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Jasper DMs Ghosts of Saltmarsh
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<blockquote data-quote="jasper" data-source="post: 7841745" data-attributes="member: 277"><p>Ghost of Saltmarsh Session 6</p><p>Chapter 6 The Final Enemy</p><p>Day 21- 28</p><p></p><p>PC Killed 2 Monsters Killed 115 Villains Captured 0 Villains Escaped 0</p><p></p><p>No Level. No Downtime. GP 120. No Magic Items.</p><p>I had a very strong party of seven. Shroudie Wizard Rogue. Gnasher Ranger. Zeal Paladin sorcerer. Doc F Cleric. Marble Ranger Hunter. Terelman cleric. Keg G Sorcerer.</p><p>I allowed group to buy some potions of water breathing and swimming. They entered through the small cave on the bottom level. (Lots of confusion on which level they were on happen. L should just say ground floor, basement, and subbasement.) They free the triton and sea lion in the cells and release them through the small cave. Not including the cells this level was underwater.</p><p>Using pass without a trace and some good perception rolls they scouted out the subbasement level noting the barracks, both guard posts, arena, and other areas. They did get greedy in the second armory. They killed ten shark critters and discovered the secret room was just a trap room. Gnasher was nearly eaten. Terelman was chewed a bit. Not wanting to take on the level they went up to the basement.</p><p>The basement was not flooded. They discover the secret door to the baron’s bedroom and loot it. They toss the baron’s living room. Hearing some voices, they crack the door and see the Baron sitting in judgement of two privates. Closing the door, they start making plans to kidnap, capture, assassinate, or just charge. (At this point I told the group to take outside and come back in five minutes with A plan.)</p><p>The plan is capturing the baron. (Then initiative was rolled and it all went out the window. The plan was for Keg G to hide above the door and slam it shut after the baron came in. Then silence, hold person, etc. would go off.) The baron gets an attack off and the priestess hears his yell before the door is slammed.</p><p>New plan. Kill the baron stuff his body into the portable hole. And what? UM CHARGE AND KILL EVERYTHING as we dash across the throne to escape out the other side of throne room. Doc F goes deep to block the main entrance to the throne room and starts holding off the first patrol. The rest of group do a fighting withdraw to east room, and to the exit. So, a fighting withdraw.</p><p>One problem. The first east room is servant quarters. The room after that is Baroness living room. Surely the next room has a way out. Well that is Baroness Quarters.</p><p>Shroudie, “You said there would be a secret door. There is no secret door. “</p><p>The group is now going to have to fight their way out to the ground floor to escape.</p><p>TIMES UP.</p><p>(I gave the group two choices. It as now 6:30 PM they could stop for the day and I freeze hit points etc. And next game we pick it up from where we left off. Which could have resulted in a tpk. Or I could let them go with just the treasure they found and their lives. They chose life.</p><p>While they were talking, I notice they had explored the subbasement pretty quick. Since walking speed for mapping out a dungeon is not a thing in 5E, I said they had 30 minutes left on the potions of water breathing and swimming. I then rolled 10d6 to see when the Baron returned to his rooms. I rolled 31. I told the group that even if they could KO the baron quietly and retreat the way they came it would be CLOSE and some of them would be under the drowning rules. So, they decide once the plan was blown, they decided to charge. Reviewing the map for the top two levels, some of them may have been able to get out if they got lucky with combat and guessed the shortest route. If they guess wrong it would be a TPK. Also, I check the rules movement through an ally square is double move unless you are short. I think the ten rounds of combat lasted 90 minutes.)</p><p>Arriving wounded and barely alive the group make to the ship. The sailors fight off a small group sahuagin. The next morning sailing for Saltmarsh Doc. F casts raise dead on the Baron.</p><p>Baron K. “Oh dry out you rum soaked sailor. You not getting any information from me. Boss. I refuse to come back. “</p><p>When the adventures return with only one floor plan, they are given free ship passage tickets. Good for a one way ticket out of kingdom.</p></blockquote><p></p>
[QUOTE="jasper, post: 7841745, member: 277"] Ghost of Saltmarsh Session 6 Chapter 6 The Final Enemy Day 21- 28 PC Killed 2 Monsters Killed 115 Villains Captured 0 Villains Escaped 0 No Level. No Downtime. GP 120. No Magic Items. I had a very strong party of seven. Shroudie Wizard Rogue. Gnasher Ranger. Zeal Paladin sorcerer. Doc F Cleric. Marble Ranger Hunter. Terelman cleric. Keg G Sorcerer. I allowed group to buy some potions of water breathing and swimming. They entered through the small cave on the bottom level. (Lots of confusion on which level they were on happen. L should just say ground floor, basement, and subbasement.) They free the triton and sea lion in the cells and release them through the small cave. Not including the cells this level was underwater. Using pass without a trace and some good perception rolls they scouted out the subbasement level noting the barracks, both guard posts, arena, and other areas. They did get greedy in the second armory. They killed ten shark critters and discovered the secret room was just a trap room. Gnasher was nearly eaten. Terelman was chewed a bit. Not wanting to take on the level they went up to the basement. The basement was not flooded. They discover the secret door to the baron’s bedroom and loot it. They toss the baron’s living room. Hearing some voices, they crack the door and see the Baron sitting in judgement of two privates. Closing the door, they start making plans to kidnap, capture, assassinate, or just charge. (At this point I told the group to take outside and come back in five minutes with A plan.) The plan is capturing the baron. (Then initiative was rolled and it all went out the window. The plan was for Keg G to hide above the door and slam it shut after the baron came in. Then silence, hold person, etc. would go off.) The baron gets an attack off and the priestess hears his yell before the door is slammed. New plan. Kill the baron stuff his body into the portable hole. And what? UM CHARGE AND KILL EVERYTHING as we dash across the throne to escape out the other side of throne room. Doc F goes deep to block the main entrance to the throne room and starts holding off the first patrol. The rest of group do a fighting withdraw to east room, and to the exit. So, a fighting withdraw. One problem. The first east room is servant quarters. The room after that is Baroness living room. Surely the next room has a way out. Well that is Baroness Quarters. Shroudie, “You said there would be a secret door. There is no secret door. “ The group is now going to have to fight their way out to the ground floor to escape. TIMES UP. (I gave the group two choices. It as now 6:30 PM they could stop for the day and I freeze hit points etc. And next game we pick it up from where we left off. Which could have resulted in a tpk. Or I could let them go with just the treasure they found and their lives. They chose life. While they were talking, I notice they had explored the subbasement pretty quick. Since walking speed for mapping out a dungeon is not a thing in 5E, I said they had 30 minutes left on the potions of water breathing and swimming. I then rolled 10d6 to see when the Baron returned to his rooms. I rolled 31. I told the group that even if they could KO the baron quietly and retreat the way they came it would be CLOSE and some of them would be under the drowning rules. So, they decide once the plan was blown, they decided to charge. Reviewing the map for the top two levels, some of them may have been able to get out if they got lucky with combat and guessed the shortest route. If they guess wrong it would be a TPK. Also, I check the rules movement through an ally square is double move unless you are short. I think the ten rounds of combat lasted 90 minutes.) Arriving wounded and barely alive the group make to the ship. The sailors fight off a small group sahuagin. The next morning sailing for Saltmarsh Doc. F casts raise dead on the Baron. Baron K. “Oh dry out you rum soaked sailor. You not getting any information from me. Boss. I refuse to come back. “ When the adventures return with only one floor plan, they are given free ship passage tickets. Good for a one way ticket out of kingdom. [/QUOTE]
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