Harukai slashes and stomps at the Grick. His hits deal damage, but the wounds do not seem to be a severe as they normally are. Nil rushes forward and slashes with his blades, and his very devastating slices also seem to not damage as heavily as normal. Jackson casts a spell and the Grick is able to resist the spell. Sildar touches the creature with his electrified grip and the Grick makes a guttural scream and is affected heavily by this spell.
Back to the top of the round, the Grick will again attack Sildar.
Nil rushes towards the Grick and thrusts once with his rapier before following up with his scimitar, his strikes seem to flow more smoothly and end with him in a defensive position
Rapier: To Hit 10 Damage 10
Scimitar: To Hit 7 Damage 8
Defensive Flourish:5
You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
OOC: You know, if you want to flank with Harukai you can get advantage on those attack rolls...
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Still seeing everyone else engaged in melee with the creature, Jackson will continue trying to damage the grick from afar with his distance spells, casting Guiding Bolt at first level.
Attack:19Radiant Damage:11
(Just as a reminder if it hits: next attack after Jackson gets receives advantage)
Jackson's guiding bolt hits the Grick just behind where the tentacles connect to the body. A flash of radiant light bursts forth and the Grick is knocked down, twitches for a moment, and stops moving. No other enemies are present in this room.
(I killed it with not one, but TWO natural ones? Thank Tyr for you all!)
"Let's move!" Jackson says, adrenaline still pumping from the battle. Assuming he hears nothing coming for them, he now takes the lead, making sure the hood of his red cloak remains up over his face as he continues east into the next room (that's filled with fallen rocks?).
Harukai will keep his sword out as long as it is needed for light, casting a quick glance around the room before leaving in case there is anything useful in there...
(I thought we already traveled south through the curtain and into the central chamber? Jackson is moving east now through the SE door of that center chamber into the room right-adjacent.)
(If there's no immediate threat within that room or perceived threat coming from behind the curtains to the north or south, Jackson will proceed forward toward the door in front of him, heading east toward the room with the four beds).
The group passes beyond the rubble and into the upper chamber with barrels and boxes. There are no enemies and nothing valuable to be found. Food items are contained in the barrels.
Th exit to the north appears to be open to the outside of the castle. If nothing of interest is throughthat opening, Harukai will make a few notations in his map, then gesture to the eastern door.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Jackson proceeds toward the door and attempts to do more of the same, attempting to quietly open the door in order to stealthy peer inside. Stealth: 14
This post has potentially manipulated dice roll results.
This chamber has been set up as a crude living space, with thick furs thrown on the floor to serve as carpets, old trophies hanging on the walls, a large bed to the north, and a brazier of coals burning brightly. A round table with several chairs stands to the south near the door. Near the table, on the floor, is an unconscious dwarf who looks badly beaten.
As the group eases the door open, you hear two individuals arguing loudly. You can see a large bugbear and a female drow having a spirited conversation, pointing toward the dwarf on the floor. You also notice a wolf laying be the brazier.
Wisdom save: 17
Ghosts of Saltmarsh - DM
Sildar reaches toward the creature, with the glow of electricity danging between his fingers.
Shocking Grasp - Attack: 19 Damage: 7
Ghosts of Saltmarsh - DM
Harukai slashes and stomps at the Grick. His hits deal damage, but the wounds do not seem to be a severe as they normally are. Nil rushes forward and slashes with his blades, and his very devastating slices also seem to not damage as heavily as normal. Jackson casts a spell and the Grick is able to resist the spell. Sildar touches the creature with his electrified grip and the Grick makes a guttural scream and is affected heavily by this spell.
Back to the top of the round, the Grick will again attack Sildar.
Tentacles - Attack: 17 Damage: 8
Ghosts of Saltmarsh - DM
Sildar is slapped by a flailing tentacle, and nearly loses his balance from the blow.
Ghosts of Saltmarsh - DM
OOC: You know, if you want to flank with Harukai you can get advantage on those attack rolls...
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Still seeing everyone else engaged in melee with the creature, Jackson will continue trying to damage the grick from afar with his distance spells, casting Guiding Bolt at first level.
Attack: 19 Radiant Damage: 11
(Just as a reminder if it hits: next attack after Jackson gets receives advantage)
Jackson's guiding bolt hits the Grick just behind where the tentacles connect to the body. A flash of radiant light bursts forth and the Grick is knocked down, twitches for a moment, and stops moving. No other enemies are present in this room.
Ghosts of Saltmarsh - DM
(I killed it with not one, but TWO natural ones? Thank Tyr for you all!)
"Let's move!" Jackson says, adrenaline still pumping from the battle. Assuming he hears nothing coming for them, he now takes the lead, making sure the hood of his red cloak remains up over his face as he continues east into the next room (that's filled with fallen rocks?).
Harukai will keep his sword out as long as it is needed for light, casting a quick glance around the room before leaving in case there is anything useful in there...
Perception: 7
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(I thought we already traveled south through the curtain and into the central chamber? Jackson is moving east now through the SE door of that center chamber into the room right-adjacent.)(If there's no immediate threat within that room or perceived threat coming from behind the curtains to the north or south, Jackson will proceed forward toward the door in front of him, heading east toward the room with the four beds).
OOC: My mistake. I must have been fixing it while you were writing your response. Sorry
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(All good np I just noticed right when I pressed "post reply" haha)
The group passes beyond the rubble and into the upper chamber with barrels and boxes. There are no enemies and nothing valuable to be found. Food items are contained in the barrels.
Ghosts of Saltmarsh - DM
Th exit to the north appears to be open to the outside of the castle. If nothing of interest is throughthat opening, Harukai will make a few notations in his map, then gesture to the eastern door.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Jackson will quietly peek through that door before proceeding, still ensuring he and everyone else is keeping up appearances as Redbrands. Stealth: 19
Jackson looks through the door and sees a hallway with a door at the end and another hall before the door that turns to the right. No enemies present.
Ghosts of Saltmarsh - DM
Harukai motions towards the east door once we move in, continuing to follow Jackson.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Jackson proceeds toward the door and attempts to do more of the same, attempting to quietly open the door in order to stealthy peer inside. Stealth: 14
This chamber has been set up as a crude living space, with thick furs thrown on the floor to serve as carpets, old trophies hanging on the walls, a large bed to the north, and a brazier of coals burning brightly. A round table with several chairs stands to the south near the door. Near the table, on the floor, is an unconscious dwarf who looks badly beaten.
As the group eases the door open, you hear two individuals arguing loudly. You can see a large bugbear and a female drow having a spirited conversation, pointing toward the dwarf on the floor. You also notice a wolf laying be the brazier.
Wolf's perception: 5
Ghosts of Saltmarsh - DM
As the door opens, the hinges make a barely audible creaking sound. The wolf raises his head, seeing your group begins a low growl.
Ghosts of Saltmarsh - DM