Lhupo is definitely being resistant and attempting to raise the alarm. The magical aura from the staff has scared all other goblins from the room and Lhupo continues to remain defiant. The three strikes each hit him, causing more and more damage until the final strike is fatal. Jackson, restraining Lhupo, pulls his sword and runs through the torso of Lhupo, who he doesn't know is already dead, and throws him down in a crumpled heap on the floor. No other goblins are currently present.
Harukai looks around and sees all the other goblins gone. Shrugging his shoulders, he says, "Well, that didn't go exactly as expected. I suppose we should search the body and see what kind of clues to Gundren's location we can find."
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"That was definitely a close one...," says Jackson, who bends down to search the body to look for evidence of Gundren's presence, as well as a signature item that can be used to identify Lhupo (like a significant piece of jewelry or piece of clothing that all other goblins would likely know is his, much like Iarno is identified by his glass staff. I'd cut Lhupo's head and use that as a token of intimidation against all other goblins in the castle, but Tyr forbids corpse mutilation).
This post has potentially manipulated dice roll results.
Assuming there are no goblins around and we have a moment, Harukai will pull out his quill and parchment and sketch out a rough map of the “castle” so far.
Calligraphy: 21
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
If we are done searching, we could go ahead and move into the next logical room to explore (while we are waiting for the map to be uploaded). Is there just one new exit, or are there several?
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
OOC: Sorry for the slow reply. Your group has entered through the main door on the west, turned left and went through the room with crates and barrels, and is currently in the room in the top middle with the altar.
OOC: Since we don’t actually see the whole map the GM was kind enough to lay out for us, I suggest we go east or west, clearing as we follow the outside wall of the castle. Thoughts?
”I will keep up the ruse for now, as it seems to frighten the goblins. Which way should we go next, Brother Greystone?”
Harukai grips the glass staff and prepares to move on, his map and quill easily at hand for mapping updates as they explore.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Umless there was a room we passed that looked or sounded like a prison, I say we keep going east. If no one objects, Harukai will head east and start following the ‘left’ wall, which should take us south through the curtain and then east into the large central room on the map.
This room is far enough removed from the outside rooms that it is completely dark. Upon entering the room you can smell an odd smell that is hard to pinpoint. It has hints of decay, but also a musty or swampy odor.
In the dark room you can hear a slithering and slurping sound. Nil, with his darkvision is the first to see the approaching monster called a Grick.
Harukai, having drawn his Moonsword due to the darkness of the room, flinches involuntarily when this creature of nightmares surges out of the dark and lashes at Sildar. Moving to engage the creature, Harukai takes a position on its left flank, swings once with his sword, then follows up with a stomp on its scaly hide (not actually flanking the creature now, but setting up for another character to flank it with him, should they so choose).
Moonsword: Attack: 21 Damage: 4
Stomp: Attack: 14 Damage: 4
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
This post has potentially manipulated dice roll results.
Jackson takes Talon and bears his shield. Watching Harukai move into melee after the creature narrowly misses Sildar, Jackson opts to remain back to first cast Toll the Dead.
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 18 Damage 9
Scimitar: To Hit 15 Damage 9
Defensive Flourish:6
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.
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OOC: Nicely done!
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Lhupo is definitely being resistant and attempting to raise the alarm. The magical aura from the staff has scared all other goblins from the room and Lhupo continues to remain defiant. The three strikes each hit him, causing more and more damage until the final strike is fatal. Jackson, restraining Lhupo, pulls his sword and runs through the torso of Lhupo, who he doesn't know is already dead, and throws him down in a crumpled heap on the floor. No other goblins are currently present.
Ghosts of Saltmarsh - DM
Harukai looks around and sees all the other goblins gone. Shrugging his shoulders, he says, "Well, that didn't go exactly as expected. I suppose we should search the body and see what kind of clues to Gundren's location we can find."
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"That was definitely a close one...," says Jackson, who bends down to search the body to look for evidence of Gundren's presence, as well as a signature item that can be used to identify Lhupo (like a significant piece of jewelry or piece of clothing that all other goblins would likely know is his, much like Iarno is identified by his glass staff. I'd cut Lhupo's head and use that as a token of intimidation against all other goblins in the castle, but Tyr forbids corpse mutilation).
Assuming there are no goblins around and we have a moment, Harukai will pull out his quill and parchment and sketch out a rough map of the “castle” so far.
Calligraphy: 21
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Ghosts of Saltmarsh - DM
Map is not loading properly, I will get to home PC and upload in a few hours.
In Lhupo’s robes you find his symbol to Maglubiyet, the god of goblins and hobgoblins.
Ghosts of Saltmarsh - DM
If we are done searching, we could go ahead and move into the next logical room to explore (while we are waiting for the map to be uploaded). Is there just one new exit, or are there several?
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Ghosts of Saltmarsh - DM
OOC: Sorry for the slow reply. Your group has entered through the main door on the west, turned left and went through the room with crates and barrels, and is currently in the room in the top middle with the altar.
Ghosts of Saltmarsh - DM
OOC: Since we don’t actually see the whole map the GM was kind enough to lay out for us, I suggest we go east or west, clearing as we follow the outside wall of the castle. Thoughts?
”I will keep up the ruse for now, as it seems to frighten the goblins. Which way should we go next, Brother Greystone?”
Harukai grips the glass staff and prepares to move on, his map and quill easily at hand for mapping updates as they explore.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"I will follow after you guys and bring up the rear with Sildar. Lead on, Brother, and let us make haste to find Gundren."
The group was led from the western chamber so you can backtrack toward the entrance or go south into the large room in the center of the castle.
Ghosts of Saltmarsh - DM
Umless there was a room we passed that looked or sounded like a prison, I say we keep going east. If no one objects, Harukai will head east and start following the ‘left’ wall, which should take us south through the curtain and then east into the large central room on the map.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
This room is far enough removed from the outside rooms that it is completely dark. Upon entering the room you can smell an odd smell that is hard to pinpoint. It has hints of decay, but also a musty or swampy odor.
In the dark room you can hear a slithering and slurping sound. Nil, with his darkvision is the first to see the approaching monster called a Grick.
Ghosts of Saltmarsh - DM
Initiative
Jackson: 7
Harukai: 19
Nilparin: 19
Sildar: 8
Grick: 21
Ghosts of Saltmarsh - DM
The grick has been instructed not to eat goblins but to stop any other intruders that Lhupo does not allow.
The grick keys in on the shiny armor of Sildar and will make an attack with its tentacles.
Attack: 10 Damage: 9
Ghosts of Saltmarsh - DM
Harukai, having drawn his Moonsword due to the darkness of the room, flinches involuntarily when this creature of nightmares surges out of the dark and lashes at Sildar. Moving to engage the creature, Harukai takes a position on its left flank, swings once with his sword, then follows up with a stomp on its scaly hide (not actually flanking the creature now, but setting up for another character to flank it with him, should they so choose).
Moonsword: Attack: 21 Damage: 4
Stomp: Attack: 14 Damage: 4
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Jackson takes Talon and bears his shield. Watching Harukai move into melee after the creature narrowly misses Sildar, Jackson opts to remain back to first cast Toll the Dead.
DC 13 WisST or 9 necrotic damage
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 18 Damage 9
Scimitar: To Hit 15 Damage 9
Defensive Flourish:6
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.