DM Greg's Red Hand of Doom

Game Master Algar Lysandris

ADD 3.5 Red Hand of Doom set in the March of Sterich - Elsir Vale

Map Elsir Vale
Map Drelin's Ferry
Map The Witchwood

Current Party Loot

Current Combat


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Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

We have been spotted. The sentry has moved toward the railway. But he don't seems to know if we are foe or friend.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

"Maybe we should hold here a moment and see if he can truly see us, or maybe he just hear us?" Borrum whispers to the others.


Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1

Amadar nods in assent to Borrum's suggestion. "Agreed",he whispers back.


Eladrin (Elf) Male Fighter (Arcane Archer) 1; AC15 ; HP13/[13]; passive perception 13; passive insight 13; Init +2;

If we get close enough (120', I believe) I could cast sleep and try to take him out silently!


Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1

I like that idea better then my idea actually Erlmander.


[LE] StoryTeller

For the moment you are the ones to have the initiative / control si i won't move you guys closer to the tower unless you tell me so


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

How dark is it? I would have gone at the darkest point in the night to help hide ourselves on the raft/skiff./

At 350' in the dark, I would have expected some big penalties to spot checks, so that we could get closer.


[LE] StoryTeller

it's a summer's Night, Lots of stars are out and you are on a row boat on a lake, with nothing but you for miles away... [the module tells me exactly a bunch of thing should you do exactly what you are about to do]


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Keeping his voice at a whisper, but you can hear the frustion all the same, "It looks like he can see us, Eyes suggest goin' back an thinkin' ah another plan, az no alarms seem ta have gone off yet. Maybe ah fog will rise up in ta morning an help conceal us?"


Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1

Whispering back, "It may also lead them to send out parties after us. We could ambush them and deplete their numbers. It is a pretty good plan my dwarven friend".


[LE] StoryTeller

so you are turning back or moving forward ? do you know that we are currently in the month of june so a heavy fog is very unlikely


Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1

If we go back we may be able to draw them to us to fight on our terms whereas if we go there now we fight on their terms.
I agree with Borrum, I think we go back.
If they do not pursue us, we can change our spells the next day to account for the little knowledge we do have.


Eladrin (Elf) Male Fighter (Arcane Archer) 1; AC15 ; HP13/[13]; passive perception 13; passive insight 13; Init +2;

I would agree...lets see if we cannot bring the fight to us!


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

As you wish. As they have spotted us, and we won't come they will be more alert tomorrow.


[LE] StoryTeller

The row boat turns around and lands back sefly on shore. No one comes knocking for answer

So where do you want to sleep / do for the night ?]


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

I would say stay in the Lizardman camp we cleared, give it the impression that it is still occupied so no one comes and bothers us. Do we have the ability to create a storm or cloud cover so that we can try again the next night? Maybe even disguise ourselves as lizardmen.


Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1

Agreed, we should obviously post a watch.
I can exchange my mix of spells for Obscuring Mist which I believe is on the Druid list. I will propose spells when I get home later to better assist with this next phase of the mission.


[LE] StoryTeller

The night passes uneventfully and the sun rise on the morning of June 24th. Our heroes after a well deservec breackfast convey a war meeting to decide what is going to be the plan for the day


[LE] StoryTeller

And so the party swimming under water approach the central structures while a lone lizzardmen is on the rowboat.

250 ft away from the belltower one of the sentry stops moving and monitors the approching rowboat.

party turn to "act"


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Keep moving forward with the rowboat, not focusing our attention on the guard. Heading to the large stone building near the lake's center, not the tower with the sentry.


Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1

Amadar is currently in Lizardman form rowing the boat to shore.

I would have cast Water Breathing on my 3 companions.


[LE] StoryTeller

as the party continu to aproach the sentry keeps looking in the direction of the lone lizard folk rowing

Perception: 1d20 + 4 ⇒ (13) + 4 = 17

The party ass the old Bell tower. This stone building, protudes from the lake at a slant, reaching a height of 30ft above the surface of the water. It appears that the tower is three stories tall, but only its upper floors remain above water.

The party after a bit approaches what must have been an impressive stone structure that now lies half submerge in the Lake. Its facade dispalys majectic heroes bearing heraldic lions and armed with swords, spears and bows. The building's ground floor is now completly submerged and its second floor sits just above the water level. The third floor is partially collapsed, exposing its rooms to the sky above. A wooden walkway has been lashed together around the building's perimetre. And a flooting cridge leads to a nearby low ruin surrounded by a wooden fence. Two flight of wooden stairs lead up along the facade to the ruined roof above

Amadar:
studdying the building as you row near it you guess that the easiest method of entering the Town hall is by way of one of the two stairways from the roof


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

So far so good.


[LE] StoryTeller

you can dock at any place Amadar. The underwater crew can exite the water from the back of the town hall with out beeing seen. But its front facing is in direct ligne of sight of the Bell tower and the guard is still posted there looking in your direction


Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1

Amadar will dock the boat in a location where it makes it easier for my comrades to sneak to the back of town hall. I am thinking on the floating bridge.

I will then step of of the boat and onto the dock. I will not head up the stairs yet but will circle the building to see if I can reconnect with the party. Trying to draw the attention of the sentry by doing so. I will not acknowledge him and will act as if I belong here.


[LE] StoryTeller

you can reconnect in the back of the building witout out any problem the wall behind is out from ligne of sight. (not the case for the side / front of the building)


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Before going out of the water, Galdamor wait under the boat while it's moving and a few minutes once stopped.


Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1

I will still head in that direction anyway as I want his eyes on me and not scanning anything else while the others make their way to the back of the tower.


[LE] StoryTeller

Amadar, you are currently docked at the Town hall. The sentry is in the Bell tower about 100ft away from you. He can from his view point see the front and most of both side of the town hall. Your friends are curently in the back of the town hall.


Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1

I turn my head this way and that then shrug and head to the back of town hall to meet up with the others.

"The sentry is well positioned to see all. Shall we try to find another way in?"


[LE] StoryTeller

i'll make a map of the town hall later tonight


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Yes, it will be better to go unoticed for the moment. I'm not that stealthy...

said Galdamor to Amadar's question.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Borrum grips the raft and moves hand over hand through the water to the edge of the walkway (N23) and brings his head up so he can get a look and hear.

Listen: 1d20 - 1 ⇒ (8) - 1 = 7
Spot: 1d20 - 1 ⇒ (5) - 1 = 4

If he doesn't notice anything, he climbs out of the water onto the walkway (N24), keeping a weary eye on the stairs.

------------------------------------------------
On Going Effects: Water breathing;


[LE] StoryTeller

if you do that Borrum you will be in the view arc of the Guard tower. The only area that they can't see is the West (the back) of the Town hall


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Ok... climb up on the west side of the town hall.


[LE] StoryTeller

Burrom climbs out of the water and into the wooden Walkway without any interpution nor any alarm


Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1

Amadar whispers to the rest of his companions, "Shall I walk the area to discover what is inside then report back? The sentry doe snot seem bothered by my presence at all".


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

"If yous feel up ta it. Dat water were beginnin' ta chafe," you hear whispered back.

------------------------------------------------
On Going Effects: Water breathing;


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Please do.

Erlmander, are you able to cast a message spell ? It will be easier to coordonate it you have it with Amadar.

said quietly Galdamor


Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1

I think our Elven Wizard is temporarily away. Shall one of us run his character while he is gone DM?

Walking normally as if he has been here before, Amadar heads up the stairs to investigate the Tower as well as the Town Hall.


[LE] StoryTeller

Amadar:
Climbing up the staircase you hear lots of noices ob ruuble beeing moved and at least 3 distinc voices talking to each others in a language that you do not understaind i think as you have no languages listed on your char sheet. No one has heard / spot you so what but you think that if you peek your head to see there would be a good chance that you would be seen also


Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1

DM:
Yes, I just have Elven and Common, I can speak Lizardmen while in the form but that is it. I should take Comprehend Languages from now on. Can I sneak by the doorway to get past in and maybe notice what is inside?


[LE] StoryTeller

Amadar:
it doesn't sound like the lizardfolk language. There are no doorway (to speak off. the stairs lead, as i said to the rooftop of the partially sunken building) you can use the build wooden stairway to try and take a peek but you might be noticed. Should you want to do so please make a skill check


Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1

Damn my response post got eaten this morning.

DM:
Amadar will walk by the open doorway then to the roof, if he can see inside to determine the races of those present, that would be great but he will not linger there.


[LE] StoryTeller

Spot: 1d20 + 2 ⇒ (9) + 2 = 11

Make me a hide check please


Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1

Hide 1d20 + 1 ⇒ (14) + 1 = 15

An extra +1 if I gain the Dexteriy of Lizardfolk


[LE] StoryTeller

Amadar:
you see 4 ogre (hide armor & great club) are moving rubbles and clearing the rooftop as you peek your head around the corner of the wall . it looks like it is a lot of work.


[LE] StoryTeller

so amadar ?


Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1

Sorry, work was just ridiculous this week.

DM:
Seeing the opponents are not ones he would wish to cross on his own he heads back to his companions.

Once Amadar arrive at the assembled group he explains what he saw, "The Sentry is in a good position to see our advance, up that stairs in a side room are four Ogres clearing out some debris from the tower. If we hit them by surprise the battle will be one I believe we can handle, if they have warning and the high ground it may be difficult. Any ideas to be rid of the Sentry quietly?


[LE] StoryTeller

he says as he return to the group so what now heroes ?

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