Adventures League (Always weaker than average party combats to keep story moving) (Inactive)

Game Master DoubleGold


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DungeonMaster

The heroes do find a key and get twelve prisoners out of the cage. They thank, you, especially one in particular. You find there are openings from the room you just entered, but the are more like just extra long hallways and not rooms, more like a cave that just keeps on going.

A zent named Chab gives you the following info

The Zhentarim have been investigating some
strange happenings in the area. A black dragon
laired here until recently, and it was parleying with
humans for some reason.
 The dragon hadn’t been seen in a while, but the
humans were still skulking in the area, so Chaab
came to investigate.
 He found that the dragon had been killed by
adventurers, but the adventurers perished as well.
Someone emptied the dragon’s hoard and started
harvesting parts of the dead dragon.
 Chaab was trying to escape the lair and report his
findings when he was waylaid by dozens of goblins.
Since then, the goblins have been in talks with the
humans to secure the area. He doesn’t know more
about their relationship.
 There are dozens, if not hundreds, of goblins living
elsewhere in the lair. Their numbers are currently
low because they were raiding the countryside. If
the group doesn’t escape soon, the sheer numbers
of goblins will be too much to fight.

As you are all told this, you move get the prisoners out and book it back, and the prisoners are away from the area in which they were originally captured and given a new place to hide out as that is where the goblins would look for them. They know they don't have an army large enough to defeat the goblins, or rather they would lose a lot of their men if they did, but with the guards they have in the city, and with the defenses set up, the goblins won't risk their numbers to recapture the prisoners, as they have been invading the countryside.

Mission 3 of 5 You all got a long rest by the way.

A priest from Valhingen Graveyard comes to the
characters with a disturbing problem.

You were told that Madame Freona’s Tea Kettle was the place
where adventurers could find work and avoid the hassle
associated with other places in Phlan. So far, that has been
true. Madame Freona, a stout and officious halfling who runs
the establishment with her five daughters, has proven an
excellent hostess.
The crowd at the Tea Kettle is sparse for the Highsun meal.
The youngest of Madame Freona’s daughters, Grelinda, is
clearing away your table setting after a pleasant meal.
Grelinda’s short hair is tinted an odd shade of coppery green,
and she treats the flatware roughly as she stacks it on a tray.
“Stupid boring work,” she mutters under her breath.
Before you can comment, the door of the Tea Kettle opens,
and a cool draft plays through the room. A tall, dour-looking
human glances around, and his sallow expression finally
settles on you.
He removes his tall black hat to reveal a balding pate. “I
apologize for disturbing you,” he says in a deep, monotone
voice. “I assume you are adventurers for hire, and I seek your
expertise for a small matter.”

The Keeper of the Dead
The man introduces himself as Brother Keefe, priest of
Kelemvor and “Keeper of the Dead” of Valhingen
Graveyard in Phlan. Use the bullet points below to guide
the conversation. Remember to keep this brief to finish
the mission in time:


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

Beryl smiles, "Ye make us sound rather mercenary, but yeah, we can help."

With a wink, he says to Grelinda, "May excitement find you, lass."

He gets up and nods to his new friends, "Let us accompany this "Keeper" to help him with his problem."


DungeonMaster

The Keeper of the Dead
The man introduces himself as Brother Keefe, priest of
Kelemvor and “Keeper of the Dead” of Valhingen
Graveyard in Phlan. Use the bullet points below to guide
the conversation. Remember to keep this brief to finish
the mission in time:
 As Keeper of the Dead, Brother Keefe is charged
with seeing to the interment of bodies and keeping
records. He calls himself “the overseer of all
permanent residents of the Valhingen Graveyard.”
 He is also in charge of disinterment at the
graveyard, and that is why he is looking for
assistance this afternoon.
 Evidence has been brought forth to the clerics of
Kelemvor that one of the long-standing residents of
the cemetery, Xandria Welltran, was not in fact
human, but a polymorphed green dragon.
 Brother Keefe must now enter the crypt and inspect
the body to confirm or disprove these claims. He
fears that there may be more to this than meets the
eye, but the other priests of Kelemvor laughed at his
concern. Therefore Brother Keefe is looking for
some adventurers to accompany him into the crypt.
 He offers the characters 100 gp to accompany him,
and if there's trouble, he'll throw in a scroll of
protection from evil and good.
If the characters are satisfied with the explanation and
the terms of their employment, Brother Keefe leads
them to the Welltran Crypt in the Valhingen Graveyard.
When they arrive, they might be surprised to learn that
the graveyard is actually quite well maintained, if
somber. Brother Keefe tells the characters that
Doomguide Yovir Glandon, his superior and the senior
member of the Most Solemn Order of the Silent Shroud,
personally sees to the maintenance of the grounds.

As you enter the cyrpt it seems dark in here beyond the entrance and you will need light or darkvision.

Everyone Perception checks to notice secret doors. I will draw the map, but go ahead and roll perception


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

Beryl chuckles a bit, turning to Tergin and Aleksys, "A little morbid, eh? Disturbin' the dead? Well, I guess in light o' curiosity, I'd be interested in seein' the bones o' a long dead dragon. What say ye?"

--

As we make our way down into the crypt, Beryl lights a torch and holds it aloft to light the way. "Well, Brother Keefe, ye certainly keep this place nice and tidy. Let us see to yer lady's bones..."

Perception: 1d20 ⇒ 8

I'll be noticin' nothin'! >.<


DungeonMaster

Brother Keefe answers Berl I barely go down here, so if it is nice and tidy, it is not me. The graveyard is well kept, but the crypt creeps me out to go down alone. I would not be surprise if it was dusty and filled with cob webs.

When you do get down here, the walls are made of marble and the walls are ten feet high. It is not dusty down here at all, in fact it looks nice.
The walls are carved and painted
with various scenes showing a lovely human woman in
different locales: looking toward a snow-covered peak,
standing in the rain of a thunderstorm, sitting in a comfortable
room by a roaring fire, holding a venomous snake in a garden,
working with bubbling vials in a laboratory, and many others.
You also see a nice sarchapacus that Keefe is tempted to open.
I have only been down here once, as I don't stay here any longer than necessary alone.

As you all reach downstairs, Keefe, opens a sarchapacus. At first the lid is heavy and hard to lift, but he finally gets the lid off.
The Sarchapacus has bones in it, but, they are not human bones at all, but draconic in nature, and with several bones missing. There are also some gems in here. It looks like these gems can fit into sockets on the walls, as they are all the same size and shape, but different colors. You have no idea what placing the gems into the walls will do however. The gems are white, blue, red, green and black. Above the slots are carving pictures. Snow covered mountain, lightning strike in a thunderstorm, roaring fire of a comfortable room, fang of a poisonous snake, and a vial of bubling acid.
Yeah, I wondered what was in there.
The sarchapacus is heavy but it can be moved.

The other two people, still make your perception checks, this will help you see secret doors.


M Human Rogue 2; AC 14; HP 15/15; Saves Str +1, Dex +5, Con +1, Int +2, Wis +1; Cha +1; Init +8; Passive Perception 13

perception: 1d20 + 3 ⇒ (8) + 3 = 11

Looking into the sarchapacus, Tergin asks, So, Brother Keefe, is it common for bones to be missing from a crypt?


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

"Someone is certainly taking care o' this place. Or maybe it's magic," Beryl turns to Tergin, "Or whoever took them bones, eh?"


Female Human Rogue 2 || AC 14 || HP 13/13 || Init +3 || Passive Perception 16

As I'm not actively searching for secret doors, wouldn't my passive perception be more appropriate than an active roll?


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

Dayum! You got a crazy passive PER!


Female Human Rogue 2 || AC 14 || HP 13/13 || Init +3 || Passive Perception 16

Expertise has its uses.


DungeonMaster

Bones to be missing from a crypt, no, not really, broken up if not handled properly and the creature had some cracked or broken bones when it died is common, but not missing.

As the heroes try to look around the crypt, Aleksys does see some secret doors, although they don't really lead into secret rooms, all they do is give shortcuts. I will mark them on the map

As you all examine the crypt, the entrance door does close open and gas starts filling up the room slowly/crypt slowly, very slowly. It is toxic gas, the good news is that it will be at least twenty minutes before there is enough gas in the entire room/underground before the gas affects you all, as it is dispersed in the room slowly. You all realize that opening the crypt was a trap. The keeper then says. Oh, crap, I was not expecting this, someone must have messed with this particular one.

He then pulls out his warhammer and tries to bust down the door, but it is useless, even the walls are too thick. Maybe we can bust our way out of here or get through a weak spot in the ceiling. As he panics. He then tries his miners pick, but the amount of material he knocks away at the door is negible, that it would take hours or even days of work and you all don't have that amount of time. The underground is almost entirely sound proof too, in that unless all four of you had loud horns to play no one would hear you, and if even so you had those horns, they would have to be within five feet of the door to hear you.

But you all do notice the gems in the holes on the wall, maybe they can help, if placed correctly.


Female Human Rogue 2 || AC 14 || HP 13/13 || Init +3 || Passive Perception 16

Is the correct map linked? All I see is the one from the last encounter.

DoubleGold wrote:
The gems are white, blue, red, green and black. Above the slots are carving pictures. Snow covered mountain, lightning strike in a thunderstorm, roaring fire of a comfortable room, fang of a poisonous snake, and a vial of bubbling acid.

Aleksys stares at the carvings and sockets, fingering the gems and making thoughtful noises. I think the carvings represent elements, and we need to match the gems to the elements represented. I'm just not sure which gem represents which element.

Aleksys's first guess, discussed but not tried wrote:

snow covered mountain = cold = white

lightning strike = lightning =
roaring fire = fire = red
poison fang = poison= green?
vial of acid = acid = green?

Intelligence check to see if I actually know what I'm talking about: 1d20 + 1 ⇒ (2) + 1 = 3 +2 more if Investigation applies (total modifier +3), or +3 if Insight is more appropriate (+2 Wis +2 Proficiency = +4 total modifier)


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

"Calm yourself, Keeper. We have a little time." Beryl listens to Aleksys' explanation, "Sounds reasonable. Don't dragons breathe all that nasty stuff? Maybe since she was a dragon, she was making a reference to that kind of stuff?"

Do the gems that Aleksys tried fit in her spots? White -> Mountain; Red -> Fire; Green ->Acid or Poison?


DungeonMaster

Try as the heroes might, nothing good or bad happens until all of the gems are in a socket. They all fit into any socket, but placing them in the wrong socket will mean more gas or minor traps.

Come up with a complete guess, if it is wrong, only minor bad things will happen, our group got it right on the third try. You will know how many you got right, but not what you got right.

The correct map is not up, but there is no combat or anything yet, and nothing of importance dealing with the map that will help you with the puzzle. The map will be up, after the puzzle.


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

Ok, I am trying not to be meta here. Tergin and Aleksys, do either of your characters have special knowledge about dragons? Maybe training in arcana? DM, I am going to make an Intelligence check to see if I can recall what dragons breathe what, or if there is another significance to this.

Intelligence: 1d20 ⇒ 8

Probably not. :p


M Human Rogue 2; AC 14; HP 15/15; Saves Str +1, Dex +5, Con +1, Int +2, Wis +1; Cha +1; Init +8; Passive Perception 13

Tergin looks thoughtfully at Aleksys' work and says, Well, Aleksys, I think you have a good start. I agree the mountain is probably white and the roaring fire is red. For the lightning strike, I think blue. the trick will probably be the vial and the fang. One is definitely green and the other black, but, which is which?


DungeonMaster

The heroes get three of them in the sockets. They think about the last two. Yes the three you have are correct, so the last two are green and black tries it takes them: 1d2 ⇒ 2

At first they get it wrong and it beeps twice spitting poisonous gas directly into their faces, but then, they quickly swap the last two and the gas stops, though the door is still closed behind them. The gas then drains to the outside where it will dissipate.

I need a constitution saving throw dc10 from everyone or take poison damage: 1d3 ⇒ 2 then the new map will be up


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

Con save: 1d20 + 5 ⇒ (7) + 5 = 12

Beryl shakes his head, "Well, that was uncomfortable. You three okay?"


M Human Rogue 2; AC 14; HP 15/15; Saves Str +1, Dex +5, Con +1, Int +2, Wis +1; Cha +1; Init +8; Passive Perception 13

Con Save: 1d20 + 1 ⇒ (19) + 1 = 20

In the knick of time, Tergin reflexively closes his eyes and mouth.

What was that? Is it solved?


Female Human Rogue 2 || AC 14 || HP 13/13 || Init +3 || Passive Perception 16

con save: 1d20 + 0 ⇒ (2) + 0 = 2


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

As Aleksys coughs to get the gas out of her lungs, Beryl gently pats her back and then sits her down next to the sarcophagus. "Rest. Are you okay?"

Once he is sure that she is okay, Beryl moves to investigate the door. Did it open up again?


Female Human Rogue 2 || AC 14 || HP 13/13 || Init +3 || Passive Perception 16

Still a little shaky from the effects of the gas, Aleksys inspects the chamber for any exits or compartments that may have opened up.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Investigation: 1d20 + 3 ⇒ (16) + 3 = 19


DungeonMaster

Sorry about that, had troubles getting the program to work with adobe reader, but now it works perfectly fine.

The s's are the secret doors.

The door did not open, but it seems there is another way out, at least Keefe tells you about another way out that he knows about but has not seen.

Aleksys suspects that there is a way out, though he will have to trigger a few mechanisms and that will also mean battling your way out.

Okay, which part of the map do you all wish to go to?Also, yes the map actually does have actual 5 by 5 squares and was not just drawn freely without them.You have to zoom in to see them.Though I'm not really worried too much about it, I'm giving a lot of leeyway, just tell me where you are in in correlation to the room when combat happens, like against the wall in the middle, etc.


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

I am a little confused. Where are we on the map?


DungeonMaster

at the bottom of the stairs, I'll redraw you


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

Ok, so did we move the sarcophagus and there were stairs underneath or something like that?

"Well, what do you all think?" Beryl looks around, "Should we check around the corner, or use one of the doors that you found?"


DungeonMaster

You were already down the stairs and that is where it was, near the area where you are at. I thought I mentioned you traveled downstairs.


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

Oh, I am confused, it looks like there would have been an obvious way out and we would have run that way. (And probably have killed ourselves in the process.) The map is just confusing me...


DungeonMaster

The door does in fact open back up just not until you have activated some kind of switch, I said there is another way out, but it was worded wrong. I meant another mechanism that opens the door. Aleksys could tell that the door would have another mechanism by examining the room or that it is tied to another one, but he does not yet know where that mechanism is. You are downstairs and currently trapped downhere until you find that mechanism.


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

"Well then, boys and girls, let us find our way out. Secret doors or the obvious way?"


Female Human Rogue 2 || AC 14 || HP 13/13 || Init +3 || Passive Perception 16

perception: 1d20 + 6 ⇒ (15) + 6 = 21 Looking for anything that might indicate or open a door or secret passage


M Human Rogue 2; AC 14; HP 15/15; Saves Str +1, Dex +5, Con +1, Int +2, Wis +1; Cha +1; Init +8; Passive Perception 13

Tergin will help Aleksys search for secret doors.


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

We found the doors marked with S on the map, Beryl is asking, do we try the secret doors, or follow the open way?


Female Human Rogue 2 || AC 14 || HP 13/13 || Init +3 || Passive Perception 16

Secret doors, of course. Where's the fun in playing it safe and going back the way we came? Not that there's any guarantee that route is any safer than the secret door...


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

Don't know if you can see the map or not, but there are 3 secret doors in our little place. One to the East, one to the South, and one to the West, with the obvious exit to the North. Which way shall we go? Beryl is ready to back you up, whichever way you guys want to go.


DungeonMaster

okay, everyone, since you went through a secret door give me a con save dc 10 or take 1d4 necrotic damage. Also which room are going to, obviously you can get to any room almost instantly using the doors?


Female Human Rogue 2 || AC 14 || HP 13/13 || Init +3 || Passive Perception 16

con save: 1d20 + 0 ⇒ (9) + 0 = 9 damage: 1d4 ⇒ 1

Pick a door, any door. Aleksys isn't particular.


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

Con save: 1d20 + 3 ⇒ (3) + 3 = 6 Necrotic: 1d4 ⇒ 2

"Ugh, what by Moradin's beard was that?"

Let's start with the right door.


M Human Rogue 2; AC 14; HP 15/15; Saves Str +1, Dex +5, Con +1, Int +2, Wis +1; Cha +1; Init +8; Passive Perception 13

Con save: 1d20 + 1 ⇒ (3) + 1 = 4

Necrotic: 1d4 ⇒ 4

Have we recovered our HP since we fought those wolves?


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

I believe we had a long rest since then.


DungeonMaster

Yes, you get a long rest between each part. You can safely assume each part is at least 1 day apart or more with the entire scenario (all five parts) being done within one tenday.

The passage opens into a chamber. Three odd humanoid
skeletons, topped with draconic skulls, stand at attention,
holding swords. At the back of the chamber is a large thronelike
chair, currently empty, on a mahogany dais.

I move your pictures over to the right room to clarify where you are all at

The skeletons are motionless in case anyone tries to do anything.


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

"All this dragon stuff is a little much," Beryl mutters. "Is this supposed to be a throne for her in the afterlife?"

Beryl moves around, half-expecting the skeletons to come out swinging at any moment.

"Keeper, was that enough evidence? Or do you need something more to prove she was a dragon?"


DungeonMaster

As you are all examine the area and the throne Aleksys does notice a panel on the throne and it can be pulled if someone disables the trap. Dexterity check to disable the trap, and you can add proficiency bonus if you have thieves tools and are trained in it or sleight of hand skill. You can add your proficiency bonus twice if you have both thieves tools and sleight of hand skill. Thieves tools not need to disable trap. If you miss the trap by 3 or more it goes off.


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

Not touching that one with a 10 foot pole! ;)


M Human Rogue 2; AC 14; HP 15/15; Saves Str +1, Dex +5, Con +1, Int +2, Wis +1; Cha +1; Init +8; Passive Perception 13

Here, let me take a look at that panel.

As Tergin approaches the throne, he produces a set of slim tools.

dex check to disable trap: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

Beryl lets out a low whistle of appreciation, "That is some fancy fingerwork there, Tergin! Where did you learn those skills?"


DungeonMaster

As the trap deactivates, the heroes find gold and a scroll Gold is divided up after all 5 parts and the scroll can be identified later.
Upon success the heroes prevent the skeletons from animating for a time being.

Where to now? Are you going in order from A to B to C walking around, or are you skipping rooms?


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

After the chilling surprise, Beryl is in no hurry to use the secret doors again, "Let us just follow the open path."

Let us follow A to B to C, with the rogues checking for traps.


DungeonMaster

Hereos move to the reanimation chamber

This chamber has been set up as a small laboratory. Tables
around the room are covered with beakers, vials, tomes,
cauldrons, and pots full of alchemical agents.
In the middle of the central table is a note next to a blue clay
pot. The note, written in Common, says, “Raaxil, I have figured
out how to complete the process. When you are ready, simply
pour the contents of this blue pot into the cauldron and stir.
The effects should be instantaneous, but DO NOT DRINK
THE RESULTING POTION.”

Arcana check dc 15 to find out exactly what the process does. moved the heroes to the next room, and it like more than 15 feet wide, I just sized you up to see you better, so no you aren't taking up the whole width of this room.


Male v. human | DCI #6203763429 fighter 4 | hp 38/44 | AC 16/18 | Pass PER 10 | Init +1 | Saves: Str +5, Con +6

Beryl looks at the lab equipment with an almost disappointed expression on his face. The dwarf-like human flips his heavy mace to his shoulder and waits for his companions to examine the room.

He instead looks for tracks in the dust that lead out from here.

Perception: 1d20 ⇒ 12

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