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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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 think there's another trap here. This place must have had quite the security system when it was at its prime." He kneels down to take a closer look and see if he can deal with it.

Disable Device: 1d20 + 12 ⇒ (12) + 12 = 24


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

"It makes Úlf wonder who they were trying to keep out! Is lot of trouble to go to for something simple like goblins or orcs."


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

"Dwarfs do like their privacy." Tyler supplies dryly.


Kyrus is able to disable this mechanism also. The group moves through the rest of the rooms on this level, only finding cobwebs and various footprints in the dust. One of the passages leading northwards (area 22) is collapsed and full of debris.

One of the group notices a discoloration on a wall, which leads to the discovery of a secret door. With a little prodding you manage to trigger the lock and the wall slides away to reveal a 20' x 20' room! The room stands empty, but there is an air shaft in the ceiling with iron rungs set into the wall...

You have three choices to leave this level (besides the four stairs/ramps you already have explored). Area 36 has the air shaft leading up. Area 21 has a ramp leading up. Area 20 has stairs leading up. You know that the steps in areas 31 and 33, and the ramp in area 24, lead up to the dwarven encampment, and the ramp in area 16 leads up to where you first came in. So...which way? =)


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

"Shall we take a look up this air shaft, hopefully it will just lead to the surface and won't take long to confirm."


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

"It can't hurt. And maybe we can find other outlets that we can use to move around. If they're all hidden by secret doors, the other groups down here might not have found them."


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 nods "Sounds good to me. There might even be some undiscovered treasures." He adds jokingly.


You climb up about one level and come out in a 10'x10' room. On the west wall is the back side of a secret door - the locking mechanism is easily accessible from this side! Opening the secret door reveals a 30'x30' room with a passage to the south. This room contains a stone statue of an armored dwarf, standing in the center and facing south. The statue comes to life when anyone enters the room, holding a stone warhammer at the ready!

GM screen:
Initiative
Liren: 1d20 + 2 ⇒ (14) + 2 = 16
Ulf: 1d20 + 4 ⇒ (7) + 4 = 11
Tyler: 1d20 + 2 ⇒ (3) + 2 = 5
Amelleane: 1d20 + 2 ⇒ (2) + 2 = 4
Kyrus: 1d20 + 4 ⇒ (13) + 4 = 17
Creature: 1d20 - 2 ⇒ (4) - 2 = 2


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 brings his greataxe to bear as soon as the statue comes to life, but then hesitates, seeing that it did not immediately move to attack the group. Without taking his eyes away from the construct, Úlf questions the others. "...what is it waiting for?"


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 tries retreating back out of the room and suggesting others do the same, she's not familiar with creatures of animate rock, but can't imagine they are easy to break.
"If it just wants to guard the room, we can leave it for the Dwarves, maybe they know how to command it or deactivate it."


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

"Fighting what's probably a stone golem of some kind isn't my idea of fun. We had enough trouble with a gargoyle. But... it looks like this room is hidden even on this floor. If we could get past him, maybe we could get access to part of this floor that's not easily accessible or be able to come from a different direction. Shall we leave for now and remember this possibility?"


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

"Aye, mark it down for later exploration." Tyler agrees that this is the smart option.

Just to note a Cryptbreakers bombs are designed to work on constructs, if we do need to fight it.


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 nods in agreement with the others and backs away from the golem, though doesn't ever take his eyes off of it while doing so.


By staying out of the room with the stone statue, it stays in place. The group then heads back down the air shaft to the bottom level.

OK - so where to now? =)


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 offers. "There are two groups bothering the Dwarfs. The Orcs and this other mixed group. Perhaps we could go and thin out the Orcs enough for the Dwarfs to deal with them. That leaves them with only one problem to handle."


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 has a sudden inspiration. Holding out the Ironeater amulet given to him by Derval Ironeater he takes a step into the room again. If the Statue still seems hostile he'll back out quickly.


As Tyler steps into the room, the statue again animates, but remains in place. Taking a few experimental steps, it appears that the statue recognizes the amulet and takes no actions against Tyler!

Not written into the adventure book, but I like your thinking! Congrats on getting past the stone statue without hacking it to bits =) Oh, and everyone give me another perception check, please.


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

"Ok, I think we can keep checking this area." Tyler says to the rest of the party, letting out a long relieved breath as his test works.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17

It seemed a worthwhile chance. :)


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

Breathing a sigh of relief, Úlf claps Tyler on the shoulder. "Is good thinking! Will make looking around easier!"

Perception: 1d20 + 1 ⇒ (8) + 1 = 9


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

"Excellent thinking my friend. Maybe that will help us past a few other guardians too, if we're lucky." Kyrus hurries to keep up with the alchemist.

Perception: 1d20 + 10 ⇒ (9) + 10 = 19


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

"Have you come across many of these guardians? I am gald I joined up with you!"

Perception: 1d20 + 3 ⇒ (10) + 3 = 13


Tyler and Kyrus once again team up to discover another secret door on the western wall...the statue, having seen the amulet, remains motionless in the center of the room.

Secret door to the west or head south into the next room with three doors?


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

"I guess I'm just too curious, I can't go passed secret doors." Tyler shrugs.

West is my vote.


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

"It certainly is hard to pass up a mystery."


Opening the secret door reveals another 10'x10' foot with a shaft in the ceiling leading up. The amount of dust indicates no one has been here in centuries...


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

"Another one. I wonder if these were meant to be secret passages or if they're just the ventilation system."


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

"I suppost a ventilation system would be a weak point for invasion, makes sense to keep it hidden, are we going up again?"


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'm tempted to suggest staying here and taking a look around this floor. We don't want to leave anything important behind. But of course any other opinions are welcome."


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

"It sounds like good idea to me! Úlf doesn't want to leave any stone unturned, either."


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

"That is a good point. I agree with searching here first."


Searching this hidden level then!!

Heading south, you find a door on each wall of this 30'x20' room.


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 looks to the others, scratching his head. "One door is as good as another...but I think I will wait for those who know what a trap looks like to go first."


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

Checking all three doors.
Perception(Trapfinding): 1d20 + 7 ⇒ (5) + 7 = 12
Perception(Trapfinding): 1d20 + 7 ⇒ (14) + 7 = 21
Perception(Trapfinding): 1d20 + 7 ⇒ (3) + 7 = 10

Or three Aid another's. :(


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 (Trapfinding, Aided): 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Perception (Trapfinding, Aided): 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Perception (Trapfinding, Aided): 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26


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

Showoff.

Shall we try the east door first?


After checking each of the doors and finding no apparent traps, the group heads east. The door opens to reveal a 20' x 40' room - some sort of armory! Inside on stone shelves are a helm, a suit of dwarven-sized plate mail armor meant to go with the helm, gauntlets, a short sword, and a crossbow with 24 bolts.

The short sword has a faint blue glow to it.


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

"Well now, this is quite the find," Kyrus says. "But it's rather odd. I wonder if these belonged to someone specific. They might have been important if their armor deserved a hiding place like this."


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

"This place is a real labyrinth. Seems the safeguards for this room at least were warranted!"


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. Spellcraft on the glowing shortsword.

Spellcraft: 1d20 + 8 ⇒ (2) + 8 = 10 I just weep sometimes.


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 examine the crossbow, she's no knowledge of magic, but can at least check the quality.
"I don't think the armor will fit any of us. Should we take it back to the Dwarves or leave it here and let them know where to find it?"


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 think that we can afford to carry it back. And I'm sure that they'll be grateful to have it. Maybe one of them can tell us the history behind it as well."


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 idea! Dwarves have always been helpful to us so far."


Tyler can tell there are some magical aspects to the sword, but he can't tell anything specific. The group can carry everything in the room if you split it amongst yourselves.

Who has what - is anyone going to equip any of these items? And are you checking the other doors or heading back to take this stuff to the dwarves?


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

"Let's try to divide up the weight as evenly as we can then. And we should clear this level to see if there's anything else interesting like this before heading back. It will take far too long if we keep running from here back to the dwarves and then here again."


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

"That sword is obviously magic." Tyler sighs, "But I can't identify it, and something you don't understand is a bad thing to risk."

I will try on the other objects.

Tyler.
Spellcraft - Crossbow: 1d20 + 8 ⇒ (11) + 8 = 19
Spellcraft - Helm: 1d20 + 8 ⇒ (3) + 8 = 11
Spellcraft - Armor: 1d20 + 8 ⇒ (7) + 8 = 15
Spellcraft - Gloves: 1d20 + 8 ⇒ (15) + 8 = 23

Definitely taking a few levels of Wizard I think.


Ty, the way I read it, you can only identify the properties of a magic item using detect magic with your spellcraft skill.


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

Looking at the rules you're right. :(

So I really will have to take a Wizard level if we want to identify anything rather than heading back to the nearest arcane caster every time we find something.


So, south door or west door?


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

"Let's simply move in a circle." Kyrus heads to the south door and looks inside.


This room looks like a king's robing room. In a chest along the eastern wall is a suit of dwarven-sized bronze plate mail. Hanging on a rack on the western wall is a plain gray cloak with intricate stitching along the hem and cuffs in a crawling vine pattern. On a padded shelf on the southern wall is a crown, studded with 5 diamonds, 10 rubies, and 15 fire opals!

DC15 Appraise / Kn(nobility) or DC20 Kn(history) / Kn(local):
The crown and armor's fine craftsmanship and many jewels indicate it is the ancestral royal armor of the dwarves of Illefarn. Any elf will recognize the cloak that was given to the king of the dwarves by the royal house of the Fallen Kingdom. The dwarven faction are looking for these items!

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