This post has potentially manipulated dice roll results.
Reginald of Neverwinter
Reg continues looking around the cavern, using his acute vision to look for secret doors on the walls, saying, "This wouldn't be much of a hideout without a secret exit of some kind."
Perception: *16
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(the first roll said dice roll unavailable so I re-rolled not wanting to get the dice manipulation error. When I re-rolled the first one rolled showed up along with the bottom 2nd roll)
This post has potentially manipulated dice roll results.
Reginald of Neverwinter:
Reg shrugs and continues following the right wall, waiting for others as needed if they wish to search. This takes him to the passage to the northeast, where he looks ahead to see if there are threats that direction.
Perception: *13
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Continuing around the chamber and to the northeast passage, you see no threats ahead. Continuing down the hallway you come to an intersection. Looking left you can see the steps you initially climbed down when coming from the cellar. The pathway to the right continues into darkness.
Moving down the path, you see a short hallway to the right that deadends and you move around this. You come to another split in the path where you can see another open cavern straight ahead and a hallway to the south. In the cavern ahead you can make out some bolts of cloth and casks stacked around the walls.
Captain Blackhand: Slapping the shoulder of Keric in front of him, the Captain says, "Yo, ho! Ye got the smell of the salt sea on ye too, dontcha matey? Do that look like rolls of cloth fer stitchin' sails to ye? It do to me!"
Jumping up and down excitedly, the Pirate continues, "They got themselves a smuggling ship! Let's steal it!" Beric laughs, overjoyed at the prospect of once again sailing the high seas.
He turns back to Reyllnn and says, "With those disguises ye so kindly unsoiled, we use the code to signal the ship and then jump them when they come ashore to unload their cargo. The perfect plan! What could possibly go wrong?"
Finally, he goes about searching the room for anything of value.
I wait at the first square inside of the newly discovered cavern (not in the entrance, one to the right of that) to give the captain and whoever else may need it some light to do whatever they are going to do
Reg will guard the unexplored passage to the south while the others check the storage room, keeping a lookout with his darkvision for any threats coming their way.
Perception: *18
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
As Shaul and Beric enter the cavern, you both notice movement and can see the glint of steel from a sword just south of the door. An orange-red skinned hobgoblin moves to strike with his longsword. You also hear movement as a bandit who was hiding just north of the entrance moves to strike as well.
I move one square to the right to fight the hobgoblin, I begin by punching it in the face
Attack: 16 Damage: 3
I then proceed to channel my newfound power to and spend a key point to use flurry of blows and I proceed to elbow the hobgoblin in the stomach and proceed to spin kick the hobgoblin
Reginald of Neverwinter
Reg continues looking around the cavern, using his acute vision to look for secret doors on the walls, saying, "This wouldn't be much of a hideout without a secret exit of some kind."
Perception: *16
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Keric Mar:
OoC - share of the gold is 6gp, 2sp each plus the ruby. Keric will put the ruby into the bag of holding unless anyone objects.
Keric casts guidance on those looking for secret doors and will also help them (for advantage on the rolls)
Reg, reroll your perception roll and roll a d4 also.
Ghosts of Saltmarsh - DM
Elias is guarding the rear
perception: 21
perception: 13
(the first roll said dice roll unavailable so I re-rolled not wanting to get the dice manipulation error. When I re-rolled the first one rolled showed up along with the bottom 2nd roll)
Reginald of Neverwinter:
Bless: *4
Perception with Bless: *17
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Elias, we will take the first dice roll of 21. Keeping your vision to the rear, looking for an ambush or other danger, you see nothing at this time.
Reg, looking around the new cavern, you see no secret doors or passages at this time. The only exit to this cavern is to the north.
Ghosts of Saltmarsh - DM
Reginald of Neverwinter:
Reg shrugs and continues following the right wall, waiting for others as needed if they wish to search. This takes him to the passage to the northeast, where he looks ahead to see if there are threats that direction.
Perception: *13
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Continuing around the chamber and to the northeast passage, you see no threats ahead. Continuing down the hallway you come to an intersection. Looking left you can see the steps you initially climbed down when coming from the cellar. The pathway to the right continues into darkness.
Ghosts of Saltmarsh - DM
Reginald of Neverwinter:
"Shall we keep going and following the right wall?" suggests Reginald, peering into the darkness with his darkvision as they round the corner.
Perception: *8
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Shaul
I nod and move us down the path to the right
Moving down the path, you see a short hallway to the right that deadends and you move around this. You come to another split in the path where you can see another open cavern straight ahead and a hallway to the south. In the cavern ahead you can make out some bolts of cloth and casks stacked around the walls.
Ghosts of Saltmarsh - DM
Captain Blackhand: Slapping the shoulder of Keric in front of him, the Captain says, "Yo, ho! Ye got the smell of the salt sea on ye too, dontcha matey? Do that look like rolls of cloth fer stitchin' sails to ye? It do to me!"
Jumping up and down excitedly, the Pirate continues, "They got themselves a smuggling ship! Let's steal it!" Beric laughs, overjoyed at the prospect of once again sailing the high seas.
He turns back to Reyllnn and says, "With those disguises ye so kindly unsoiled, we use the code to signal the ship and then jump them when they come ashore to unload their cargo. The perfect plan! What could possibly go wrong?"
Finally, he goes about searching the room for anything of value.
Perception: 11
"Not all those who wander are lost." - J.R.R. Tolkien
Shaul
I wait at the first square inside of the newly discovered cavern (not in the entrance, one to the right of that) to give the captain and whoever else may need it some light to do whatever they are going to do
Reginald of Neverwinter:
Reg will guard the unexplored passage to the south while the others check the storage room, keeping a lookout with his darkvision for any threats coming their way.
Perception: *18
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Elias will guard the South passage with Reg.
[spoiler]
Bandit stealth 17
Hobgoblin stealth 13
[/spoiler]
Ghosts of Saltmarsh - DM
As Shaul and Beric enter the cavern, you both notice movement and can see the glint of steel from a sword just south of the door. An orange-red skinned hobgoblin moves to strike with his longsword. You also hear movement as a bandit who was hiding just north of the entrance moves to strike as well.
Ghosts of Saltmarsh - DM
Ghosts of Saltmarsh - DM
Initative
Elias 9
Shaul 16
Beric 5
Rellyn 19
Keric 21
Reginald 17
Scout 9
Bandit 15
Hobgoblin 7
Sanbalet 9
Ghosts of Saltmarsh - DM
Shaul
I move one square to the right to fight the hobgoblin, I begin by punching it in the face
Attack: 16 Damage: 3
I then proceed to channel my newfound power to and spend a key point to use flurry of blows and I proceed to elbow the hobgoblin in the stomach and proceed to spin kick the hobgoblin
Attack: 17 Damage: Unable to parse dice roll.
Attack: 23 Damage: 3
I then move one more square to the right