[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


101 to 150 of 936 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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 propose we mark it and then come back after exploring the top half of the house.

At least that is my vote.


3 people marked this as a favorite.
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)

Poor Tarn! He goes to start a fire and gets told to stop. He gets told to go down and gets told to come back up. What is this poor group leader to do with so many different instructions coming at him!


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

Such a sad dwarf.


* Saltmarsh *

Sad dwarf? He's the leader! ;D


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

If you tire of suggestions pick a course. We will either protest or fall inline. Thus is the way with groups.


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

I hope that its clear that Badger, who is used a group of hunters or fellow guards is taking actions in that vein. As opposed to Badger's player is trying to demand a play style.


2 people marked this as a favorite.
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)

Understood. Came across that way to me


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

Good to here. Once we started to play being associated with the guard and the fact that we are raiding a house just started me on a SWAT vibe. LOL.


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 do not have the right spells for SWATTING


3 people marked this as a favorite.

Saltmarsh
Warriors
And
Tacticians

or

Saltmarsh
Weasel
Annihilating
Team


* Saltmarsh *

Long Jump

When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

=========================================================================

So, to cross the 7 foot gap, a standing long jump Strength (Athletics) is DC 14 and DC 7 with a running long jump.


* Saltmarsh *

@Players

I think I need to clarify something, but maybe not. While I want consensus to decide which direction you go, in order to move the whole team forward, each player has complete control over their character. Meaning, if you want your character to open a door or walk across a damaged floor, I will will post what happens.

Maybe I'm overthinking that players-characters are not acting, because they think that they cannot open doors that they passed due to the consensus of the party said to pass them. Does that make sense?

Just checking

cheers


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

Oh yeah. LOL


* Saltmarsh *

Tenser's Floating Disc:
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Relevant points: "it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom."


If disc was placed at the bottom, and there was only 7 feet to reach, maybe that would make the DC lower. For example, a 6 ft tall character can reach 9 ft up with hands. The effort to pull self up from the disc would be DM call.

Or like, rope and stuff (Blacklock doesn't have any of course).

edit: or Blacklock stands on the disc, and the others walk across his upstretched hands, lol.


* Saltmarsh *

Yep. I'm not going to make this a huge obstacle.

cheers


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'm just trying to figure out my best chance for success, because...Athletics is not Drus' forte'


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 |

GM, thanks for regularly updated the maps. They make it so much easier to follow our movements.


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

Badger hears a door open in the room that the staircase in the north wing descends into. Yes, he hears Kwin enter the room below.

This was awhile back. Did this mean I heard something in the north as well as Kwin or that I should have understood this noise as Kwin?

Also now that we went down stairs. Which stairs on the map are the down stairs to the cellar.


* Saltmarsh *
Badger the Rover wrote:
DM Jubal wrote:

Badger hears a door open in the room that the staircase in the north wing descends into. Yes, he hears Kwin enter the room below.

This was awhile back. Did this mean I heard something in the north as well as Kwin or that I should have understood this noise as Kwin?

Also now that we went down stairs. Which stairs on the map are the down stairs to the cellar.

Yes, I edited the post to add that last sentence to try to answer your question. You only heard Kwin.

The stairs down are along the east wall of the room in the north wing with a cask (circle) and window in it. The stairs going up are in the first room opened in the north wing along the north west corner with two windows, sink, fireplace, cabinet.

clearer?


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

Ahhhhhhh

LOL. I thought I was nuts. Thank you for moving me ahead. Because I was prepared to pull Blacklock with me to find "the enemy" I heard.


* Saltmarsh *

Hi players

Not to prod. Just making sure you're enjoying the game. Let me know when you're ready to leave the wine cellar.

cheers


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 like it. In fact the 5e community here on Piazo makes me wanna try my hand at a modified Classic Temple of Elemental Evil again.


* Saltmarsh *

@Tarn Are you taking the lead per the standard marching order?


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)

Indeed I am. Having a great time with the game. Fell abit behind on everything. Had some fairly painful gum problems, but mouth has finally stopped hurting. Sorry for being less than mindful, but will try to do better.


Also enjoying the game, though I didn't have much time to write posts this week.


* Saltmarsh *
Tarn Copperlocks wrote:
Indeed I am. Having a great time with the game. Fell abit behind on everything. Had some fairly painful gum problems, but mouth has finally stopped hurting. Sorry for being less than mindful, but will try to do better.

Hopefully your opinion hasn't instantly changed. Glad you were having a great time!


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

Lets hope I don't get into Melee!!!


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

Where else am I gonna play a cajun gnome.


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)

Checked discussion before gameplay. Was very confused. Checked gameplay. Still having fun. :)


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

Yikes! It seems like archers may be just as lethal as weasels!

Jubal, is there a way for me to close to melee this round? (I don't think so, as I don't think charging is a thing in 5e...but I'm still a novice at it, and tend to think in PF1e terms.)

If I can close and attack, I will. Otherwise, I guess I'll go halfway and Dodge (which is a very cool ability in 5e!)

Either way, I'll post soon.

Thanks!


* Saltmarsh *

Meta gaming, your character wouldn't know in the wine cellar. You would learn as you start moving, which is super hard to communicate in PbP.

The short answer is yes. You can get to melee with a Dash Action and total move of 60 feet.

Shorter legs with a Move of 25 ft would not reach melee.

thanks


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

Sorry, I want to make sure I understand, is that

a) I can move + dash, and get to melee range (but not have time to attack), or
b) I can dash and attack this turn?


* Saltmarsh *
Argyri Katrakis wrote:

Sorry, I want to make sure I understand, is that

a) I can move + dash, and get to melee range (but not have time to attack), or
b) I can dash and attack this turn?

"a) I can move + dash, and get to melee range (but not have time to attack), "

Unless you have a way to Dash and Attack. Both take actions. I think Rogues can Dash with a bonus action, but at 2nd level if I remember correctly.


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

Yep. Gotta level up first. THanks!


* Saltmarsh *
Argyri Katrakis wrote:
Yep. Gotta level up first. THanks!

So, do you want to Dash to melee?


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

No dash. Move + Dodge.


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, I'm still having fun! And Blacklock and Tarn are sure making me feel important!

Tarn, I hope you don't mind... I am guessing our survival chances are a smidge better boosting the other three rather than bringing you back up.


Tarn, I have a Healing Kit that will auto-stabilize you if my turn happens before yours... (edit: and I think it does...we both nat 1'ed our init rolls lol)


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 |
Blacklock wrote:
Tarn, I have a Healing Kit that will auto-stabilize you if my turn happens before yours... (edit: and I think it does...we both nat 1'ed our init rolls lol)

I think I have Tarn covered with my spare the dying cantrip. You now have Fharlanghn's blessings upon your weary traveler's feet, so you can go ahead and use them to stomp the ever livid *&%%#@!!! out of these guys! :) If you want, that is.


Ah yep, was misunderstanding as usual.


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)

Was quite concerned after rolling the nat 1 on the death save. Thanks for saving Tarn! (To the both of you)


* Saltmarsh *

@Kwin. I’m confused. Both Spare the Dying and Bless take actions to cast. For your action economy to work, bless would need to be a bonus action to cast, right? What am I missing?

Thanks


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

Healing word is a bonus if you have enough spells.


* Saltmarsh *

If Badger or anyone want to seek cover from missiles, there are beds, that table, and a staircase from the secret trapdoor.

Cheers


* Saltmarsh *

I'm waiting Kwin to correct or explain his turn.

And Badger to post his turn.

Also, I updated the map, so you can see the whole room.

cheers


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

Oh I forgot to ask could I see the archers and were they 60 ft away.


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 |

I am so sorry! I thought spare the dying was a bonus action. I must have got it confused with healing word. I'll go with spare the dying and bring on the bless if I survive a round. I don't have enough spell slots to do healing word and bless.


* Saltmarsh *

The closest one is 60 ft from the door. The two others are 65 and 70 feet. All three are behind tipped over beds for cover from ranged attacks.


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

Oh good then My spell would still beable to reach him. Nice

1 to 50 of 936 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [5e] Ghosts of Saltmarsh Discussion All Messageboards

Want to post a reply? Sign in.