Chronicles of Daggerford (Inactive)

Game Master Rhanloi Ehlyss

“Be not afraid of greatness: some are born great, some achieve greatness, and some have greatness thrust upon them.”

Maps / Handouts


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The group follows the passage west until it ends in a landslide of rubble most likely caused by the earthquake. There is a set of steps leading up to another level, and a passage heading south to where you came down from the dwarven camp. Four of Korin'’s followers are
always in this room (25), ready to stop any orcs coming down the shaft from above.

Up the stairs at the northwest corner of the map of level 4, or head east towards rooms 31, 34 and 35?


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

East is good for me.


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

To the rising sun!


The group follows the passage to the east. You come to a four-way intersection - to the south is the large cavern, to the north is a small room with a set of stairs leading up. There is an open pit trap blocking the way to the east, though. This 10' deep pit has a number of rusty iron stakes sticking up from the bottom, with a skeleton in old leather armor impaled on several. Next to the skeleton you can see a short sword and a broken shortbow.

DC15 Perception:
The armor is aged, and damaged, beyond repair, but you notice the straps of a backpack. You can't see the whole pack because it is under the body!

(To jump across the pit will take a DC11 Acrobatics check. Climbing down the rough stone walls requires a DC20 Climb check. Lowering yourself over the edge and dropping the 4-5 feet to the bottom, staying on your feet after landing and avoiding the metal spikes, requires a DC20 Acrobatics. You get bonus points for creativity =)


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Perception: 1d20 + 10 ⇒ (8) + 10 = 18

"Poor soul. It looks like he feel afoul of one of the old traps here. Still, perhaps he can be of help to us still." Kyrus reaches into his back and pulls out a long cord of rope. "Someone hold this. Or two of you preferably. I can lower myself down and recover his gear. I can see a pack, and perhaps he has something interesting on him."


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

"I can hold you, but Ulf's probably as strong as two of me..."


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

Úlf gives a nod at the suggestion. "Úlf would be glad to hold rope and lower you down."

Perception: 1d20 + 1 ⇒ (13) + 1 = 14


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Climb: 1d20 + 1 ⇒ (18) + 1 = 19 Climbing down a wall with a rope is DC 5 so...

"Thank you kindly." He hands the rope to the pair and carefully lowers himself into the pit, moving slowly to get to the ground between the spikes without impaling himself. He picks his way through the spikes and collects the man's backpack and the shortsword if it's still in decent condition. He leaves the body and the rest and climbs back up with the gear slung over his shoulder. "Let's see what he was carrying."


The shortsword is in surprisingly good condition, considering the leather backpack is tattered with age. Inside, you find what may have been some extra clothes, an old rope, and a bedroll that all disintegrate in your hands. The 50 gold pieces, of course, are still solid and valuable, although the markings on them are unique and not any that you've seen before. There are also, surprisingly, two vials full of a translucent blue liquid that survived the fall and the passage of time!

As you are investigating these items, you hear a faint scuffling further along the passage beyond the pit. Kyrus catches a glimpse of a head, most likely a human male, looking around the edge of the southern branch (from room 35).


M Human Warpriest 4. AC 17 Touch 11 FF 16. HP 35. Fort +6, Ref +2, Will +8. Init + 2. Perception +5

A figure dressed in a grey set of armor trimmed in red and a great sword over one shoulder steps into the corridor. A glowing orb is held in one hand as he looks over the party.

"Greetings fellow adventurers. I am Battle-brother Liren Keel, follower of Our Lord in Iron. I mean you no harm and welcome you as friends."


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Split the gold and identify the potions? We can just hang on to the sword.

Kyrus raises an eyebrow as he sees the man come around the corner. "Hello there," he says carefully. "I didn't expect to see anyone down here who wasn't trying to kill us. What brings you to this place?"


M Human Warpriest 4. AC 17 Touch 11 FF 16. HP 35. Fort +6, Ref +2, Will +8. Init + 2. Perception +5

"The foggy direction of my god. I was led here by his prompting, and if you know anything about Gorum, then you know his prompts are not subtle. While he saved me from that trap, I was stuck on this side without rope to climb down. An embarrassment for sure, but I have already paid my penance to The Iron Lord."


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

"Is good you did not fall into trap, else you may have made your penance in person! If you mean us no harm, I think we do not mean any to you. There is plenty here that does, though. Is good to be on guard!"


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

"Indeed, it's lucky that you haven't fallen afoul of one of the traps or bands of orcs or bandits lurking down here. Give us a moment and we'll try to help you out. I can throw some rope across for you to get across with."


M Human Warpriest 4. AC 17 Touch 11 FF 16. HP 35. Fort +6, Ref +2, Will +8. Init + 2. Perception +5

"I thank you all, and I most certainly do not mean you any harm...in fact I believe I was sent here to find you."


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

"You're going to have to explain that later," Kyrus says.

Is there somewhere to attach the rope so he can get across? Or a lip or ledge on the edge of the pit that he can shimmy across with our help?


No - the walls are fairly smooth (because the dwarves are expert stonemasons, after all) and the pit walls are only slightly more rough (hence the high DC to climb down without a rope.) So give me your most creative solution to this problem =)

Also, is anyone checking the potions and/or sword? Please describe how you're doing that.


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

Measure out enough rope to reach the other side of the pit. I'll apply alchemists glue to both ends. Fix one end on our side, toss the other end over to Liren and he fixes it on his. It sets and he shimmies over on the now set in place rope.


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Ami will leave the potions for someone with more training, but if no-one else wants to take a look, she'll take a few swings with the sword.


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

Úlf will do the same; potions and tinctures are not at all his area of expertise.


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

I like Tyler's plan, and he can check the potions once we've got our new friends across safely.


OK - DC10 reflex save from Liren to make sure he doesn't catch the part of the rope with gorilla glue on it =) DC10 acrobatics to cross the rope, assuming you set it near the wall and not in the middle of the floor...

The shortsword is a masterwork weapon with an exceptionally keen edge!


M Human Warpriest 4. AC 17 Touch 11 FF 16. HP 35. Fort +6, Ref +2, Will +8. Init + 2. Perception +5

Not sure why, but this thread does not show up on my main campaign page. Am I added as a player??


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

That glitch happens every once in a while.


M Human Warpriest 4. AC 17 Touch 11 FF 16. HP 35. Fort +6, Ref +2, Will +8. Init + 2. Perception +5

Ok, now I notice my post from yesterday is gone too....system is getting glitchy-er and glitchy-er!

Reflex Save: 1d20 + 2 ⇒ (2) + 2 = 4

Well ....poo!


OK, Liren - you should be fixed now for seeing the game now!

Tyler applies a special alchemical liquid to the rope in two places and throws one end across the pit towards Liren, who catches it in his off hand. Right where the glue is...Fortunately, the warpriest quickly pulls the rope off before the glue is fully set and only removes a small amount of skin in the process. (Take 1d3 ⇒ 1 points of damage)

After affixing the line to the ground near the wall (but not too close), he begins to shimmy across...

(Acro or climb check, please. =)


M Human Warpriest 4. AC 17 Touch 11 FF 16. HP 35. Fort +6, Ref +2, Will +8. Init + 2. Perception +5

Climb: 1d20 + 1 ⇒ (15) + 1 = 16

Liren makes his way across the rope and finally arrives on the side with the rest of the party.

"My thanks! While Gorum was able to keep me from dying of thirst, I was getting a little worried about food! Again, I am Liren Keel, Battle-Brother of Our Lord in Iron."


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

"Kyrus Leafstrider," the half-elf says, offering a hand to the priest. "A common hunter with a knack for tricks and traps who occasionally makes the time to thank Old Dead-eye for his blessings. It's a pleasure to meet you my friend." Once their potential new ally is safely across, Kyrus gives the rope a few hard tugs to pull it loose and regain his rope as best he can.


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

Tyler applies the Alchemical solvent and returns to rope to Kyrus.

"Well met Liren." He says cheerfully. "Tyler Crane. Alchemy and traps are my trade."


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

"Amelleanne or Ami, if that's too long." she smiles at Liren, "I'm afraid I'm little more than a servant with a little experience in the local militia"


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

"Úlfheðinn Sigmundarson, but most call me Úlf! Is good to meet you, Liren Keel! You will find there is much work to be done for warriors if you stay long with us."


Any more dialogue/intros? If not, then I'm assuming you're going to finish out this level?

The now slightly larger group continues their exploration of this level, heading south to the large cavern and then east, following the passage the bandits took earlier. You get to a four-way intersection, with passages north, south, and east.

DC20 Perception:
You spot a loose stone in the floor to the north of you, indicating another possible trap!


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Once their new ally is acquainted with the group, Kyrus takes his customary place at the lead as they keep moving. He keeps an eye out for more traps or obstacles along the way, but doesn't see much.

Perception: 1d20 + 10 ⇒ (6) + 10 = 16


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

Tyler follows Kyrus, looking around cautiously.

Perception(Trapfinding): 1d20 + 7 ⇒ (12) + 7 = 19


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Someone aid another and Tyler gets it. I would, but I'm not sure it's in the spirit of the game to swap mine to an aid when I missed the check on my own.


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Perception: 1d20 + 7 ⇒ (6) + 7 = 13 If I can use that to assist I will do so, though it feels odd for a perception check


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

Perception (Aid Another): 1d20 + 1 ⇒ (11) + 1 = 12


I will always take the highest roll and use others' to aid for perception checks. I figure everyone is looking for anything peculiar and you'll naturally help each other out. So in this case, Kyrus actually helps Tyler notice the loose stone in the floor to the north of you, indicating another possible trap...


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

With our luck on perception that's a very wise move. :)

Once Kyrus prods Tyler about the loose stone Tyler will attempt to disarm the trap. Making sure the rest of the party is back a bit. :)

Disable device: 1d20 + 11 ⇒ (13) + 11 = 24


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Kyrus takes Tyler's advice to stand clear just in case, but he's ready to help if the alchemist needs a hand.

Disable Device Aid Another: 1d20 + 12 ⇒ (8) + 12 = 20


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

Heh. You're actually better at spotting and Disabling traps than me. In future I'll let you go first and I'll assist. Can you handle magical traps?


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Yup. I get Trapfinding from my archetype. Frankly, we're close enough that we can work more or less interchangably. Which could be helpful if we have to split up at some point in the future.


The combo of Tyler's and Kyrus' experience and deft hands allow them to disable the trap, which allows the group to freely pass through this area until they decide to re-arm it!

Exploring the rooms to the north reveal several 20'x20' chambers that were once likely a series of bunkrooms. There is broken furniture and nearly disintegrated mattresses, but nothing of value here.

South or east? Desired path to take?


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

"I suggest we try south first, then wrap back around. We can make sure we've cleared this whole floor that way."


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

"Sounds good to me." Tyler agrees with Kyrus.


South it is - give me another Perception check =)


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

Tyler.
Perception(Trapfinding): 1d20 + 7 ⇒ (8) + 7 = 15


M Human Warpriest 4. AC 17 Touch 11 FF 16. HP 35. Fort +6, Ref +2, Will +8. Init + 2. Perception +5

continuing to walk with the group, Liren quietly speaks with them.

"So what has brought you all to this place? Is there some task you are looking to complete?"


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Perception: 1d20 + 10 ⇒ (12) + 10 = 22

"We were first sent here to deal with a poison leaking from the ruins into the local water supply. We met the dwarves who are trying to reclaim this land from a horde of orcs and bandits, so we thought that we'd do what we could to aid them."


Kyrus stops everyone in their tracks and points out another loose stone in the middle of the floor in front of the room just ahead and to the west of your current position (see map of 4th level).

GM Screen:
Encounter: 2d6 ⇒ (4, 5) = 9
Encounter: 2d6 ⇒ (2, 2) = 4
Encounter: 2d6 ⇒ (4, 6) = 10
Encounter: 2d6 ⇒ (1, 1) = 2
Initiative
Leon: 1d20 + 7 ⇒ (10) + 7 = 17
Ulf: 1d20 + 4 ⇒ (20) + 4 = 24
Tyler: 1d20 + 2 ⇒ (7) + 2 = 9
Amelleane: 1d20 + 2 ⇒ (12) + 2 = 14
Kyrus: 1d20 + 5 ⇒ (18) + 5 = 23
Brynderie: 1d20 + 6 ⇒ (1) + 6 = 7
Creature: 1d20 + 2 ⇒ (17) + 2 = 19

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