltmarsh *

OK team

We've more traps and three big fights left to finish this Chapter. In fact, this is Chapter 5 of 8 chapters, so we've already completed more than halfway.

In the time that we've been playing Chapter 5, I ran the whole adventure (all chapters) for my RL gaming group. The next chapter is very involved and needs lots of planning to avoid a TPK. So, considering our current state, I think I'm going to pause us starting Chapter 6. Pausing, because maybe some time in the future your RL situations will change allowing more time for the game.

My question is how do you want to finish this chapter and sail off into the sunset? Do you want me to skip the traps and fast forward you into the each of the fights? Slog the traps, as we've been doing? Or, do you want to call it here? Or, something else?

We've had a great run, and I've tremendously enjoyed playing with you. I'm open to what you want.

cheers


* Saltmarsh *

Sorry Kwin that sucks. Hope the job market is good in your local.

We're rooting for you


* Saltmarsh *

Team. I'm super happy to see everyone post since Saturday.

Why don't you short rest to address the wounded and pick a direction?

I'm going to have a rough two days for work, but I'll try to get post if everyone short rests and picks a direction.

It seems no one wants to quit, but we need to reset posting expectations. Look RL is tough. We've been playing over a year and half, so it's natural for our RL to have changed.

Please reflect on what we can commit to each other.

thanks


* Saltmarsh *
Kwin Avassar wrote:
I'm sorry; it has been a brutal week at work. They've started blocking external sites like Paizo. They also announced massive layoffs, so the next five weeks is going to be a waiting game.

I'm sorry. Where do you work, if you wouldn't mind?


* Saltmarsh *

Hello?

Team, I'm really questioning the viability of this game.


* Saltmarsh *

Um. Then point 3, heal Argyri or rest where?


* Saltmarsh *

We should establish the standard operating procedure of approaching a door. Who looks for traps? Who unlocks doors?

As such Argyri continues to the south door without detecting a threat, finding a trap, or finding a lock on the door. Too easy!

She opens the door facing a ballista, which fires a spear which misses impaling her.

Ballista attack on Argyri: 1d20 + 6 ⇒ (6) + 6 = 123d10 ⇒ (5, 4, 5) = 14

You've another door next to you and the map is updated


* Saltmarsh *

With Argyri AFK, who takes the lead to do what with this door?


* Saltmarsh *

I'm back. Are ya'll still with me? Do I take you to first door and push you guys along?

Are you interested in continuing?

cheers


* Saltmarsh *

We're going on a family vacation this Wednesday to Sunday. My posting will be very limited. Please let's post.

Cheers


* Saltmarsh *

From your position, you see 2 closed doors, 2 open rooms, and a hallway. The most left is one of the open rooms. Where to?


* Saltmarsh *
Badger the Rover wrote:
"Is it something we can jump or bridge?" He shrugs.

It’s a wall without secret door. Map is updated in profile link


* Saltmarsh *

Bump


* 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 *

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?


* 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


* 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


* Saltmarsh *

No, sorry. One or the other is fine.


* 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.


* 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


* Saltmarsh *

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


* Saltmarsh *

Assume a short rest. Let's go!


* Saltmarsh *
Argyri Katrakis wrote:
Hey Jubal, just to make sure: did they still get to attack me (so I'm down HP) or did we get them before they could hit us?

Argyri. You did not get attacked by the specters after the retcon

Cheers


* Saltmarsh *

I'm traveling on business until Friday, so I cannot post until Saturday.

The map is the link of my profile.

Please organize what you're going to do next.

Those weapons of warnings are so powerful.

cheers


* 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?


* Saltmarsh *

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


* 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


* 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


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* Saltmarsh *

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


* Saltmarsh *

Team, what are you doing? There’s 1) a closed door in the room with the wrecked undead and 2) back the way you came.


* Saltmarsh *

Welcome back. It’s actually great timing.


* Saltmarsh *

Badger gets hit with a wave of evil energy. His eyes bloodshot and face growing gaunt. He murmurs, "Not Today." Growing louder, "Not . . . Today." Lunging forward with his right hand sword. "NOT TODAY." He speaks louder with conviction. As he pulls his right hand sword back he shifts his hips and brings his left hand sword in before making a hop and swinging his other sword in from up high using the force of his jump to add momentum with a yell, "NOT TODAY!"
AC 15 Real Evil thing takes 17 +32 = 49 damage

Argyri's eyes widen as Badger shakes off the wave of evilness emanating from the creepy guy in the tattered robe.

"Yeah, like Badger says!

"Your days of necrotic nastiness and insipid idolatry end here, corpse-f^$&er!"

She feints with her dagger and then drives her rapier into the robed figure's chest piercing the tiny black heart it had left. The desiccated husk of the bodak's body slides down toward the hilt of Argyri's rapier. With a twist of her wrist, she shakes it off the steel. When it hits the stone floor, the tattered robes barely contain the explosion of papery pieces of the disintegration.
AC 15 Real Evil thing takes 14 +49 = 63 damage

Combat over! Good Con rolls!


* Saltmarsh *

Regaining her balance, she manages to strike the skeletaur twice more.
AC 12 minotaur skeleton 2 takes 15 +4 +40 = 59 damage

Badger moves to the next foe and disassembles the minotaur skeleton.
AC 12 minotaur skeleton 2 takes 16 +3 +59 = 81 damage
AC 15 Real Evil thing takes 8 +5 = 13 damage

Drusilla spins and takes two strikes at the evil creature!
AC 15 Real Evil thing takes 6 +13 = 19 damage

When the evil presence emerges, Kwin struggles to maintain the guardian spirits swirling throughout the room. Yet he manages to hold, and heal some of the damage its arrival caused.
Real Evil thing Wis DC 15: 1d20 + 1 ⇒ (7) + 1 = 8
AC 15 Real Evil thing takes 13 +19 = 32 damage

You feel an aura of annihilation around the evil creature.
Everyone takes 5 necrotic damage

Dru Badger Arg Kwin: 1d4 ⇒ 1
Its Withering Gaze settles on Drusilla.
Dru make a 13 Constitution saving throw and take half of this necrotic damage: 4d10 ⇒ (2, 7, 3, 7) = 19

Everyone again make a DC 13 Constitution saving throw if you fail take this psychic damage: 3d10 ⇒ (1, 9, 9) = 19
If you fail by 5 or more, you are reduced to 0 hit points, unless you are immune to the frightened condition.

Party up! Good luck!


* Saltmarsh *

Badger. You need to make a second Con save that everyone needed to. There is one Minotaur skeleton up and the big bad thing next to you and only you.


* Saltmarsh *

Badger draws his swords and moves in to help Argyri. He bashes at the second guardians leg.
AC 12 minotaur skeleton 1 takes 10 +58 = 68 damage and destroyed

Argyri tries to skewer him back in return, but the cut leaves her off balance and both her strikes are easy for the minotaur to shrug off.

Kwin stands firm with his holy symbol held high, but wary of any attacks that may come his way.
minotaur skeleton 2 Wis DC 15: 1d20 - 1 ⇒ (15) - 1 = 14
AC 12 minotaur skeleton 2 takes 5 +24 = 29 damage

Drusilla lets her word spring more green fire on her scimitar. With that she swings and spins letting her blade speak for herself.
AC 12 minotaur skeleton 2 takes 11 +29 = 40 damage

Badger Argyri Dru: 1d3 ⇒ 3
The last minotaur wildly swings its mighty axe at the
minotaur skeleton 1 vs Dru: 1d20 + 6 ⇒ (3) + 6 = 92d12 + 4 ⇒ (3, 11) + 4 = 18

Badger Dru: 1d2 ⇒ 1
Real Evil thing Wis DC 15: 1d20 + 1 ⇒ (2) + 1 = 3
AC 15 Real Evil thing takes 5 damage
A tattered-robe wearing humanoid with deathly pale white skin and devoid of any hair at all approaches Badger in melee. More eerie still is its face, which was twisted into an inhuman visage of sheer madness and horror with empty, milky-white eyes outstretched to the shape of vertical ovals. Its Withering Gaze settles on Badger.
Badger make a 13 Constitution saving throw and take half of this necrotic damage: 4d10 ⇒ (2, 3, 8, 10) = 23

Everyone make a DC 13 Constitution saving throw if you fail take this psychic damage: 3d10 ⇒ (10, 1, 7) = 18
If you fail by 5 or more, you are reduced to 0 hit points, unless you are immune to the frightened condition.

Party up! Good luck!


* Saltmarsh *

If you want to melee, we’ll say Dru and Arg are inside the main room, so Badger has room


* Saltmarsh *

Kwin raises his holy symbol and murmurs a prayer. In response, translucent angelic spirits flow forth and surround the elf. They swirl and range until they fill much of the area.

Badger fires an arrow at one of the skeletal guardians.
AC 12 minotaur skeleton 1 takes 12 damage

Drusilla casts a spell quickly a simple Scimitar flashing green as flames spout from the blade. She then takes the strike letting the burning lade seek out the enemies the flames hungry for something to consume.
AC 12 minotaur skeleton 1 takes 13 +12 = 25 damage
AC 12 minotaur skeleton 2 takes 9 damage

Argyri steps nimbly into the room and attempts to take down the most damaged of the enormous skeletal guardians.
AC 12 minotaur skeleton 1 takes 23 +3 +25 = 51 damage

So Drusilla and Argyri stand at the end of the 10 feet hallway. The two large minotaur skeletons stand in the room base to base. Badger and Kwin stand behind in the second row of the hallway. Clear?

minotaur skeleton 1 Wis DC 15: 1d20 - 1 ⇒ (18) - 1 = 17
minotaur skeleton 2 Wis DC 15: 1d20 - 1 ⇒ (6) - 1 = 5
Spirit Guardians, Kwin can roll: 3d8 ⇒ (4, 7, 4) = 15
AC 12 minotaur skeleton 1 takes 15/2 +51 = 58 damage
AC 12 minotaur skeleton 2 takes 15 +9 = 24 damage

One minotaur swings its mighty axe at the bladesinger, and the second targets the swashbuckler.
minotaur skeleton 1 vs Dru: 1d20 + 6 ⇒ (9) + 6 = 152d12 + 4 ⇒ (11, 9) + 4 = 24
minotaur skeleton 2 vs Argyri: 1d20 + 6 ⇒ (11) + 6 = 172d12 + 4 ⇒ (8, 10) + 4 = 22

Party up!


* Saltmarsh *

I'll give Tarn another day, and post tomorrow


* Saltmarsh *

Puling back the curtains in the corner of the south wall, you open the hidden door that leads to the Winding Way. A twenty long, ten foor wide tunnel widens into an unfurnished and undecorated thirty-foot-square chamber.

Standing next to one another in the center of the room are two enormous skeletal guardians; their heads feature prominent horns, and each wields a massive, rusted axe. Five corpse-like figures stand shoulder to shoulder, guarding a door in the eastern wall. Their faces have been painted in gruesome colors.

Initiative:
Blacklock: 1d20 + 3 ⇒ (18) + 3 = 21 Badger: 1d20 + 3 ⇒ (8) + 3 = 111d20 + 3 ⇒ (4) + 3 = 7 Tarn: 1d20 + 1 ⇒ (5) + 1 = 6 Drusilla: 1d20 + 3 ⇒ (2) + 3 = 5 Argyri(adv): 1d20 + 7 ⇒ (2) + 7 = 9Argyri(adv): 1d20 + 7 ⇒ (15) + 7 = 22 Kwin: 1d20 + 3 ⇒ (14) + 3 = 17 Bad guys: 1d20 ⇒ 1

Party up! Map updated on Google doc


* Saltmarsh *

When you return to the ruins of the abbey and head downstairs, you find the pile of bodies that you killed in this combination dining hall and gambling den reeks of greasy, soured food. The main feature of the room is a makeshift table made of burned planks supported at either end by upended barrels. Beneath the table are several small kegs that serve as chairs. Scraps of food are strewn across the table and on the floor nearby. After looting the bodies yields weapons and armor, you start investigating the rooms in the far left corner and work counter clockwise.

In the first room, you find that this chamber reeks of wine. Small kegs are scattered everywhere. A floor-to-ceiling wine rack filled with bottles dominates the southern wall. A crudely made pallet of rags and sacks covers the center of the room. All the kegs and bottles are empty. A careful search, you find that the foul-smelling pallet reveals a pouch containing 25 gp and a dagger with a laminated whalebone handle and scabbard, worth 50 gp. You also find a backup high-quality suit of studded leather armor and a pair of sturdy leather boots in one of the kegs.

In the next room, you find a large cauldron filled with smoldering charcoal burns in the center of the room. Assorted cookware and seasonings rest on the floor and on shelves. There is also an ornate scroll tube on the shelf. The room is fairly clean, but the air is humid and greasy. A large tub of dirty water stands in the corner, surrounded by dirty dishes. You find little of value here except three large butcher knives (treat as daggers) and a scroll tube on the spice shelf containing a scroll of simple recipes (flatbread, fish stew, and seagull loaf).

In the next room, several large bookcases lean against the walls in this cold room, and a high chair and a scribe's desk sit to the right of the door. The bookcases are loaded with books and scrolls. Four bedrolls are stacked neatly in the comer. The majority of the books and scrolls are merely bookkeeping documents. One set of five books, bound in sky-blue leather and trimmed in copper, is of a more sinister nature. These five tomes have old, fragile pages; when you examine them, you discover that the ancient books describe procedures and details for several evil rites and ceremonies. The books make grim and harrowing reading for any of you.

The next room contains small statues and figurines. There are statues of dogs and horses, monks and pilgrims, footmen and knights on horseback, and several garden gnomes. All the statues are between one and three feet tall. Standing against the northern wall are two life-size statues. One is a robed skeleton holding a large scythe, and the other is a medusa. On the floor in front of these statues is a pallet of several blankets. You notice that the floor by the statue of the medusa shows evidence of wear. Looking under the statue, you discover a hidden compartment in the statue's base which is empty.

On the other side of the stairs, you find empty weapon racks and several empty bins and shelves line the walls of this room. On the floor is a bedroll of three blankets.

Continuing counter clockwise, this room is full of kegs, bags, and boxes. There is a rough cot in one corner and a great deal of clutter everywhere. Except for the cot, this appears to be nothing more than a disorganized storage room.

Searching the jumbled mess, you find a couple of kegs of corned beef and pork; bags of beans, rice, and flour; and two boxes of fresh vegetables from the abbey's garden. You also find gardening tools, a keg of nails, a box of carpentry tools (saws, hammers, planes, and so on), three lanterns, ten flasks of oil, two 50-foot coils of rope, twenty torches, and two 10-foot wooden poles. Carefully searching under the cot reveals four potions of healing in fancy crystal decanters. The decanters are worth 20 gp each if empty.

Three crude pallets lie on the floor in the next room, and a large iron kettle stands in the center of the chamber. In the northeast corner is a jumbled pile of broken lumber. The pallets hold nothing but rags stuffed inside flour sacks to make crude mattresses. The kettle, used for heating the room, contains ash and charcoal. The lumber in the corner fuels the kettle. Searching through the lumber, you find the guards' weapon hoard hidden behind it: five spears, a shortbow and quiver of twenty arrows, two shortswords, three daggers, two shields, and one suit of chain mail armor.

The last room has been cleared of all debris and scrubbed clean. Three walls are heavily curtained with draperies of thick black velvet, and the east wall is decorated with a horrible mural depicting a red dragon devouring sheep. Near the west wall is a stone table on which a large iron brazier burns. The table has been scrubbed and scoured, but it has many odd discolorations and scorch marks. A half-melted statue and two badly damaged candlesticks sit beside the brazier. The candlesticks are gold and worth 10 gp each. The statue was badly damaged in the fire but is made of pure silver and is worth 20 gp. In front of the curtains you notice some abrasions on the stone floor in the southwest corner. Puling back the curtains in the corner and examine the south wall, you notice the hidden door that leads to the Winding Way.

Decide which room to tie up and leave your prisoners. And confirm marching order and tell me how you want to handle the door. If anyone doesn't post in a week, their characters will guard the prisoners.

Also, go ahead and level up and refresh as if you had a long rest. You'll need it


* Saltmarsh *

OK I've the plan now, but have a long day of work. You haven't investigated down there before the Winding Way, so I've a big post of looting before the Winding Way. Post either late tonight or tomorrow.

cheers


* Saltmarsh *

Bayleaf shrugs in reply to Kwin. "I would probably use him as skeleton bait, so I could get to the boat."

"Good luck down there."


* Saltmarsh *

Team?


* Saltmarsh *

Elvish:
”Bladesinger? No. My Elven magic is innate.” Bayleaf replies.


* Saltmarsh *

Elven:
”Duchy of Ulek. Elven magic. You?” Bayleaf answers your questions tersely. Obviously, he’s very suspicious of your intentions.


* Saltmarsh *

Odium pauses, uncomfortably. ”Look. The cult built the abbey and settled this island. Only the high priest knew the secrets of the Winding Way. You killed Ozymandius and sent those secrets to our god. You will have to bind and drag me in there and will be responsible for my death.”

“And since you’ll be murdering me, my soul is protected.”

After another uncomfortable pause, Bayleaf the elf replies to Tarn, ”Yeah. I’ll take another position training swords.”


* Saltmarsh *
Kwin Avassar wrote:
When we came to the island, did we have any hirelings with us at the boat who could watch over these prisoners?

nope. You can sail back to the lighthouse and give them to Major Ursa of the Mariner's Guild


* Saltmarsh *

Odium, the murder cultist, looks like he doesn't want to answer Badger's question.

Bayleaf the elf nods and replies to Tarn, "Thanks. But, you faced the better ones who survived the pirates."

"There's a holy place that they called the Winding Way down there. I've never gone."


* Saltmarsh *

Odium and Bayleaf look at each other perplexed at Kwin's questions. Then, the elf replies, "the murder cultists lived at the abbey. They were attacked by and repelled the pirates." Odium shrugged accepting the description of himself as a murder cultist.

"There are plenty of skeletons under those dunes. Have at it," Bayleaf offers.

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