Generic Dungeon Master |
Day 2, Sunday morning, turn 70, approximately 11:30 am
Perhaps it is the noise Beldak makes when he smashes the lid of the small chest, but Morgrym and Myna wake up from their momentary unconsciousness, and sit up taking in the situation.
Beldak’s blow breaks the delicate lock mechanism, and he hears a distinctive
*click*
The lid of the chest opens, now slightly off the mark, and a bit to one side, indicating the lid itself is damaged,
Inside Beldak sees hundreds of copper coins.
the party has found 1,000 copper pieces
Haarold – has 7 damage
Myna – has 7 damage
Sir Aethoduil – has 1 damage
Morgrym - has 11 damage
Aethorduil – used 1 hit die
Myna – used 1 hit die
Morgrym – used 1 hit die
Myna |
Myna nods his head in agreement to the idea of resting.
"Sorry we have to cut this short, but I really need to rest up if I am going to be of any use to the group."
Generic Dungeon Master |
Day 2, Sunday morning, turn 70, approximately 11:30 am
While the Party had been resting, Haarold, relying on his keen sight, sneaked out of the chamber telling Baeldak he was going to go look for Anders. He never returned.
Leaning heavily on each other, Morgrym, Aethorduil, and Myna follow Beldak as he leads them quickly back through the secret passageways, through the chamber, and out of the Palace of the Vampire queen. The going is quick, and Beldak keeps his light high to make sure everyone can follow as fast as they can.
Once outside Beldak takes a moment to get his bearings, and even though it was Anders and Haarold who led the way up the mountain trail, Beldak was confident he could find his way back down.
The trip up had been made by those energized from a good breakfast and the excitement of beginning a quest, while the trip down was made by brave heroes, tired, sore, but not discouraged. They took their time though, no sense in risking further injuries, and in a few hours they were back in the Black Village. The sun was still high in the sky, and to Beldak’s great relief, Benny was on guard duty at the door once again.
Day 2, Sunday afternoon, turn 91, approximately 3:00 pm
Back at the Kobold Hovel
Benny recognizes the Halfling, and seeing the injured friends with him he immediately opens the door, saying to Beldak
Benny Loamstone |
Dude, man, what did you guys run up against? Must have been wicked, gnarly and fierce. Careful on those stairs, man, and don’t forget the password when you get to the door. Hey, little dude, I kept your pony safe, I hope you don’t mind we sort of fed her some carrots and apples. She loves those things, man.
Beldak Bracegirdle |
Thanks dude! Can't tell you how much I appreciate this. Here's some coin for your trouble. Is Mortie working the door tonight? Come find me later and I'll recount our adventure as it's unfolded so far." Beldak greets Benny cheerfully for the hovel is a welcome sight.
He turns to his fellow adventurers "Gentlemen, welcome to Loamstone."
Give Benny 10cp
Mortie Steeltail |
Beldak halfling man, good to see you, man. Come in, come in.
Mortie shifts the locks a few times, saying
Top, middle bottom, no, wait, middle, bottom, then, wait, ouch, ow, wait. Bottom, yeah, middle top. Got it!
When the door is opened the party enters the basement of the ruin. There are no other here now, but Mortie says, Let me get the door closed and I’ll get Lorelei.
The door guard closes and locks the small, heavy door then runs off to fetch the guild master.
Generic Dungeon Master |
Lorelei escorts the four of you to the basement below one of the other buildings in the abandoned village, and then sends for food and drink. She is thankful for the offer to pay for the Hovel’s hospitality, and accepts 50 copper pieces, and no more than that.
The party can rest for the rest of this day, and the evening, enjoying roast chicken for diner, with spicy potatoes and radish sauce, flat bread with huckleberry preserves, and small beer.
The party can use any resources available to them to recuperate, and can benefit from a long rest. Lorelei will offer a healer’s kit to the group for 5 gold pieces, and a Potion of Healing, for 50 gold pieces (you can assume you took all 1,000 copper pieces from the chest in the Palace) . You can decide what you will do next, either leave the next day (Monday morning) after a Long rest, or wait a full 24 hours (unitl late Monday afternoon) and at that point you all recover one hit die of hit points as maximum value, and since you are all still level one you would be fully healed and have one hit die available for use after a short rest later.
If the party stays in the Lomestone Hovel for 24 hours, Lorelei will show up at the last meal the party joins with a short list of supplies that the hovel would like the heroes to think about picking up for the Kobolds if they journey back to Cipenny in the near future. She will have a few coins, and a few small semi-precious stones to give to the party to pay for the supplies, plus a little something extra for the party's trouble
Morgrym Rumnaheim |
Once standing Morgrym will cast cure wounds on himself.
1d8 + 3 ⇒ (4) + 3 = 7
The Valets waiting outside eagerly take their lord of the hands of the fellow adventurers. He hands his purse of 1,000 cp over to his valets and says This is for you, lot
I believe I have one more casting if someone wants it.
1d8 + 3 ⇒ (7) + 3 = 10
Sir Aethorduil Tarathiel |
I wish to save the princess, as do we all but her continued well being is not in our immediate control. Having a safe haven to return to is... I propose we undertake the hazardous journey to Cipenny to obtain supplies for the community. We are doing both good for the community and ensuring the survival of this safe hold... what say you all?
Sir Aethorduil Tarathiel |
Lets at least take their list and see what we can find at the castle then - another days rest and we are good
Uses lay on hands for 1hp on self and 4 on anyone who needs it. We should be all maxed if we use healing surges and spells today and leave fresh on the morrow.
Beldak Bracegirdle |
"A fair trade has been arranged. We're to run an errand for Lorelei at our convenience. There's a small chance we'll find anything we need beyond Cipenny. Tonight we'll rest and discuss strategy based on what we know."
Beldak removes the map to the Black Village given to him by Right Reverend Drogglespok. He turns it over and begins drawing a map of the palace as he remembers it.
Generic Dungeon Master |
When everyone is ready to move one
Day 3, Monday Evening, Sunset, approximately 6:40 pm (turn 113, turn 1 of 6)
After a full day of rest, the party sets out once again up the shale covered trail to the entrance to the Palace of the Vampire Queen. Now that they are slightly more familiar with the tricks of the trail the party makes good time and reaches the doors just before sunset.
All counters are reset, the party is fully healed and has all resources available. The party has acquired two Potions of Healing. Is the party bringing the Pony this time? A new Marching Order map will be posted tonight, and as soon as you as ready, you can open the doors and enter the dungeon. I will get a list of goods desired by the Kobolds posted in the discussion thread. Good Luck Adventureres!
Sir Aethorduil Tarathiel |
Cautiously the Paladin enters and this time chooses the path that does not lead to the labyrinth. He motions Myna onwards 30 feet ahead to scout.
Generic Dungeon Master |
Day 3, Monday Evening, Sunset, approximately 6:40 pm (turn 113, turn 1 of 6)
As a reminder of what the entrance is like, as three of the Player Characters did not get the opportunity to experience it, I am reposting this bit of information
About ten to fifteen feet back, in the shadows of the opening in the wall between the towers there is a doorway. The doorway is made from blocks of granite each block is three feet wide and three feet high, and the top of the doorway is solid cap stone spanning a distance of ten feet and resting on the flanking stones stacked to either side that make the doorway. It looks like there is a pair of large doors.
The doors appear to be made of limestone. Each door is nearly five feet wide and over eight feet high. There is a slight gap, of only an inch or so where the doors come together in the middle, and a similar gap on the floor and above the doors between the doors and the cap stone. Each door is set into the stacked granite stones that make the doorway, and it is obvious that remarkable workmanship went into this design as the doors must be resting on pivot points carved into the granite blocks. You can tell right away that the doors must be pushed to open from this side, but you do not know how well they are balanced.
Standing a few feet from the doors you can hear a low whistling coming from the doors and you can feel a cold wind blowing through the one inch gap between the doors.
The ground on this side of the doors is hard, packed earth, but you can see that the floor under the door is made of cut and placed stones.
There are no signs of anything having passed this way recently, and other than the continuous low whistling of the wind through the doors, coming at you, all is silent.
Is it Foggy in the Dungeon?: 1d6 ⇒ 6
The doors open easily, with minimal effort, and reveal, once again, a twenty foot wide passageway going northward into the mountain.
Forty feet to the north there are two sets of double doors (also made of stone). One set of doors on each side of the passageway, and the passageway continues past these. You explored the area beyond the two doors on the left, which led to a chamber, a secret door, a maze, and a hidden chamber.
Myna sneaks forward, in the darkness and immediately finds himself in total darkness surrounded by a thick blanket of fog.
The Dungeon is in Darkness (Heavily Obscured) and occasionally is filled with Fog (roll d6 after any Long Rest, on a roll of 3+ the Dungeon is filled with Fog). This makes the Dungeon an area that is Heavily Obscured from two different conditions. Characters with Darkvision can see as if the Dungeon were Lightly Obscured to the range of their Darkvision, as long as there is no Fog. Darkvision range is reduced to half in Fog. Characters without Darkvision who are not using a light source will suffer the Blinded Condition while in the Dungeon, and characters with Darkvision are subjected to Disadvantage on Perception Checks that rely on sight.
When it is foggy, a -5 modifier to your Passive Perception Score will be applied to any situation where Surprise must be determined and characters must rely on sight to avoid being Surprised. Most monsters must be seen in order to avoid being Surprised by them, however special allowances will be made for unusually odorous or noisy monsters.
Beldak Bracegirdle |
As they pass through the entrance into the now foggy hall Beldak casts light on his staff and tries to make heads from tails in this infernal mist. "Maybe we'd be better off with a little heat," he says rummaging through his pack for a torch.
Generic Dungeon Master |
Day 3, Monday Evening, Sunset, approximately 6:40 pm (turn 113, turn 1 of 6)
Morgrym hustles to catch up with Sir Aethorduil, while Myna sneaks as far forward as he dares, given the limited visibility. When Beldak lights a torch, some of the fog begins to burn off, and reveal a little more to the eyes.
Soon the party is standing at the two sets of double doors, one on the left and one on the right, and to the north the Passageway continues on into the foggy darkness
Generic Dungeon Master |
Day 3, Monday Evening, Sunset, approximately 6:50 pm (turn 114, turn 2 of 6)
The party is forced to move at a snail’s pace. It is almost impossible to see more than a few steps in any direction.
I’m imagining Myna will only dare to venture as far as 15 to 20 feet ahead of the party, from a position where he still be seen by the others, and he can easily see the torch in Beldak’s hand, further than this is going to mean regular checks to keep from getting accidentally separated.
When Myna reaches the two sets of doors, he waves at the Party to stop, just for a moment, while he listens at each door
Left, Stealth: 1d20 ⇒ 7
Right, Stealth: 1d20 ⇒ 11
Myna |
Myna quietly moves back to the party and tells them what he has heard.
"It is quiet on the left side, but I can hearing what sounds like snoring on the right."
Generic Dungeon Master |
Day 3, Monday Evening, Sunset, approximately 6:50 pm (turn 114, turn 2 of 6)
Myna steps to the side, and places his hands against one of the doors, while nodding to Morgrym who moves up to take a similar stand against the other door. Sir Aethorduil tightens his grip on his sword, while Beldak raises the torch as high as he can. On a signal, Myna and Morgrym both shove the doors open.
The fog spills into the room, flowing across the ground at first, but before it can obscure the room completely, Morgrym and Myna catch sight of a single goblin, armed and armored, sitting on a piece of a tree log, cut to be a small stool. On the ground near this goblin are three more goblins, also wearing armor, but they are curled up on their sides, their hands folded under their heads, and they are sleeping soundly.
Round 1,
In Round 1, the Party has surprised a Goblin sentry and his friends who are sleeping. Each character may take actions this round, and then I will establish Initiative for round 2, if there is a need to do so.
Beldak Bracegirdle |
Beldak follows them into the room holding the torch high. Morgrym charges ahead and swats an armored goblin upon a stool.
"SHHHH"
Ray of Frost on sentry: 1d20 + 5 ⇒ (13) + 5 = 18
damage; -10 move speed: 1d8 ⇒ 4
Generic Dungeon Master |
Day 3, Monday Evening, Sunset, approximately 6:50 pm (turn 114, turn 2 of 6)
Before the sentry can say a single word, Morgrym rushes him, and clobber’s the sitting goblin hard with his warhammer. The blow drives the goblin off the stool and the surprised goblin spins, and staggers around trying to get his balance. Suddenly Beldak follows the dwarf into the room and blasts the goblin with a spell that freezes the goblin in place, dead.
Myna and Aethorduil rush in, silent and quick on their feet, until they are standing over the three sleeping goblins with their weapons held ready at the goblin’s throats.
The sentry is dispatched before he can raise an alarm. There are three sleeping goblins on the floor.
Morgrym Rumnaheim |
Morgrym will move over to the next goblin, stradle him and bring the warhammer down on to his unsuspecting head.
Assuming advantage
1d20 + 5 ⇒ (16) + 5 = 21
1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d10 + 3 ⇒ (1) + 3 = 4
Generic Dungeon Master |
Day 3, Monday Evening, Sunset, approximately 6:50 pm (turn 114, turn 2 of 6)
Upon Sir Aethorduil’s cry, Morgrym pulls his hammer out of the Goblin Skull, which kills the sleeping villain.
Perception Check: 1d20 - 5 ⇒ (20) - 5 = 15
The other two goblins wake at the sound of Aethorduil's alarm, and they freeze on the ground in fear.
Sir Aethorduil Tarathiel |
How many are left? If the only two remaining are at our sword points then The paladin attempts to parry the dwarfs execution blow against his prisoner 1d20 + 6 ⇒ (20) + 6 = 26