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* 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 *
![]() 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 *
![]() 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 *
![]() 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.
You take another left, and Argyri falls through the floor, again.
"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 *
![]() 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.
DC 10 Strength (Athletics) check to climb out of the pit ![]()
* 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.
Moves on and readies his blades to go after the specters.
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.
Combat over! Kwin save your spell. Now where? ![]()
* Saltmarsh *
![]() Argyri Katrakis wrote:
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.
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 *
![]() 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!"
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.
Combat over! Good Con rolls! ![]()
* Saltmarsh *
![]() Regaining her balance, she manages to strike the skeletaur twice more.
Badger moves to the next foe and disassembles the minotaur skeleton.
Drusilla spins and takes two strikes at the evil creature!
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.
You feel an aura of annihilation around the evil creature.
Dru Badger Arg Kwin: 1d4 ⇒ 1
Everyone again make a DC 13 Constitution saving throw if you fail take this psychic damage: 3d10 ⇒ (1, 9, 9) = 19
Party up! Good luck! ![]()
* Saltmarsh *
![]() Badger draws his swords and moves in to help Argyri. He bashes at the second guardians leg.
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.
Drusilla lets her word spring more green fire on her scimitar. With that she swings and spins letting her blade speak for herself.
Badger Argyri Dru: 1d3 ⇒ 3
Badger Dru: 1d2 ⇒ 1
Everyone make a DC 13 Constitution saving throw if you fail take this psychic damage: 3d10 ⇒ (10, 1, 7) = 18
Party up! Good luck! ![]()
* 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.
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.
Argyri steps nimbly into the room and attempts to take down the most damaged of the enormous skeletal guardians.
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
One minotaur swings its mighty axe at the bladesinger, and the second targets the swashbuckler.
Party up! ![]()
* 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 *
![]() 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 *
![]() 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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