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

Game Master DoubleGold


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

"By Moradin's hairy backside! Do what you can Terg, I'll try to see if I can help the victims!" the warrior grimaces at his own blasphemy, but briefly puts his hand on the rogue's shoulder before running toward the next victim.


DungeonMaster

Although, he can't grab the item, he can pick up pieces, it is not glass, it is a Dragon's Tooth and is only in four pieces.
The heroes figure out that it will shock anyone with wood, and the way to stop it is to be the next target of the lightning, the closest person to it, but to be covered with with magical flowers, a certain kind that is found just outside this bar and into the grass.

Beryl does realize the victims are alive and will remain alive, but will be unconscious four several hours.


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

"Got it!" Beryl runs out the door looking around frantically for the little flowers, and grabbing a handful and shoving it in a pouch, then runs back into the Kettle, looking around for the current victim!


DungeonMaster

The lightning is about to leave the current victim and with the crowd panicking trying to get the door, others stare in panic and tables knocked over it will transfer. Beryl give me a perception to notice who is carrying a wooden object and is closest to the target, this includes on their back. Then decide how you are going to be the next victim: whether you tell that person to drop their wood, shove that person out of the way so you are the closest, tell that person to move, tell that person to give you his/her wooden object, snatch if from him/her, etc. It will take much more than simply jumping in front of the person.


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

Wisdom (Perception): 1d20 ⇒ 18

Woo hoo!

Being a physical guy, Beryl swipes at their wood piece as he shoulders them aside!


DungeonMaster

Beryl spots the guy easily and he grabs the torch on the guys back. He what was that for Then as lightning was just about to strike him, it strikes Beryl and then disintegrates into nothingness. The tooth is eventually repaired via mending arcanists fixing it and will no longer emit lightning upon breaking or dropping it, it is still, however, magical. The tooth is returned to the Emerald Enclave for inspection.

End of part 4, part 5 coming up


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

"Whew, Tergin, Aleksys, I am exhausted. What do ye say we get us a nice drink?" Beryl tosses the torch back to the man and walks back to Madame Freona's Tea Kettle with his friends.


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

A drink sounds good - if you're buying. Aleksys follows the strange human back inside, shaking her head. I will never get used to this...nor do I want to.


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

"I'll buy the first two rounds, then yer on yer own!" Beryl laughs in response.


DungeonMaster

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.
As the sun finally sets in the west, you settle down for one
last beverage. Whittlee, one of Freona’s daughters, sees to the
late-night crowd. Her startlingly white hair is pulled back in a
tight braid. She expertly juggles pots of tea, tankards of ale,
flagons of wine, and other assorted mugs and cups.
The door to the Tea Kettle opens, revealing a worried-looking
gnome. He wears patchwork clothes and wrings a floppy hat
nervously in his calloused hands.
He peers around the room pensively, until his eyes focus on
your group. He quickly walks toward you, ignoring the stares
and whispered jibes from some of the other patrons. “Are you
adventurers? My little girl is in terrible trouble. Will you hear
my story? I can pay!”


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

Beryl leans forward and puts his mug on the table, "What do you mean, your girl is in trouble? Tell us what happened?"


DungeonMaster

She is imprisoned. and the gnome goes on to explain.

The gnome is a tinkerer called Rillo Leadstopper.
His daughter is called Villonah. After Villonah’s
mother died, the girl became wild and inconsolable.
She has been in trouble with the law ever since.
 Most of the crimes were minor offenses that earned
her small fines or a few days in the jail. However,
her previous acts made her a “usual suspect” for the
Black Fist guards.
 Last night, while Villonah was visiting her father’s
home, the guards arrested her. They gave no
indication of the charges.
 In the past she was held in Castle Valjevo, and the
next day Rillo goes and pays for her release. This
time when he went to Stojanow Gate to inquire
about her, he was told she was not in the castle jail.
Rillo tried to find her whereabouts by bribing
guards and calling in favors, but no one knows her
whereabouts.
 In a panic, he asked about her in the seedier parts
of town. He found a cutpurse who spoke of a secret
prison that a small group of Black Fist guards
covertly use to torture and murder prisoners
without their leadership finding out. He heard a
rumor she was taken there because Villonah stole
something valuable from one of those guards.
 It is unlikely that the leadership of the Black Fist
knows that this secret prison exists and that the
guards who use it do so in a personal capacity.
 The prison, he heard, is located beneath the ruins of
the Lyceum of the Black Lord. Although the burntout
Lyceum has been converted into a make-shift
shelter for the displaced and injured, the guards
have found and taken up secret residence in some
chambers beneath it. There is a secret entrance to
the place from caves on the shore of the River
Stojanow.
 If the characters go there and learn how to release
her, he offers 50 gp for the information. If the party
is able to release her, he's willing to throw in a fine
magnifying glass as well.


DungeonMaster

The heroes go into the prison. The room has eight cells and the prisoners are telling you all to get them out of here. Free us, Free us the prisoner cries.

Heroes, you will have to do something to quiet down the heroes before the guards know you walked in. These prisoners are innocent, and this is an evil prison, thus the guards are the bad guys. You do not yet see a key or a switch to get them out of here.


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

Beryl indicates to Tergin and Aleksys to quiet the prisoners and looks around the room.

What does the room look like? Since there are no guards here, what exits are there? Beryl would be looking to figure out where guards may be coming from if the prisoners are too loud.

If it is not obvious, Singling out a prisoner, Beryl asks, "Which way to the guards?"

Charisma: 1d20 + 1 ⇒ (12) + 1 = 13


DungeonMaster

The room is square and large, 70 feet wide, but only 30 feet long. There is a door to the southeast, where you came from. Door to the northeast. and a door to the west.


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

Beryl moves to the closest door I'm guessing the SE door? and listens, readying an action to attack if the door opens.

Perception: 1d20 ⇒ 3


DungeonMaster

Berly does not hear or see anything. Not that the door has a glass window or anything.


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

Beryl will then head to the other door.

Perception: 1d20 ⇒ 15


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 raises his hands and, speaking only as loudly as he must for fear of alarming the guards, he attempts to calm the prisoners down.

Quiet everyone, quiet! We will get you all out of here, but first we must find the guards! Quiet, or you will give us away!


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

As Beryl starts back towards the other door, he whispers to Tergin and Aleksys, Can you get them out? Also, do you see the gnome girl?


DungeonMaster

As Berly goes to listen at the other door, he can hear some guards playing cards.
And yes, the gnome girl is among the prisoners.


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

Is there any way to bar the door and trap them in there?

Beryl looks to Tergin and Aleksys, signals to be quiet and then looks around for something to help trap the guards in the room. If there is nothing, he leans up against the side of the door while his companions release the prisoners. Beryl has seen them do thiefly things before and assumes that maybe they can do something with the locks, though I am sure that either of them will respond when he asked them if they could get them out.


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 moves to the cell containing the gnome girl and attempts to open the lock with his special tools.

open locks: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12


DungeonMaster

There are tables and chairs and other things in the room to move and you do trap them in there. Though it might not keep them long, because the door opens inward towards their room, instead of outward toward the cells. Tergin free the prisoners with ease.


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

Beryl moves toward one of the other captives and asks quietly, "Who are you, and why did they grab you?"


DungeonMaster

"I don't know these guards are corrupt. I think they are actually cult guards"


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

Pressing his finger to his lips, as Tergin releases the prisoners, Beryl ushers them out the door and through the tunnel. If there are any that cannot move on their own, then we will leave them for when we are ready to leave and bring them with us.

"Let us get these guys free, and then deal with these corrupt guards."


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

Good plan, Tergin says quietly as he ushers the ambulatory prisoners through the door.


DungeonMaster

You manage to stealth up, and defeat the last of the guards and free the prisoners. 1-1 is finished, I will post the details in dicussion.

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