Adventurer's League 5E : Beneath the Fetid Chelimber (DDAL05-06) (Inactive)

Game Master spinningdice


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Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Come, shall we?

Vic opens the secret door and peers down the hallway.


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

Clyde leads the group in, shield at the ready. "Just let me know if you see any traps."


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Vic proceeds slowly, searching for traps as he approaches the first door. He listens at it as well.

Perception: 1d20 + 4 ⇒ (10) + 4 = 14


M Mountain Dwarf / Cleric 2 / Spells 1st-3 / Spell DC12 / HP 8/15 / AC 18 / Init +1 / Saves S2, D1, C1, I0, W4, Ch3 / Pass Perc 12 / Status: Normal / Insp: No Cleric 1 / Init +1 / Spell Attack +4

Cass follows the others in, hugging the wall so as not to be in the way of Vic.

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You hear nothing behind the first door, despite straining your ears as best you can.


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Vic checks to see if the door islocked. If not, he will open it.

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The first 'secret' door opens into a room, there are arches on the walls to the left and right, and a statue of a balding man in voluminous robes against the wall opposite, his robes too are covered in glyps and he stands beside a desk bearing a quill and ink pot, his arms cradling several scrolls (part of the statue not actual scrolls).

The walls are all covered in scripts and glyphs in various differing scripts that you don't recognise.

From your vantage point in the entrance to the secret door you can see a tall imposing statue in the room to the right (West), with a staff topped by a glittering gem.

To the other side (East), you can see a room with murals on the walls.


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Vic slowly enters the room, searching for traps on floor and walls.

Perception: 1d20 + 4 ⇒ (2) + 4 = 6

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You don't spot any traps as you move into the room.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Raina heads towards the statue with the staff to get a closer look.

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Moving through the Western arch you can see teh room more clearly. There is another archway to the right (North) which appears like it may be the first room you entered. A fresco on the wall depicts a human hand, index finger pointing up (the symbol of Azuth).

The statue is stone, though atop the 8 foot tall staff is a gemstone, there is also near-invisible copper filigree running through the staff.


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Vic approaches the staff.

I am going to take that gemstone.

He begins to search for traps on and around the statue.

Perception: 1d20 + 4 ⇒ (2) + 4 = 6


M Mountain Dwarf / Cleric 2 / Spells 1st-3 / Spell DC12 / HP 8/15 / AC 18 / Init +1 / Saves S2, D1, C1, I0, W4, Ch3 / Pass Perc 12 / Status: Normal / Insp: No Cleric 1 / Init +1 / Spell Attack +4

Somehow I think this will not end well.

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You don't find anything beyond previously mentioned.

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Sorry Vic, are you actually trying to take the stone?


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Yep!

Vic climbs up the statue enough to wedge a dagger in to pry the gemstone from the staff.

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You climb the statue and quickly prise out the gem, however as it pops out, an electrical surge rushes through the copper filigree, giving you a nasty shock.

DC13 Con save or suffer 7 lightning damage, I believe you all activated the air shrine, so damage will be halved (to 3)


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Con: 1d20 + 2 ⇒ (2) + 2 = 4

Vic falls to his knees with the gem in his hand. The jolt of electricity made his jaw and teeth hurt.

Wow! Shocking stuff!

He studies the gem with a smile as he stands.

Approximate value?


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Raina heads to the next room.


M Mountain Dwarf / Cleric 2 / Spells 1st-3 / Spell DC12 / HP 8/15 / AC 18 / Init +1 / Saves S2, D1, C1, I0, W4, Ch3 / Pass Perc 12 / Status: Normal / Insp: No Cleric 1 / Init +1 / Spell Attack +4

Cass moves to follow Raina into the next room.


HP: -11 | Spell Slots: 4/3/2 Female Golaith | Druid 5 | Spell DC 14 | Max HP 31 | AC: 17 | Saves S2, D2, C2, I2, W5, Ch-1 | Pass Perc 15 | Status: Supergreen. | Insp: No

"The spirits are displeased. You should return that. It belongs to them."


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Vic places it in his pocket.

Return what? I suffered their displeasure. So, I figure I am owed the bauble.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Just hope those stone imps don't view it as destroying the tower. You may suffer their displeasure as well.

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Sadly now that you can have a closer look at it, while shiny it is merely a low quality topaz, worth around 10gp.
You probably feel that it wasn't worth the pain endured...

The North Door in this room, leads you back to the first room, with the piles of wood and the bowl...

Your known 'exits' are the open archway to the East of the scroll bearing statue, the metal door to the south of the gargoyle room (which you're pretty certain both lead to the same place) and the other 'secret' door within the hidden passage that heads North (you think this may lead to some sort of cubby/corridor between the entrance stairway and the secret passage)

Sorry that came out a bit dry, just trying to make sure you're all the same page


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Raina heads to whichever room they haven't entered yet.

This has got to be the most boring AL adventure. I'm sorry I suggested it.


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Vic follows close on Raina's heels, and he checks for traps as they rnter the new room.

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

I tried to spice things up by stealing that gem, but that fizzled too.

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Yeah, I think it might be better in RL, but in PBF it just feels like it's dragging. Not sure what I can do to shake it up without changing it completely...

When passing back through the room with the scroll-carrying statue, you do note that a scroll has appeared in front of the altar.

if examined:

This is a Spell Scroll of Tongues

The final room on this floor contains another statue, though this one appears to be desk with a blank, open tome, inkstand with quill and a large paperweight. Careful of what to watch out for this time, Vic notes the floor is laced with thin copper strands, mostly hidden beneath the dust (most of the other floors in the tower have been surprisingly dust free). Unfortunately, your position behind Raina means she's already stepped into the room...

The quill rises into the air and floats beside the open tomb "All should surrender knowledge so it may be shared." booms a deep ominous voice.


HP: -11 | Spell Slots: 4/3/2 Female Golaith | Druid 5 | Spell DC 14 | Max HP 31 | AC: 17 | Saves S2, D2, C2, I2, W5, Ch-1 | Pass Perc 15 | Status: Supergreen. | Insp: No

Skyreaver strides forward and says "I know many things. What sort of knowledge are you looking for?"


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Raina grabs the pen and starts writing. This is her forte.

She writes about the history of her people, the legends of the sea and how the goddess protected them with her silvered tear drops from the moon.

She writes of her adventures here in the marsh, and how her companions heroically braved the dangers of nature, overcame the environment with their wit, and forced their way past the brutes outside.

She writes of the dangers of the giant who is trying to steal the knowledge of this tower, and how they've come here first to protect the hidden knowledge and use it for the force of good.

She is a historian and a storyteller, and she writes the stories of history.

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As you write the words sink into the stone as it eagerly absorbs your words, eventually when you pause from your writing the voice once again intones. "The gift of knowledge given freely is blessed.".

A scroll appears beneath the paperweight on the desk.

Scroll:

The scroll is a Spell Scroll of Lesser Restoration, the paperweight upon it appears to be diamond, though not of high quality, worth about 25gp.

Should anyone else write in the book, no further words or rewards present themselves.

Given the floor is more or less explored out, unless there's anything you want to investigate further I'm going to assume you head to the other door in the secret passage... (spoilering just in case)

Through the door:

The door opens into a small landing, with stairs going down, across the passage is another door, that appears it is secret from the other side (if you check, it leads directly to the stairway back to the surface).
Continuing three further flights of stairs (at 90 degree angles around a central structure) you arrive at a large landing. There is an opening onto this level and a solid looking door covered in a green mold that is likely to lead further downwards


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Raina hands the gem to Vic while grabbing the scroll. At the landing, she says, Shall we?

This time, she allows Vic to go first.


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Vic leads the way. Searching for traps as they progress to the door, and around the door once they arrive.

Perception: 1d20 + 4 ⇒ (13) + 4 = 17

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As before this floor is still lit by glowing globes of spun glass, it seems a little dustier down here and in worse repair than the upper floor.

The opening leads out to hallway, or reception room, a few chairs that look worse for way are scattered around and the remains of what were once shelves are on the wall, now little more than rusted metal and scraps of wood.

On the floor of the room are several stone tablets, that look like they were originally one piece, it seems fairly obvious how they fit together if you wish to do so...

Stone Plaque:

Balance Sought
One Element against the Other
Binding Forces Together
Enemies
In Opposition Strength and Danger
Allies
In Harmony Wisdom and Peace

Anyone with knowledge Nature or Religion is aware that Air vs. Earth and Fire vs Water are the traditional enemies, while Air/Fire and Water/Earth are traditional ally pairings.

The hallway is divided into 3 separate areas by wide archways; the area to the right seems empty with no exits, but the area to the left has another of the scintillating walls, though this one seems to be only red/orange swirling colour and does not change like the ones above. An engraving on the wall beside it proclaims

Sing praises or be tested

While the wall of light is not quite opaque, it's difficult to get more than the impression of a room beyond.


HP: -11 | Spell Slots: 4/3/2 Female Golaith | Druid 5 | Spell DC 14 | Max HP 31 | AC: 17 | Saves S2, D2, C2, I2, W5, Ch-1 | Pass Perc 15 | Status: Supergreen. | Insp: No

Seeing the sign on the wall, Skyreaver will stride forward and say aloud "I choose to be tested."


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

This is obviously a fire wall; what praises to you think it wants sung? Raina ponders.

Do you think it has anything to do with the phrases we saw etched on the altars above?

Hold on, Raina sets down her pack and starts digging through it. I've got some paper and some ink here, I'm going to head back up and write those phrases down.

With that, Raina rushes back up to write down the phrases, and then meets back with the group.

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Skyreaver's bold statement provokes no reaction.

Raina heads back and records the four phrases (save you having to search back for them):

Earth
Grumbar's Oath unchanging and true
Earth remains strong protecting all

Water
Istishia's triumph to confirm
Water rushes out to cover all

Air
Akadi's healing kiss once more to feel
Air bursts free in no one's thrall

Fire
Kossuth's renewing purification performed
Fire erupts dancing death for all

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Reading the phrase aloud in front of the shimmering wall provokes a barely perceptible shimmer in it's surface, but it doesn't otherwise respond...


HP: -11 | Spell Slots: 4/3/2 Female Golaith | Druid 5 | Spell DC 14 | Max HP 31 | AC: 17 | Saves S2, D2, C2, I2, W5, Ch-1 | Pass Perc 15 | Status: Supergreen. | Insp: No

"You make a good point." says Skyreaver to Raina as she walks through the wall.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

It says sing the praises.

Raina will sing the fire passage, and any other passage they have to cross. As she sings, she'll walk through the wall.

Performance: 1d20 + 3 ⇒ (17) + 3 = 20

I think Skyreaver specifically wants to be tested, because she is strong of body and mind. Raina would prefer to sing praise, because she is religious and devout to the elements and nature (and several deities). Two mechanically identical druids, two completely different characters. :)


HP: -11 | Spell Slots: 4/3/2 Female Golaith | Druid 5 | Spell DC 14 | Max HP 31 | AC: 17 | Saves S2, D2, C2, I2, W5, Ch-1 | Pass Perc 15 | Status: Supergreen. | Insp: No

I'm also terrible at singing =)

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Raina sings and gains entrance to the next room.
Singing nullifies the wall for a few minutes, so anyone who attempts to pass through can do so - I'm afraid the "challenge" is just endurance of taking the damage of walking through it.

Room1: 20ft square room with a brass brazier in each corner, arcane symbols in the centre. There are shelves that hold bolts of cloth, long since mouldered to worthlessness. The wall to he right has a similar shimmering gray light.

I'm going to skip you past this bit, you know to sing, there's a whole part about giving you clues as to which song to sing, but frankly, this has dragged on and waiting for back and forth is in PBF is going to drag it out even longer. The clues are obvious.

Room2: Piles of rocks, arcane symbols. wrecked shelves of decayed stoneworking tools.

Room3: Mouldy walls. A foot long ivory rod on closer inspection appears to be a wand of webs if it's inscription is to be believed.

If anybody needs a rest before moving on, these rooms are safe to do so

There is a short hallway ending in a door, which is not trapped - and opens out into...

...what appears to be a workshop, it has a number of workbenches with tools and supplies, many of them worn and aged. Most of the furniture is of solid stone, so has held up better than most.

Notable features:

One of the writing tables has 3 books
- one book is open, it appears to be a spell book
- two books are closed, they are both similar in size to the spellbook

Two doors in the West wall (you came in from the North), one near the NW corner, the other near the SW wall.

Between them is a secret door (easy enough to find with passive perception) again on the west wall mid-way between the two normal doors. Though you can't see any obvious way of opening it.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Let's do a short rest. Raina needs some HD healing.

Short Rest HD: 2d8 + 2 ⇒ (1, 5) + 2 = 8

Curious, Raina opens the other two books to see what they are. Afterwards, she says, Our mission was to grab anything and everything that could help in fighting the giant. These may help, I believe we should take them.

With that, she keeps the three books. She also grabs the wand and asks if anyone would like it.


HP: -11 | Spell Slots: 4/3/2 Female Golaith | Druid 5 | Spell DC 14 | Max HP 31 | AC: 17 | Saves S2, D2, C2, I2, W5, Ch-1 | Pass Perc 15 | Status: Supergreen. | Insp: No

"Perhaps the knowledge in one of those books will tell us how to open the hidden door?"

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As soon as you disturb one of the books the open book snaps shut, the door you entered by flies shut and finally, two humanoid creatures of blackened lava begin to form in the centre of the room.

With two druids in the party, you recognise them as Magmins, lesser elementals that are little threat, though are resistant to conventional weapons and explode upon death.

I'm not entirely sure who's still following, but Vic and Cass are up first.
Skyreaver: 1d20 + 3 ⇒ (7) + 3 = 10
Vic: 1d20 + 3 ⇒ (14) + 3 = 17
Raina: 1d20 + 2 ⇒ (6) + 2 = 8
Cass: 1d20 + 1 ⇒ (20) + 1 = 21
Magmins: 1d20 + 2 ⇒ (11) + 2 = 13

The room is about 30' across and the magmins are the middle, there is space to but a workbench between you if you'd rather.


M Mountain Dwarf / Cleric 2 / Spells 1st-3 / Spell DC12 / HP 8/15 / AC 18 / Init +1 / Saves S2, D1, C1, I0, W4, Ch3 / Pass Perc 12 / Status: Normal / Insp: No Cleric 1 / Init +1 / Spell Attack +4

Cass has been following the party, silently ruminating on the construction of this building. He is startled out of his thoughts byt the lava creatures.

Well now looks like we have drawn some attention.

Cass casts Bless on Skyreaver, Raina and Vic Woops LOL

Attack rolls and saving rolls get an extra d4


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Lol. I'm pretty sure you meant to cast bless on Vic, not the magmin enemies. :)


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Those things blow up when they die. Be careful. Attack from range.

Raina casts Ice Knife on one of them.

Spell Attack: 1d20 + 5 + 1d4 ⇒ (12) + 5 + (1) = 18
Magical Piercing damage: 1d10 ⇒ 2

Anyone within five feet of that mephit must make a DC 13 or take 2d6 ⇒ (3, 3) = 6 cold damage.


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Round 1, Blessed

Vic backs up to the edge of the room and fires hos longbow at the uninjured creature.

LB Att: 1d20 + 5 + 1d4 ⇒ (14) + 5 + (3) = 22
LB Dam: 1d8 + 3 ⇒ (5) + 3 = 8

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As Cass blesses the party, Vic's longbow takes a chunk out of one of the creatures as it finishes coalescing.

The two creatures head towards Raina, seeming most intent on the one who touched the books.

rolls:

Attack: 1d20 + 4 ⇒ (17) + 4 = 21 dmg: 2d6 ⇒ (4, 6) = 10
Attack: 1d20 + 4 ⇒ (1) + 4 = 5 dmg: 2d6 ⇒ (4, 6) = 10

One of the Magmins striking her for a solid blow (10 dmg)

Raina falls back a step and fires an ice knife at the creature; though the other creature next to it steps aside from the burst of shards.

more rolls:

1=injured one: 1d2 ⇒ 2
save: 1d20 + 4 ⇒ (16) + 4 = 20

PARTY UP (except Raina, who's next action is after the Magmin) Not going to map this one out, as they shouldn't take much slaying, there's enough "scatter terrain" around that if you want to put somee distance between you before making attacks you can do, without worrying about reaction attacks

Magmin A - taken 4dmg
Magmin B - taken 2dmg (if Raina would have targeted the wounded one, then let me know)


M Mountain Dwarf / Cleric 2 / Spells 1st-3 / Spell DC12 / HP 8/15 / AC 18 / Init +1 / Saves S2, D1, C1, I0, W4, Ch3 / Pass Perc 12 / Status: Normal / Insp: No Cleric 1 / Init +1 / Spell Attack +4

Seeing the pile of rock and magma move towards Raina Cass intercepts with a swing of his warhammer.

Warhammer: 1d20 + 4 ⇒ (3) + 4 = 7

Blast it, something got in my eye.

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