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

Game Master DaWay


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

Kelend shrugs and follows the dragon.


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

Eledia also follows the dragon. How much more lost can we get following that thing? Certainly not much. Perhaps it will even lead us somewhere we can be useful, if it doesn't bring us where we intended to go.

Lantern Lodge

Male

The dragon will lead you to the spring, and dottee who is unharmed but unconscious.


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

Kelend looks around, we best watch for an ambush, at least she appears healthy!

Lantern Lodge

Male

Actually we are at the end of the adventure, is there anything else you guys would like to take care of?


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

Um, ... can't think of anything besides the obvious: remaining XP, gold, and items distribution (assuming there are permanent items to be distributed, of course).


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

Like the end of the full adventure? What happened? Epilogue?


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

Revive the wife and bring them back to town.

Lantern Lodge

Male

The end of the third part where I can hand out xp. It ends with you finding dottee at the spring.

I will get the next part started either tonight or tomorrow afternoon.


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

Cool, thanks! Will we be able to level up?

Lantern Lodge

Male

+100 XP
+5 Downtime days
+1 Renown for Harper characters only
+0 GP

MISSION 4: The Death
The madman's words spoke of rothé and the possibility of the undead. The unmistakable stench of death assaults your senses as you approach the Allano rothé farm, where the madman's prophetic words led you. In the pastures beyond the barns and farmhouse, large furry lumps lie rotting. Dozens of rothé, old and young, litter the fields. A few are missing heads and legs.
A thorough inspection of the farm and surrounding area shows no sign of any of the residents, living or dead. Approximately 20 people must live and work on the farm, and there are signs of struggle but no blood in the living areas or barns.
Just as you are about to give up on your investigation regarding what happened here because of a lack of evidence, you notice a few fresh scuff marks that end in the middle of the floor in one of the larger barns.


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

Adyl checks the floor where the scuff marks end and, failing that, the ceiling above. As they search the farm he periodically calls out for survivors.

Perception: 1d20 + 2 ⇒ (14) + 2 = 16


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

I will aid: Adyl advantage: 1d20 + 2 ⇒ (13) + 2 = 15


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

Kelend looks for bite marks or whatever could have removed the heads and limbs from the rothe. Feeling the gravity of the situation, Kelend begins to inspire the party. While playing the lute, he says:

We can do this friends, we have been through a lot already and have demonstrated we are all effective in our own ways. Let's figure out what has happened here!

Everyone gains 4 temporary hit points

Lantern Lodge

Male

trying to give everyone a chance to post. Kelend what are you using for the 4 temp hp?


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

I presume we've had some long rest opportunites, correct? To regain spell slots and HP and such.

Lantern Lodge

Male

yes

Lantern Lodge

Male

Waiting for Thor grundy and mailikar. One more day.

Lantern Lodge

Male

Adyl and Eledia find and open the trapdoor in the barn floor. A vertical shaft is revealed with wooden rungs staked into the walls forming a crude ladder. The wood is fresh and not aged at all.


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

Adyl trades a worried glance with his companions and beguns to climb down.


Male Tiefling Warlock 1 HP: 9/9 || AC: 13 || Saves: Wis +2, Cha +5 || Prcpt: +0 (Passv: 10) || Init +2 || Active Cond: none

Malikar cuts an imposing figure; a tiefling standing at almost six feet tall with an imperious air about him. He looks around the farm with his compatriots in silence before joining them in the location of the trapdoor.

"Well, this doesn't look foreboding at all, does it?" he remarks glibly. He waits for Adyl to climb down the ladder before following him, relying on his ability to see in the dark to highlight any dangers.

Any information that Malikar would know before embarking upon this derring-do?

Lantern Lodge

Male

talk to your companions, they can give you a run down of the mad man's ramblings that you are tracking down.


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

Eledia explains the madman's ramblings to the tiefling as she watches Adyl descend. What do you see? she asks as her companion looks around at the bottom of the ladder.


Male Tiefling Warlock 1 HP: 9/9 || AC: 13 || Saves: Wis +2, Cha +5 || Prcpt: +0 (Passv: 10) || Init +2 || Active Cond: none

Malikar isn't overly fond of the idea of being sent off on errands on the ramblings of a mad man, but needs must.

Lantern Lodge

Male

The shafts descends several hundred feet, ending in an unlit passage way. The floor at the bottom of the shafts is sticky.

Before you descend however a voice calls out. An elven woman dressed in scholars garbs. She introduces herself as Lady Ineddra and she says she is from the forest of Cormanthor. She heard of an elf who worked this farm investigating the history of the fey'ri and fears that this investigation can lead to nothing but misery. Though she doesn't wish to investigate herself she offers 100 GPS for you to investigate and report back to her.


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

Kelend strums a few notes on his lute,

Into the tunnel we go,
oh the riches of Cormanthor we will get,
we have nothing to fear from the underground as of yet!

Kelend finishes his ballad with a somewhat confused look on his face but then smiles to the party.

Lantern Lodge

Male

The room ahead of you is decorated in a very strange motif. The bas-relief carvings and other stonework is delicate and finely crafted, seeming elven in nature. However, the scenes depicted are quite terrible and shocking: "demonic" is the best word to describe it.

Six massive statues dominate the center of the room. The three northernmost statues depict elves, while the three southernmost are carved to represent demons. The two sets of statues face each other, and each pair share certain features. The first pair wield wicked swords, the second pair highlight spiders and snakes, and the last pair wield scourges and arcane wands.

Etched onto the floor in Elven is a phrase that was apparently also translated recently into Common in chalk: "To pass, you must speak the titles of each of the three, divided by three." Then etched into the floor is a long string of letters: TLLHOAERDSDYLVAAEGYNOEONRMY


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

Kelend scratches his chin and starts writing down the letters from the floor with some chalk. Eventually, he figures out the pattern.

Aha! See these letters here? They make words!

He then stands up straight, and in an official voice states:
The Slayer! Lord Venom! Lady Agony!


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

"How do you figure that?"


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

Kelend
shows
you
his
chalk
scribblings.

T L L
H O A
E R D
S D Y
L V A
A E G
Y N O
E O N
R M Y

Lantern Lodge

Male

The statues animate to bow slightly, there arms moving as if to show you the way.

This room continues the motif of elf and demon comingling. Nine gaping demonic maws adorn the walls of the room, each with a number on them: one through nine. The maws are holes in the walls large enough to climb through, but the gaps are filled with a magical darkness that obscures what is on the other side.

The floor and the rest of the walls form a mosaic that obviously represent the Abyss, the home of the demons. The infinite layers of that horrific place are represented with breathtaking and terrible beauty.


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

Hmmm, who's going first?


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

"Go first for what? I don't understand Kelend, what is this?"


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

Well, I see some holes in the walls, but they are filled with magical darkness... I guess we need to go into one of these holes. I'm not sure which one though... Any thoughts?

Kelend smiles with an idea, he casts Minor Illusion, creating the likeness of Adyl, and has it crawl into the leftmost hole.

Lantern Lodge

Male

the image goes into the left most hole and then disappears.

it goes from left, center and right, 3 doors on each wall.


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

Starting on the opposite end, Eledia tosses a sling bullet into the hole. Not as an attack with her sling, just tossing it in from her hand. Illusions are ephemeral, but perhaps something solid will produce results. We should be able to hear if anything happens, even if we can't see...

Lantern Lodge

Male

again nothing


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

Adyl shrugs finally before heading for the nearest door, unsure of what else they can try.


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

Yeah, that looks like a good tunnel.

Kelend follows Adyl.

Lantern Lodge

Male

Adyl goes through the nearest door, (First on the Left, 1) and is instantly transported back to the center of the room, taking 3 necrotic damage. The door closes as soon as he moves through and kelend walks flat into the wall.


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

Whoa, are you ok?! Let's look around for any notes or scribbles...

Anything interesting about the area?

Perception: 1d20 + 2 ⇒ (4) + 2 = 6

Remember, everyone has 4 temporary hit points from my feat


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

"Ugh, no. There's wicked energy in those doors."

Perception: 1d20 + 2 ⇒ (9) + 2 = 11

Lantern Lodge

Male

No you are unable to discern any clues.


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

Guess we should go one at a time.

Kelend walks into the third from the left.

Lantern Lodge

Male

Okay so if the first one is closed off that means the first door on the north wall or door number four.

Again the portal is crossed and this time kelend is transported to the center of the room a little worse for wear, 3 necrotic damage.

Doors 2,3,5,6,7,8 and 9 remain


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

Ouch, anyone else that is feeling bolstered by my inspiring speech want to give it a try?


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

Eledia shrugs and heads through the rightmost door. I think that's door 9, which is the door I want to go through...

Lantern Lodge

Male

Eledia gets the same treatment as the others, 3 necrotic.

So you guys know there were tracks no one rolled high enough, so now it is trial and error.

235678


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

Adyl continues to try doors At this point I just go from left to right continuously until I find the right one or risk going unconscious.


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

Is there anyone else in the party? Worst case, we can take a short rest and I can give everyone 4 temporary hit points again.

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