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Jasper DMs Ghosts of Saltmarsh
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<blockquote data-quote="jasper" data-source="post: 7860309" data-attributes="member: 277"><p>Ghosts of Saltmarsh Session 9</p><p></p><p>Chapter 8 The Styles</p><p>Dying with Style</p><p>Day 34-35</p><p>PC Killed 3 Monsters Killed 166 Villains Captured 0 Villains Escaped 0</p><p>No magic. No level. No gold. Not a single luxury.</p><p>I had an average group of three. Sorry Wizard Bladesinger with simulacrum and cloak of displacement . Key G. Blackwell Wild magic Sorcerer. Zeal Paladin Sorcerer.</p><p></p><p>Fleeing from the Saltmarsh and Tammeraut’s mob the group has taken to a leaky row boat to escape. The air is getting thick and Sorry starts coughing. (Grr. Okay some pollution problems in the module but with a Paladin’s Cure disease. No problems.) The group is rowing toward Styles a merchant town which is being destroyed by industrial pollution and evil merchants.</p><p></p><p>They arrive at the pier to be met by a three carton a day sailor who ties the row boat to pier and tells them to get to the harbor master fast. The harbor master is huge! Think of double size Boss Hogg. He shakes them down for 3 gp entrance fee and tells them no killing. Since they are looking for work slaying demons. (That is Zeal thing. ) he directs them to go halfway across town to talk to the priest red rum um Refrum. On the way while crossing one of the walking bridges a city patrol tries to shake them down. The party does not kill any of them. They toss nine of them into the harbor and give the captain a platinum piece of his trouble.</p><p></p><p>At the church Refrum prayers have been answered. An adventuring party will help the cause of law and justice. One of the church members Jamie has been arrested for the Lantern Ghost murders. Six murders have happened during the darkness of new moon. Jamie was caught red handed standing over the last body. The gawds have send the party to prove Jamie’s innocence. (Okay I wish I did a better job with set up. ) Jamie’s trial is in three days. The group needs to talk to Jamie, the cops, the coroner and witness and save Jamie.</p><p></p><p>In the morning they go to the Never Hope Asylum a combination prison and insane asylum. The group asks Madam Emily to talk to Jamie. She asks do they want to be fitted with nice warm white jackets which allow you to give yourself great hugs. They say no but want to still talk with Jamie. Um, Jamie was hung, and the body burned three days ago. (oops see I needed to do a better job with the set up.) But they do examine Jamie’s cell. The group suspects due to the drawings left behind an Aboleth is causing the murders.</p><p></p><p>As they leave the mad house, the screams of extra extra Jamie’s Ghost rises from the sea and kills again. The group arrives at the fresh murder scene and investigates. Keg discovers some strange muddy tracks leading away from the murder. The muddy tracks lead straight to Mr. Dory’s warehouse. Mr. Dory is one of the town council and had order the current victim burned before anyone could examine it. They stake out the busy warehouse.</p><p></p><p>The ware house is a huge three-story structure. A huge work crane on the third floor lifts cargo from ships up to roof and down into the warehouse. Yes, a huge twenty by twenty foot hole is in the roof, and it is an open floor layout. Sorry sends his owl familiar to investigate. (Some discussion on if the owl’s perception is used or the pcs.). The owl does spy an manticore feather on the second floor and smells a red Slaad. Various crates have danger explosive on them. (FIRE BAD. NO bumping the crates.) Dory owes a house boat. Okay. He is freaking strange. His house boat is just off the third floor. It is being held up by a second huge crane. At closing a plank is lower from the working crane to house boat. Mr. Dory retires early during the night.</p><p></p><p>Night falls. Time passes. At midnight, Zeal uses his bat cloak to fly everyone to the roof. (He drops them nearly face first onto the roof alerting the monsters.) Sorry pops the lock and the group enters the warehouse. They quickly get rid of the two manticores and red Slaad.</p><p></p><p>They open the door to working crane and try to sneak onto the house boat in the air over the muddy harbor. Oops three Skum were sleeping in the crane house. A small fight starts out. Keg thunderwaves one off the crane platform. This alerts three more Skum from the house boat. They arrive. BEATING ZEAL INTO ONE HP OF HIS LIFE. (Note the player running Zeal has been talking trash about Skully since he arrived at the store six months ago. I hit him with three Nat 20s.) Sorry polymorphs him into the standard T-rex. (Okay. ) Being so heavy the T-rex breaks half the platform and falls into the muddy harbor. A Skum and the simulacrum falls to. Everyone else gets a free reposition on the crank. The roars of T-rex alert the town guards and everyone in the house boat. The T-rex decides to eat the two Skum first.</p><p></p><p>While the T-rex is eating, the Skum are able to zero out Keg. But Sorry saves him. Then he is zeroed out. Then save. (Whine Whimper Whine. I zeroed out the pc three times during the combat.) As more reinforcements come out of house boat, Sorry force cages them. (Ouch upper tier pc in low tier module throws off the encounter.) The T-rex decides to eat the simulacrum. (Note some debate here. Polymorph says the mental stats are change to critter. Some people say the critter knows it allies. I say the critter attacks the nearest creature. And if there is a choice, an int rolled is made. If the critter fails it will attack an ally.) Sorry ends the polymorph and Zeal with 1 HP left uses his cloak of the bat to fly up to the roof.</p><p></p><p>Mr. Dory comes out his house boat and is magic missile by Zeal. Zeal then flies directly over head Mr. Dory. The Skum try to attack Sorry, the simulacrum, and Keg. Keg had the lowest AC of 17. The Skum repeatedly try to hit Sorry but AC 26+ it was not happening. A lucky hit zeroes out Keg for a third time. Zeal is mocking Mr. Dory. FIREBALL. (Yes I wasted a fireball to zero out Zeal.) Zeal’s body crashes to deck of the boat. A flesh golem steps out of the cabin. He kicks Zeal. MISS. He groin stomps Zeal. MISS.</p><p></p><p>Sorry throws up a wall of force sphere and gives Keg another healing potion. Mr. Dory fireballs the pcs on the platform. This takes out one Skum but does not hurt Sorry or Keg. The Flesh Golem boots Zeal in the head. MISS. Another boot to the head. DEATH of ZEAL.</p><p></p><p>Keg dimension doors away. Sorry drops his wall of force and fights his way to his simulacrum . (Okay not really. Store was closing so we ended the session. )</p><p></p><p>Note to players.</p><p></p><p>Zeal needs to spend 1,000 GP for a raise dead scroll or lose a magic item.</p><p></p><p>Sorry has Sight Rot This painful infection causes bleeding from the eyes and eventually blinds the victim. A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature’s vision starts to become blurry. The creature takes a −1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is blinded until its sight is restored by magic such as <em>lesser restoration </em>or <em>heal</em>. Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. Lose 40 GP for a lesser restore scroll.</p></blockquote><p></p>
[QUOTE="jasper, post: 7860309, member: 277"] Ghosts of Saltmarsh Session 9 Chapter 8 The Styles Dying with Style Day 34-35 PC Killed 3 Monsters Killed 166 Villains Captured 0 Villains Escaped 0 No magic. No level. No gold. Not a single luxury. I had an average group of three. Sorry Wizard Bladesinger with simulacrum and cloak of displacement . Key G. Blackwell Wild magic Sorcerer. Zeal Paladin Sorcerer. Fleeing from the Saltmarsh and Tammeraut’s mob the group has taken to a leaky row boat to escape. The air is getting thick and Sorry starts coughing. (Grr. Okay some pollution problems in the module but with a Paladin’s Cure disease. No problems.) The group is rowing toward Styles a merchant town which is being destroyed by industrial pollution and evil merchants. They arrive at the pier to be met by a three carton a day sailor who ties the row boat to pier and tells them to get to the harbor master fast. The harbor master is huge! Think of double size Boss Hogg. He shakes them down for 3 gp entrance fee and tells them no killing. Since they are looking for work slaying demons. (That is Zeal thing. ) he directs them to go halfway across town to talk to the priest red rum um Refrum. On the way while crossing one of the walking bridges a city patrol tries to shake them down. The party does not kill any of them. They toss nine of them into the harbor and give the captain a platinum piece of his trouble. At the church Refrum prayers have been answered. An adventuring party will help the cause of law and justice. One of the church members Jamie has been arrested for the Lantern Ghost murders. Six murders have happened during the darkness of new moon. Jamie was caught red handed standing over the last body. The gawds have send the party to prove Jamie’s innocence. (Okay I wish I did a better job with set up. ) Jamie’s trial is in three days. The group needs to talk to Jamie, the cops, the coroner and witness and save Jamie. In the morning they go to the Never Hope Asylum a combination prison and insane asylum. The group asks Madam Emily to talk to Jamie. She asks do they want to be fitted with nice warm white jackets which allow you to give yourself great hugs. They say no but want to still talk with Jamie. Um, Jamie was hung, and the body burned three days ago. (oops see I needed to do a better job with the set up.) But they do examine Jamie’s cell. The group suspects due to the drawings left behind an Aboleth is causing the murders. As they leave the mad house, the screams of extra extra Jamie’s Ghost rises from the sea and kills again. The group arrives at the fresh murder scene and investigates. Keg discovers some strange muddy tracks leading away from the murder. The muddy tracks lead straight to Mr. Dory’s warehouse. Mr. Dory is one of the town council and had order the current victim burned before anyone could examine it. They stake out the busy warehouse. The ware house is a huge three-story structure. A huge work crane on the third floor lifts cargo from ships up to roof and down into the warehouse. Yes, a huge twenty by twenty foot hole is in the roof, and it is an open floor layout. Sorry sends his owl familiar to investigate. (Some discussion on if the owl’s perception is used or the pcs.). The owl does spy an manticore feather on the second floor and smells a red Slaad. Various crates have danger explosive on them. (FIRE BAD. NO bumping the crates.) Dory owes a house boat. Okay. He is freaking strange. His house boat is just off the third floor. It is being held up by a second huge crane. At closing a plank is lower from the working crane to house boat. Mr. Dory retires early during the night. Night falls. Time passes. At midnight, Zeal uses his bat cloak to fly everyone to the roof. (He drops them nearly face first onto the roof alerting the monsters.) Sorry pops the lock and the group enters the warehouse. They quickly get rid of the two manticores and red Slaad. They open the door to working crane and try to sneak onto the house boat in the air over the muddy harbor. Oops three Skum were sleeping in the crane house. A small fight starts out. Keg thunderwaves one off the crane platform. This alerts three more Skum from the house boat. They arrive. BEATING ZEAL INTO ONE HP OF HIS LIFE. (Note the player running Zeal has been talking trash about Skully since he arrived at the store six months ago. I hit him with three Nat 20s.) Sorry polymorphs him into the standard T-rex. (Okay. ) Being so heavy the T-rex breaks half the platform and falls into the muddy harbor. A Skum and the simulacrum falls to. Everyone else gets a free reposition on the crank. The roars of T-rex alert the town guards and everyone in the house boat. The T-rex decides to eat the two Skum first. While the T-rex is eating, the Skum are able to zero out Keg. But Sorry saves him. Then he is zeroed out. Then save. (Whine Whimper Whine. I zeroed out the pc three times during the combat.) As more reinforcements come out of house boat, Sorry force cages them. (Ouch upper tier pc in low tier module throws off the encounter.) The T-rex decides to eat the simulacrum. (Note some debate here. Polymorph says the mental stats are change to critter. Some people say the critter knows it allies. I say the critter attacks the nearest creature. And if there is a choice, an int rolled is made. If the critter fails it will attack an ally.) Sorry ends the polymorph and Zeal with 1 HP left uses his cloak of the bat to fly up to the roof. Mr. Dory comes out his house boat and is magic missile by Zeal. Zeal then flies directly over head Mr. Dory. The Skum try to attack Sorry, the simulacrum, and Keg. Keg had the lowest AC of 17. The Skum repeatedly try to hit Sorry but AC 26+ it was not happening. A lucky hit zeroes out Keg for a third time. Zeal is mocking Mr. Dory. FIREBALL. (Yes I wasted a fireball to zero out Zeal.) Zeal’s body crashes to deck of the boat. A flesh golem steps out of the cabin. He kicks Zeal. MISS. He groin stomps Zeal. MISS. Sorry throws up a wall of force sphere and gives Keg another healing potion. Mr. Dory fireballs the pcs on the platform. This takes out one Skum but does not hurt Sorry or Keg. The Flesh Golem boots Zeal in the head. MISS. Another boot to the head. DEATH of ZEAL. Keg dimension doors away. Sorry drops his wall of force and fights his way to his simulacrum . (Okay not really. Store was closing so we ended the session. ) Note to players. Zeal needs to spend 1,000 GP for a raise dead scroll or lose a magic item. Sorry has Sight Rot This painful infection causes bleeding from the eyes and eventually blinds the victim. A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature’s vision starts to become blurry. The creature takes a −1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is blinded until its sight is restored by magic such as [I]lesser restoration [/I]or [I]heal[/I]. Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. Lose 40 GP for a lesser restore scroll. [/QUOTE]
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