(5e) D&D Adventure League (Inactive)

Game Master DaWay


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HP 2/15 | AC 15; Saves STR, CON; Perception +2; Init +2

Adyl approaches Constance: "Can I help the labor? Dye is not my expertise but I've got a good back."


Adyl Dinedes wrote:
Adyl approaches Constance: "Can I help the labor? Dye is not my expertise but I've got a good back."

Thorgrund nods in agreement.

"Aye...same for me."


Female Elf Cleric 1 || AC 14 || HP 1/9 || Initiative +3 || Passive Perception 14

I'm happy to do what I can to help, as well.

Lantern Lodge

Male

After a hard night's labor you are able to produce the dye required by the agreement set forth by her parents. Sure enough the Red Plumes arrive in the morning to procure their shipment.

When they leave, Constance thanks you profusely handing you a potion of fire breath and 2 vials of acid for your efforts.

Anything else you wish to resolve?


Female Elf Cleric 1 || AC 14 || HP 1/9 || Initiative +3 || Passive Perception 14

Just make sure we're all fully rested before we proceed. Otherwise, I can't think of anything I need to do.

Lantern Lodge

Male

anyone?


HP 2/15 | AC 15; Saves STR, CON; Perception +2; Init +2

I don't think there is anything else to resolve. Check on the drow?


Male Human Bard AC16, HP 1/10 THP0 Init:+3 PP:12 Spells: 1: 0/2 Bardic Insp: 0/3 DS: 0/0

Whew, that was a full night of fun! Constance, good luck and I am extremely impressed with your resolve. Please look us up if you need any more help! Kelend gathers his things and leaves with the rest of the party.

Well, want to spend a night at the tavern? I think I've performed here before, I might be able to get some of our rooms comped.


Male Half-Elf Warlock 1 || HP: 10/10 || AC: 12 || Init: +1

"Cheap rooms sounds wonderful."

Maybe check on the Drow? If not a night in a tavern and rest sounds like a great plan.


Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1

Sorry had a long weekend, and there's been a lot of updates

Svala has little else to add, will aid with the Dye production etc.

Lantern Lodge

Male

The drow will eventually recover.

Everyone +82 XP
33.33 Gp Each
1 potion of fire breath
2 Vials of acid
+1 Renown for Zhentarim only
5 Downtime days.

Ill get the start of the enext adventure posted later tonight

Lantern Lodge

Male

The madman's words spoke of the Spring of Blessed Life. Local legends state that those who drink from the spring before important events--childbirth, marriage, or coming of age, for example--find good health and good fortune for years afterward.

Recent rumors, however, speak of the area around the spring becoming suddenly haunted and unwelcoming. Supernatural phenomena drive people mad as they seek the spring, pilgrims of the spring go temporarily blind as they seek it, and several people have not returned from pilgrimages there.

You find yourself on the edge of the Cormanthor Forest, at the headway of the trail that leads into the forest and to the Spring of Blessed Life. The trail is well marked and clear, as it is frequently traveled.


Female Elf Cleric 1 || AC 14 || HP 1/9 || Initiative +3 || Passive Perception 14

perception: 1d20 + 4 ⇒ (1) + 4 = 5 Anything seem off, out of place, sinister, wrong, or any other "it's not quite right" adjectives?


Male Human Bard AC16, HP 1/10 THP0 Init:+3 PP:12 Spells: 1: 0/2 Bardic Insp: 0/3 DS: 0/0

Well, this looks to be the place, maybe we can solve this mystery, and come up with a good story in the process!

Kelend smiles to the group, attempting to raise everyone's spirits.


Thorgrund looks more stern than usual as he peers into the forest.

"Haunted spring, eh? Well...in we go then! Eledia, Notheah, this here's an elfish lookin' place, so...lead on!" he says with a wink to Svala.

Lantern Lodge

Male

As the canopy gets denser and the sunlight fails to filter through, a sense of darkness or foreboding fills the area. The chirps of the smaller fauna disappear, and a humid haze covers the ground.

Ahead of you a human man is sprawled on the ground just off the trail. He moans and tries to push himself to his feet, but then he collapses again.


HP 2/15 | AC 15; Saves STR, CON; Perception +2; Init +2

Adyl quickly rushes over and tries to help him to his feet. "Are you alright?"


Female Elf Cleric 1 || AC 14 || HP 1/9 || Initiative +3 || Passive Perception 14

Eledia follows Adyl. heal check to evaluate his condition: 1d20 + 4 ⇒ (15) + 4 = 19

Lantern Lodge

Male

Where's Dottee, you got to help my wife Dottee. The dogs, they attacked us. Will you help me look for her? He stands to his feet, shakey but stable nonetheless.

Eledia he is in rough shape, but will survive. He will actively refuse any healing saying that Dottee will need it more.

Everyone, you are all full up, we hit reset and are on to the next adventure.


HP 2/15 | AC 15; Saves STR, CON; Perception +2; Init +2

"What is it with the dogs in this area?" says Adyl to himself.

"We can help you but tell us, what were you doing out here?"

Lantern Lodge

Male

We just found out , that me wife is pregnant. We were going to the spring for a blessing.


HP 2/15 | AC 15; Saves STR, CON; Perception +2; Init +2

Adyl's eyes widen slightly at the idea that this missing woman may also be bearing child.

"Quickly man, where did you last see her?"

Lantern Lodge

Male

Here. When the dogs attacked, though one did seem larger than a typical dog. He looks down at his scimitar, Here take this, you look like you can handle weapons better than me.

He hands you a silvered scimitar that bears a family crest, his family crest.


HP 2/15 | AC 15; Saves STR, CON; Perception +2; Init +2

Adyl nods and takes the sword and starts to search the area for signs of where the woman named Dotte may have gone.

Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Nature: 1d20 + 1 ⇒ (4) + 1 = 5


Male Human Bard AC16, HP 1/10 THP0 Init:+3 PP:12 Spells: 1: 0/2 Bardic Insp: 0/3 DS: 0/0

Lead the way, help us find your wife!


Thorgrund scans for tracks as well.

Perception: 1d20 + 3 ⇒ (1) + 3 = 4

Lantern Lodge

Male

Further down the trail with Wittel...

Moving deeper into the forest, you begin to realize something isn't quite right here. The sun appears briefly to guide your travels toward the spring, only to appear later in the wrong place, showing that you somehow got turned around despite your best efforts and expert navigation. Magic is at play here for sure.

Sudden unearthly shrieks ring out from behind trees, but investigation shows nothing there. Strange lights draw you down a side path, only to disappear just before you are close enough to find their source.


Female Elf Cleric 1 || AC 14 || HP 1/9 || Initiative +3 || Passive Perception 14

history: 1d20 + 4 ⇒ (6) + 4 = 10 Has something like this happened before?
nature: 1d20 + 4 ⇒ (5) + 4 = 9, survival: 1d20 + 4 ⇒ (11) + 4 = 15 to keep from getting lost (we can still go off the trail, but I don't want to lose our sense of direction - we should still know where the path is and which direction the spring is).


Male Half-Elf Warlock 1 || HP: 10/10 || AC: 12 || Init: +1

Arcana: 1d20 + 2 ⇒ (17) + 2 = 19 What kind of magic is at play?

Lantern Lodge

Male

Eledia has no idea what is going on, though she is able to continue in the correct direction towards teh spring with the help of Wittel pointing out landmarks, though at this point you are getting a little tired of hearing about Dottee.

Notheah some seems to be illusion others enchantment, none seem to be meant to harm rather as if someone was trying to scare you off the path.

Whomever is in the lead please make a Perception check, take advantage due to help from Wittel.


HP 2/15 | AC 15; Saves STR, CON; Perception +2; Init +2

Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Perception: 1d20 + 2 ⇒ (17) + 2 = 19

Lantern Lodge

Male

Adyl sees a cleverly disguised pit trap with the aid of Wittel, The pit is some 20' deep, hidden under some twigs, leaves and grass.

While investigating the pit, Adyl gets a whiff of a gas, please make a DC 11 Wisdom Save.


Thorgrund notices Adyl sniffing the air.

"What is it, lad?"


HP 2/15 | AC 15; Saves STR, CON; Perception +2; Init +2

Will: 1d20 ⇒ 16

"Pit trap"

Lantern Lodge

Male

Thorgrund you don't notice anything amiss.

The strange lights, sounds, and unnatural effects increase the further you travel into the Cormanthor Forest. Spectral shapes occasionally float at the edge of the mist-shrouded path, only to melt away upon closer inspection. It is difficult to tell even what direction you are traveling now.

Unexpectedly, the trail opens into a small clearing. The center of the cleared area contains a grisly scene of dead and mutilated bodies, all human. Their wounds look like a multitude of bite marks made by small canine creatures.

Just as you start to investigate, a noise interrupts you. Coming into the clearing from a different direction are two humans, a male and a female. They are covered in sweat, are breathing as if having run, and have a look of panic in their eyes.


HP 2/15 | AC 15; Saves STR, CON; Perception +2; Init +2

Adyl motions for the group to stop, immediately suspicious of the circumstances.

"What has happened here?"


Female Elf Cleric 1 || AC 14 || HP 1/9 || Initiative +3 || Passive Perception 14

nature: 1d20 + 4 ⇒ (18) + 4 = 22
survival: 1d20 + 4 ⇒ (15) + 4 = 19
investigation: 1d20 + 2 ⇒ (17) + 2 = 19
arcana: 1d20 + 2 ⇒ (8) + 2 = 10

All those to try and figure out what happened here.

Lantern Lodge

Male

They relay to you that the six of them, pointing at the bodies are followers of Mielikki who came to leave offerings at the Blessed Spring of Life. Dog-like creatures came and started to attack while they escaped into the mists.

We know the way to the spring, please come with us there, they beg. They add that they thought they heard a woman crying for help in that direction, which makes Wittel even more desperate to get there quickly.

Please remember I asked for daily posts during week days.


Male Human Bard AC16, HP 1/10 THP0 Init:+3 PP:12 Spells: 1: 0/2 Bardic Insp: 0/3 DS: 0/0

Kelend nods and is ready to follow


Female Elf Cleric 1 || AC 14 || HP 1/9 || Initiative +3 || Passive Perception 14

Eledia waits for more information, or for someone to head out again.


HP 2/15 | AC 15; Saves STR, CON; Perception +2; Init +2

Adyl is suspicious of the circumstances but follows regardless.


"Lead on, then..." says Thorgrund grimly.

Lantern Lodge

Male

The two leading the group start waving their hands at an invisible would be harassment, they then start cursing- and then snarling and immediately start changing into a form halfway between jackal and man, they let out a snarl and more would be attackers make their appearance.

Everyones hit points should be at full, I am also having trouble gauging the parties strength because Svalva and Notheah have not posted in a while. As it stands with Thorgrund, Adyl, Kelend, and Eledia you are facing one jackelwere and three jackals or three jackelweres and 6 jackals.

For now go ahead and post initiative, I will have to do it once I have giving everyone a chance to chime in.


HP 2/15 | AC 15; Saves STR, CON; Perception +2; Init +2

Initiative: 1d20 + 2 ⇒ (19) + 2 = 21


Female Elf Cleric 1 || AC 14 || HP 1/9 || Initiative +3 || Passive Perception 14

init: 1d20 + 3 ⇒ (2) + 3 = 5


Male Human Bard AC16, HP 1/10 THP0 Init:+3 PP:12 Spells: 1: 0/2 Bardic Insp: 0/3 DS: 0/0

Initiative: 1d20 ⇒ 6


Initiative: 1d20 + 1 ⇒ (17) + 1 = 18


Female Elf Cleric 1 || AC 14 || HP 1/9 || Initiative +3 || Passive Perception 14

Is it too early to post our actions?

Lantern Lodge

Male

Okay so it looks like it's the four of you.

Jackalwere 1 1d20 + 2 ⇒ (20) + 2 = 22
Jackalwere 2 1d20 + 2 ⇒ (16) + 2 = 18
Jackal 1 1d20 + 2 ⇒ (15) + 2 = 17
Jackal 2 1d20 + 2 ⇒ (2) + 2 = 4
Jackal 3 1d20 + 2 ⇒ (2) + 2 = 4

Initiative Order
Jackalwere 1, Adyl, Thorgrund, Jackalwere 2, Jackal 1, Kelend, Eledia, Jackal 2, Jackal 3

Jackalwere 1 moves to the closest target slashing at Adyl in a wide arc with their scimitar.
1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (4) + 2 = 6


HP 2/15 | AC 15; Saves STR, CON; Perception +2; Init +2

Adyl counters with a punch of his own.

Entering Rage

Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d4 + 5 ⇒ (4) + 5 = 9

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