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Jasper DMs Ghosts of Saltmarsh
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<blockquote data-quote="jasper" data-source="post: 7845998" data-attributes="member: 277"><p>Ghost of Saltmarsh Session 7</p><p></p><p>Chapter 7 Tammeraut’s Fate</p><p></p><p>Kissing toe beans. EEWWWK!</p><p></p><p>Day 29-30</p><p></p><p>PC killed 2 Monsters Killed 134 Villains Captured 0 Villains Escaped 0</p><p></p><p>No level, GP 60 this is bump due hourly gp rules.</p><p></p><p>Magic Items found two potions of greater healing 4d4+4,</p><p></p><p>We have stopped at Room 18 1 PM. Gnasher is mad. Marble is mad. I had a weak group of four Terleman Cleric 10th current HP 73. Gnasher Ranger 8th current HP 40. Marble Ranger 7th Current HP 24. Gannlcus battle master 10th current HP 96.</p><p></p><p>Fleeing from the Saltmarsh Sahuagin tyranny our adventure run south to escape the hordes of angry villagers. They run across a merchant name Davus Raal a half-elf noble who wants them to collect an 8,000 gp debt from Morley Tobe who fled to Firewatch island. They can catch the ferry from the village of Uskarn.</p><p></p><p>Around noon about an hour before they reach the village, they come across a Grandma Harpy and her four grand kids who are feasting on a body. After killing the harpies, the body is an old warrior who appears to have died of exhaustion before then sinking into the ocean.</p><p></p><p>They arrive at the Plenk’s Plank the best tavern in the village. The local deputy checks them out and when the group describes the harpy attack, the deputy puts them up at tavern at the town’s expense while the body is recovered. Philpert the dead man was on the Firewatch island when undead critters or underwater critters attacked the abbey. The town agrees to let the adventures have an old fixer upper house if they discover what happen at the abbey.</p><p></p><p>The next morning they take the ferry over to the island. About a mile offshore of the island they are attacked by a monstrous Peryton. They drive it off. As the boat drops anchor and puts the row boat over the side, the group can hear the alarm bell of the abbey. They roll for shore. After landing they slowly make for the door . A big debate breaks out over how to enter the abbey since the gate door is boarded shut. Terleman activates his boots of flying and scopes out the land. To the west is huge tower. Behind the abbey is a garden with a pool. In front is a truck garden, some apple trees, and some pear trees. He tosses a rope down from the wall of abbey and everyone climbs over.</p><p></p><p>Terleman is suspicious. He calls lightning down on the bell tower flushing out the monstrous Peryton. After it is dead, the party splits. Gnasher checks out the apple trees. Gannlcus sledge hammers open the front door. Terleman sees movement in the pool and hits that with a lightning bolt. Marble checks out the pear tree. And it is not a partridge in the tree but three killer kudzu (ok assassin vines). They rope Marble down and start chocking the Tabaxi. The vines also cause the garden to grow making the ground difficult terrain. (OK. As a DM I will describe the effects of what happening. If your pc has a counter I just need to know if counters for you, or the party. BUT ONLY when it is your turn. DON’T interrupt the dm while he is giving out the information. He loses track of where he is at.)</p><p></p><p>Terleman starts flying back to the front yard. Gnasher and Gannlcus start shooting the vines. Marble just lays there chocking to death. (Death arrives an asks does Marble want to take a survey. Her reply is to roll a 20 on her death save. Death is not a happy camper.) Marble breaks the grapple of the vines and dashes ten feet away to be brought down by the vines. After a few rounds the vines are defeated. The group gives Marble a few potions of healing and go to explore the pool in the back.</p><p></p><p>Being wary Marble climbs the roof and provides overwatch. Terleman provides high cover since his call lightning is still going. A sea hag pops her head out the pool scaring Gannlcus to death. Then an invisible stalker attacked him. (Ok mostly to death. Well. Ok this started some take backs. The player initially said he failed the roll. Then remembered a bonus. Since it was at the top of round, when he discovered this, and I had already announced damage to him from the invisible stalker. I allowed him take damage from the stalker, but he was still prone. Why because being prone would not matter to his pc in the upcoming round. Also evil icky nasty DM gives out penalty. Moving on.) Another sea hag who was hiding in the rose bushes pops out below Marble and whistles at the cute lizardman Gnasher. Who passes his death glare save. A few round later the hags, and stalker are dead.</p><p></p><p>Being evil icky nasty okay smart. Terleman uses the rest of his call lightning to blow a hole into the room 18 of the abbey. Gnasher and Gannlcus drop into the room to land on a large 12-foot-long coral snake. Also two other coral snakes which attack. One bite later, Gannlcus is attacking the evil purple dinosaur Gnasher. Marble ropes in to help and blocks one attack from the second coral snake against Gnasher.</p><p></p><p>A round later Gnasher is attack and goes mad. And starts licking and kissing the tabaxi’s warm toe beans. Gannlcus is attacking Gnasher. The snakes are attacking everyone in the room. Marble is bit and loses her save. She sees Gannlcus in lime green swim suit which looks like a jock strap and two suspenders over the shoulder. He is singing staying alive while dancing the can-can. Terleman flies down and uses lesser restoration to remove Gannlcus madness. After combat is over, Gnasher is still mad but is no longer kissing the tabaxi’s toes. Marble is now seeing everyone else in lime green swimsuits who occasionally break out into the can-can.</p><p></p><p>Notes for next week. We pick up with NO LONG REST. You are in room 18. 5 Minutes left on the short-term madness. If anything is left still alive on the second floor, it may come exploring. EVERYTHING in the abbey knows something is throwing lighting bolts.</p></blockquote><p></p>
[QUOTE="jasper, post: 7845998, member: 277"] Ghost of Saltmarsh Session 7 Chapter 7 Tammeraut’s Fate Kissing toe beans. EEWWWK! Day 29-30 PC killed 2 Monsters Killed 134 Villains Captured 0 Villains Escaped 0 No level, GP 60 this is bump due hourly gp rules. Magic Items found two potions of greater healing 4d4+4, We have stopped at Room 18 1 PM. Gnasher is mad. Marble is mad. I had a weak group of four Terleman Cleric 10th current HP 73. Gnasher Ranger 8th current HP 40. Marble Ranger 7th Current HP 24. Gannlcus battle master 10th current HP 96. Fleeing from the Saltmarsh Sahuagin tyranny our adventure run south to escape the hordes of angry villagers. They run across a merchant name Davus Raal a half-elf noble who wants them to collect an 8,000 gp debt from Morley Tobe who fled to Firewatch island. They can catch the ferry from the village of Uskarn. Around noon about an hour before they reach the village, they come across a Grandma Harpy and her four grand kids who are feasting on a body. After killing the harpies, the body is an old warrior who appears to have died of exhaustion before then sinking into the ocean. They arrive at the Plenk’s Plank the best tavern in the village. The local deputy checks them out and when the group describes the harpy attack, the deputy puts them up at tavern at the town’s expense while the body is recovered. Philpert the dead man was on the Firewatch island when undead critters or underwater critters attacked the abbey. The town agrees to let the adventures have an old fixer upper house if they discover what happen at the abbey. The next morning they take the ferry over to the island. About a mile offshore of the island they are attacked by a monstrous Peryton. They drive it off. As the boat drops anchor and puts the row boat over the side, the group can hear the alarm bell of the abbey. They roll for shore. After landing they slowly make for the door . A big debate breaks out over how to enter the abbey since the gate door is boarded shut. Terleman activates his boots of flying and scopes out the land. To the west is huge tower. Behind the abbey is a garden with a pool. In front is a truck garden, some apple trees, and some pear trees. He tosses a rope down from the wall of abbey and everyone climbs over. Terleman is suspicious. He calls lightning down on the bell tower flushing out the monstrous Peryton. After it is dead, the party splits. Gnasher checks out the apple trees. Gannlcus sledge hammers open the front door. Terleman sees movement in the pool and hits that with a lightning bolt. Marble checks out the pear tree. And it is not a partridge in the tree but three killer kudzu (ok assassin vines). They rope Marble down and start chocking the Tabaxi. The vines also cause the garden to grow making the ground difficult terrain. (OK. As a DM I will describe the effects of what happening. If your pc has a counter I just need to know if counters for you, or the party. BUT ONLY when it is your turn. DON’T interrupt the dm while he is giving out the information. He loses track of where he is at.) Terleman starts flying back to the front yard. Gnasher and Gannlcus start shooting the vines. Marble just lays there chocking to death. (Death arrives an asks does Marble want to take a survey. Her reply is to roll a 20 on her death save. Death is not a happy camper.) Marble breaks the grapple of the vines and dashes ten feet away to be brought down by the vines. After a few rounds the vines are defeated. The group gives Marble a few potions of healing and go to explore the pool in the back. Being wary Marble climbs the roof and provides overwatch. Terleman provides high cover since his call lightning is still going. A sea hag pops her head out the pool scaring Gannlcus to death. Then an invisible stalker attacked him. (Ok mostly to death. Well. Ok this started some take backs. The player initially said he failed the roll. Then remembered a bonus. Since it was at the top of round, when he discovered this, and I had already announced damage to him from the invisible stalker. I allowed him take damage from the stalker, but he was still prone. Why because being prone would not matter to his pc in the upcoming round. Also evil icky nasty DM gives out penalty. Moving on.) Another sea hag who was hiding in the rose bushes pops out below Marble and whistles at the cute lizardman Gnasher. Who passes his death glare save. A few round later the hags, and stalker are dead. Being evil icky nasty okay smart. Terleman uses the rest of his call lightning to blow a hole into the room 18 of the abbey. Gnasher and Gannlcus drop into the room to land on a large 12-foot-long coral snake. Also two other coral snakes which attack. One bite later, Gannlcus is attacking the evil purple dinosaur Gnasher. Marble ropes in to help and blocks one attack from the second coral snake against Gnasher. A round later Gnasher is attack and goes mad. And starts licking and kissing the tabaxi’s warm toe beans. Gannlcus is attacking Gnasher. The snakes are attacking everyone in the room. Marble is bit and loses her save. She sees Gannlcus in lime green swim suit which looks like a jock strap and two suspenders over the shoulder. He is singing staying alive while dancing the can-can. Terleman flies down and uses lesser restoration to remove Gannlcus madness. After combat is over, Gnasher is still mad but is no longer kissing the tabaxi’s toes. Marble is now seeing everyone else in lime green swimsuits who occasionally break out into the can-can. Notes for next week. We pick up with NO LONG REST. You are in room 18. 5 Minutes left on the short-term madness. If anything is left still alive on the second floor, it may come exploring. EVERYTHING in the abbey knows something is throwing lighting bolts. [/QUOTE]
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