Castle Caldwell and Beyond: (A 5e Campaign) - The Wrecking Crew (Inactive)

Game Master Terquem

The Wrecking Crew, a special last chance arm of the Solution Society, is about to take on the first task in a one year long probation.
Can they survive, let alone succeed? | Journal where details of the setting can be learned |

Journey to Limecracker Hovel


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Human Fighter 1 Rogue 1 | In. +3 | AC 15 (17 shield) | HP 15 | PP 19 | Str +2, Dex +3, Con 0, Int +1, Wis +2, Cha +1

@Terquem- Do you want me to just change my target to Klodd's wasp and roll 1d6 extra damage or roll the whole attack again? Having said that, if it will speed the game I'm happy to keep what I've done already this round and we'll try Sneak Attack next time
Sneak Attack Damage: 1d6 ⇒ 1


Female Gnome/Harrispania Wizard/2 | AC: 12/15 | HP: 17 | Darkvsion (60')| PP=8 | S=2 D=2 C=3 I=7* W=0* Ch=1*

Putting this up slightly out of turn. Not sure how much time I'll have over the next few days as I prep for a business trip so I don't want to hold things up

Summoning another set of darts, expending the last of her major spell power for the time being, she sends two darts streaking out towards Wasp #1, and sends the last one hurtling toward her initial target (Wasp #4).

Magic Missile (Darts 1 & 2): 2d4 + 2 ⇒ (4, 2) + 2 = 8
Magic Missile (Dart 3): 1d4 + 1 ⇒ (1) + 1 = 2

Casting Magic Missile. Spell slots: 1st 0/3

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Wolfgang frowns, and sends another demon of blue spite and orange deceit at Grinling's target.

Agonizing Eldritch Blast Attack!: 1d20 + 5 ⇒ (13) + 5 = 18
Agonizing Eldritch Blast Hex Damage!: 1d10 + 1d6 + 3 ⇒ (8) + (6) + 3 = 17


male

Initiative order:
Grinling (1) – 22
Wasps – 18
Isaiah (2) – 17
Wylla (3) – 13
Wolfgan g(4) – 11
Ayita (5) – 6
Klodd (6) – 3

Round 2…

Grinling leaves Wylla to fight off the wasps buzzing around Isaiah, and moves in to strike the wasp near Klodd, slashing off a leg

The wasps, not down or out yet fly about looking for new targets

One of the wasps lands on the paralyzed Isaiah, and tries to sting him again
Attack against Isaiah with advantage: 1d20 + 4 ⇒ (20) + 4 = 24
Attack against Isaiah with advantage: 1d20 + 4 ⇒ (4) + 4 = 8

The stinger burns into Isaiah's flesh
Damage, critical: 2d6 + 2 ⇒ (2, 2) + 2 = 6

While other wasps attack Ayita, Wylla, and Wolfgang
Attack against Wylla: 1d20 + 4 ⇒ (16) + 4 = 20
Attack Ayita: 1d20 + 4 ⇒ (8) + 4 = 12
Attack against Wolfgang: 1d20 + 4 ⇒ (9) + 4 = 13

Wylla sees the danger Isaiah is in and another wasp coming at her, in a swift motion she sends two magic missiles at the wasp on Isaiah, killing it, and then flicks her wrist to strike the other wasp with a third missile just as it strikes her with its stinger. The poison burns in her flesh but the wasp falls dead to the ground

Damage to Wylla: 1d6 + 2 ⇒ (2) + 2 = 4

possible poison damage: 3d6 ⇒ (4, 4, 2) = 10

Ayita and Wolfgang dodge away from attacking wasps.

Wolfgang summons a blending of magical assaults that coalesce around the wasp that is near him twisting its body into a grotesque pulp and it falls out of the sky

Wylla needs to make a Constitution Save versus the poison, the DC is 11, if she fails she takes 3d6 damage and is paralyzed. Ayita and Klodd are now up, with one Wasp left in the air

Damage tracker:
Round 1
Isaiah – takes 12 damage (paralyzed)
Wasp #1 – takes 5 damage (8)
Wasp #3 – takes 4 damage (9)
Wasp #4 – takes 11 damage (2)
Round 2
Wasp #2 – takes 5 damage(8)
Wasp #1 – takes 8 damage (dies)
Wasp #4 - takes 2 damage (dies)
Wasp #2 - takes 17 damage (dies)
Isaiah - takes 6 damage (9 total from attacks, 9 from poison, he is at -1 hp - but is not dead)
Wylla - takes 4 damage

DM Notes:
Giant Wasp (4)| AC 12, Melee +4, d6+2 damage plus poison
S 10 (+0), D 14 (+2), Con 10 (+0), I 1 (-5), W 10 (+0), Chr 3 (-4) | Poison, DC 11 (Save for half damage), 3d6 damage plus paralyzed, does not cause death, but causes paralysis for 1 hour


Female Gnome/Harrispania Wizard/2 | AC: 12/15 | HP: 17 | Darkvsion (60')| PP=8 | S=2 D=2 C=3 I=7* W=0* Ch=1*

Con save: 1d20 + 3 ⇒ (13) + 3 = 16


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

Are secondary effects of attacks like poison damage resolved along with the attack or after? Since it was the sting the brought me below 0 I have to make saves v. death and if the poison is an after effect then that's one failed save.
Con: 1d20 + 2 ⇒ (3) + 2 = 5
Death Save: 1d20 ⇒ 19


Female Iarishean/Wood Elf Monk 2 | AC 15 | HP 15/15 | Darkvision 60 ft. | PP 14 | S +3, D +5, C +1, I -1, W +2, C +0 | Insp: [ ]

Ayita attacks the remaining wasp.

Shortsword: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 2d6 + 3 ⇒ (5, 6) + 3 = 14

Unarmed Strike: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d4 + 3 ⇒ (3) + 3 = 6


male

The strange entry on the Giant Wasp says that the poison cannot cause death, and there are no secondary effects - so no you do not have to make a Death Save now - it's a bit weird, but we are saying you are paralyzed for 1 hour, and at 0 hp. Also, Wylla will take 5 damage even if she makes her save, but in that case will not be paralyzed

Ayitah quickly dispatches the last giant wasp


Human Fighter 1 Rogue 1 | In. +3 | AC 15 (17 shield) | HP 15 | PP 19 | Str +2, Dex +3, Con 0, Int +1, Wis +2, Cha +1

Grinling is fascinated with the giant insects and will try to find their poison sacs and coat his scimitar's blade in it. After that he'll wander over to the eastern wall to check out the exit from that side being careful in case there are more wasps. As he does he stows his shield and draw his dagger with his off hand
I'm assuming Klodd could heal Isaiah?


Male Baylor / Dwarven - Hill {Spells 1: 3/3} {1 DD} Cleric (War Priest) / 2; AC-18; HP-23; Darkvision 60'; PP=13, S+1, D+0, C+3, I-1, W+5, Ch+3 (Advantage on poison & Resistance)

Klodd has 2 1st level slots left.

1d8 + 3 ⇒ (7) + 3 = 10 CW 1
1d8 + 3 ⇒ (2) + 3 = 5 CW 2

"Gather round now ye, and let's give thanks for coming though this battle alive".


male

Wylla suffers a total of 9 damage from the wasp sting, but is not paralyzed

With the wasps dead on the ground the area seems strangely quiet.

Grinling examines the dead wasps, wondering if he can recover some of the strange poison from them

Grinling, roll a d6, if you roll a 1 or 2 the poison of each wasp has been spread out onto the ground when they were killed, but if you roll a 3+ you recover a poison sack, about the size of your thumb, which can be used twice – if you are successful we will say that you have used it once already

When Klodd calls out for the wounded to gather round he notices a peculiar, pained expression on Isaiah’s face, and the man does not move even one step toward the warpriest.

Klodd, could you be a little more specific about who is getting the benefit of your spells?

After trying to collect some useful wasp poison, Grinling moves to the left, toward the hole in the wall.

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

"I am not overly bereft of resources, so I would council continuing on, but I know that under other circumstances I would council an hour's pause. Hence, shall we tally ho, or shall we tarry here?"


Human Fighter 1 Rogue 1 | In. +3 | AC 15 (17 shield) | HP 15 | PP 19 | Str +2, Dex +3, Con 0, Int +1, Wis +2, Cha +1

Poison Sac Extraction: 1d6 ⇒ 2

Not the greatest roll. No wasp poison for me


Female Gnome/Harrispania Wizard/2 | AC: 12/15 | HP: 17 | Darkvsion (60')| PP=8 | S=2 D=2 C=3 I=7* W=0* Ch=1*

That bugger hurt! Say, why isn't Isaiah getting up off the ground? Wylla says, as she rubs the spot where the wasp stung her.


Female Iarishean/Wood Elf Monk 2 | AC 15 | HP 15/15 | Darkvision 60 ft. | PP 14 | S +3, D +5, C +1, I -1, W +2, C +0 | Insp: [ ]

"Like, ohmygosh!? Is he dead?"


Female Gnome/Harrispania Wizard/2 | AC: 12/15 | HP: 17 | Darkvsion (60')| PP=8 | S=2 D=2 C=3 I=7* W=0* Ch=1*

Wylla bends down to check his pulse and breathing.

He's still alive, I think. Just not moving. she says, cocking her head to the side.


Human Fighter 1 Rogue 1 | In. +3 | AC 15 (17 shield) | HP 15 | PP 19 | Str +2, Dex +3, Con 0, Int +1, Wis +2, Cha +1

Overhearing the conversation behind him Grinling turns from his inspection of the hole in the wall. He speaks softly back across the room, "I have no skill in medicine except what I picked up here and there. I've never encountered a creature that would stop someone like that..."

Perception: 1d20 + 4 ⇒ (11) + 4 = 15

Grinling continues his inspection trying to be sure there will be no ambush on him and his comrades


Male Baylor / Dwarven - Hill {Spells 1: 3/3} {1 DD} Cleric (War Priest) / 2; AC-18; HP-23; Darkvision 60'; PP=13, S+1, D+0, C+3, I-1, W+5, Ch+3 (Advantage on poison & Resistance)

Klodd after dispensing his healing, walks over to the unmoving friend.

1d20 + 5 ⇒ (14) + 5 = 19 Medicine

"Let's see if I can figure out what's wrong with him, and how fast he might be able to move again".

Klodd will dispense his healing on whoever comes to him for aid. Either first come, first served, or if someone is really down they should come to him. If nobody asks for healing, he's not going to run over and heal them. Everyone knows if their character needs healing or not, and it would keep me from having to spend the time to check everyone elses character to see if they needed healing.


Female Gnome/Harrispania Wizard/2 | AC: 12/15 | HP: 17 | Darkvsion (60')| PP=8 | S=2 D=2 C=3 I=7* W=0* Ch=1*

Say there, Klodd, was it? Wylla says quietly. Umm, I hate to be a bother, but that wasp got me pretty good, I could use a bit of your divinity if you have some to spare after helping with Isaiah.

I want to say I'm down to 3/15, forgot to account for that last wasp sting. Thought I was at 12, but newp!


Male Baylor / Dwarven - Hill {Spells 1: 3/3} {1 DD} Cleric (War Priest) / 2; AC-18; HP-23; Darkvision 60'; PP=13, S+1, D+0, C+3, I-1, W+5, Ch+3 (Advantage on poison & Resistance)

"Sure. Come on over".

See rolls above


male

Klodd takes a position near the doors and lets everyone know he is prepared to offer his healing skills if they are needed.

Wolfgang moves around casually and makes a suggestion that the party decide now if they should take a rest here, a brief one, or press on, and as he is speaking Wylla notices that Isaiah isn’t moving. She touches the wound from the giant wasp sting on her shoulder and feels a burning pain.

Ayitah walks in a circle around Isaiah and suddenly exclaims her concern for his wellbeing, taking Wylla’s attention off her injury for a moment.

Hearing Ayita’s concerns, Grinling approaches the frozen Isaiah and tries to see if he can figure out what might be going on.

With all the commotion near Isaiah, Klodd decides that he should take a closer look himself.

Klodd:
You can tell that Isaiah is in bad shape. He is standing, and his limbs are rigid, a clear sign of a bad reaction to the wasp venom is you immediate diagnosis. You are sure that he needs some healing attention, but you also know that you cannot undo the effects of the poison. You know that these types of insect poisons can be serious, but not often fatal. You know that healing him with magic will aid his overall injuries but that only time can bring him out of his paralysis.

As Klodd examines Isaiah Wylla feels a stiff ache in her joints and weariness overcomes her senses. She meekly asks for a bit of Klodd’s help when he is through with Isaiah

Isaiah is healed for 10 hp of damage, and is still paralyzed, Wylla is healed for 5 hp of damage.


male

The party takes a moment to watch Isaiah's recovery, an hour passes, and the party benefits from a Short Rest. You may chose to use a HD to recover hit points at this time, or chose to wait for another opportunity. Where will you go next?


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Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

"When we brag about our exploits later on, let us agree to leave that part out." Isaiah says while tending to his wounds.

HD: 1d8 ⇒ 7


Human Fighter 1 Rogue 1 | In. +3 | AC 15 (17 shield) | HP 15 | PP 19 | Str +2, Dex +3, Con 0, Int +1, Wis +2, Cha +1

"As you'll be composing the tale my good Bard I'll leave that up to you!" says Grinling glad that Isaiah is recovered

What did my inspection of the western exit reveal?


male

With Isaiah recovering his wits, as well as his mobility, Isaiah ponders over whether it is worth it to tell the others what he could see through the hole in the wall to the west

Grinling:
The hole is large enough for a human to crawl through, and leads through about a five foot thick section of the earth here to a room that looks like it was unfinished beyond. You can see a finished wall 25 feet straight to the west, an unfinished wall, rough hewn and incomplete on the right, and on the left, a finished wall with an arched doorway leading to the south into an area you cannot see through this view. However, it looks like it is obvious that the arched doorway, with no door mind you, leads to the same space as what is on the other side of the door that you passed on the west wall of the passageway going north out of the first room in this basement.


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

"Fair enough. Does the next passage seem safe to you?" He asks.


male

Ayita turns to Klodd and says,

"Wait, I think that There might be some clues to what happened to Valarie back in that little chapel she was living in in the castle wall. You keep Searching for her down here, and I'll go back and see if I can find anything important there. Good luck"

With that, Ayita leaves the group heading back to the stairs up to the tower.

The rest of you look around, quietly listening, before deciding if searching for Valarie is worth all this effort. You've found the remaining members of the Wrecking Crew and passed on the message that they should abandon the clearing out of Castle Caldwell But if this Valarie person is still here, and if she is in trouble, maybe a quick rescue can be made.


Female Gnome/Harrispania Wizard/2 | AC: 12/15 | HP: 17 | Darkvsion (60')| PP=8 | S=2 D=2 C=3 I=7* W=0* Ch=1*

Look, I don't pretend to know you, or your compatriot. Looking for her so far has gotten me sort of attacked by orcs, stabbed by wasps, got Isaiah over there stabbed and somethinged by a wasp. Do we really think your friend Valarie is alive? What more searching can we do? The order was to pass on our message and leave, if you'll recall. I don't know her, so I'll leave it up to you that did. Wylla says, peering up from her map.

As it is, I've gotten loads of new designs I want to try out for a rugged "Barbaric Creatures" line of rings. For the boys. She says, with a giggle.


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

"I don't want to seem like a coward but Wylla is right. This place is too large and too dangerous to continue with our current methods." Isaiah says plainly.


Male Kobold (Ghost) NPC: Ghost

Oh, come on, don't be melodramatic. This place is not nearly as large, or complicated as you believe, though I do concur that it has significant hazards for the uninitiated.


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

Umm... What?


male

Isaiah is sure he heard a voice, and looks to Wylla, Klodd and Wolfgang to see if they might have also heard it. He turns around slowly, looking in every corner but cannot see anyone else there.

Gringling has left with Ayita without telling anyone his intentions

Everyone heard the comment made by the "Ghost" but you do not see where it came from


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

Cool. I thought it was the wrong alias at first, was confused AF.

"That's a cute trick, why don't you show yourself?" Isaiah says aloud.


Male Kobold (Ghost) NPC: Ghost

Oh, well, how clumsy of me. Why, I’ve spent so much time in this form, talking to the Duchess and all, that I forgotten that living things cannot see me unless I make it possible, the voice says

Slowly, right beside Wylla, an image, not actually a physical being, comes in to view. It is an image of a handsome Kobold male, with a strange sort of “buish” hue all over his appearance.

It’s only that this small one here, the image bows to Wylla, said something that got my attention, and then I heard you mention that you were daunted by the challenges of what used to be our little hovel. I assure you, it is not large, The current dangers associated with it can be traced to the modifications made by the Von Uvoullovich family, and more recently the presence of the wizards, who have being going by the names of Sergei and Jorge, though I highly doubt that those are their real names. Allow me to introduce myself. My name is Winslow Lenin Hammerfell, of the Hammerfell hovel, which was once this wonderful little warren, before the Von Uvoullovich family arrived

The image of the handsome kobold bows to Isaiah, Koldd, and Wolfgang, and then turns to Wylla once again, saying Do you really create jewelry of your own designs? In precious metals? I would love to see a sample of your work.


Female Gnome/Harrispania Wizard/2 | AC: 12/15 | HP: 17 | Darkvsion (60')| PP=8 | S=2 D=2 C=3 I=7* W=0* Ch=1*

Oh! Hi! Wylla says, smiling despite herself. I don't have any samples on me, but I have some design sketches in my book here! Though if you have a bit of time and a chunk of old iron or something of that nature, I can show you some of my styles. she plows on, flipping her Libra Schema open to the last page she had sketched on. There's a pendant drawn out, with a rough gem set in the middle of a finely crafted set of iron claws designed to look like the gem was bursting out of the metal.

This one is one of my favorites! she exclaims, excited to show her work off to someone that seems interested.


Male Kobold (Ghost) NPC: Ghost

The ghost seems deeply interested in Wylla's work, and crowd in close to her to look over her shoulder.

Sadly, no. I'm afraid there isn't any metal supplies here. We had just begun expanding the kitchen toward what would have been some wonderful little shops when the Von Uvoullovich family arrived and decided they didn't want our hover occupied by us anymore. They killed, or drove away all of my friends and family. Say, that's a wonderful design.

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

sry. been sick. still am.

Wolfgang had kept quiet, as was his habit sometimes, but as the name "Hammerfell" is dropped, his ears perk up.

Overriding the ghost's conversation of knick-nacks, Wolfgang speaks out. "Winslow! Are you truly of the Hammerfell line? Long and noble was it, at one time, so is my understanding.

But soft! You would come to us with wisdom that we care not, but offer us none that we can use?

If you are truly a creature from the aether, then speak plain! -IS- the wayward Valarie still in a condition to be rescued?

AND! The more important question: Why else might we go on? Long had I thought that this place might watch guard of some forgotten treasures, or lore that might be passably interesting, but of yet we have discovered naught save that which might be found in a common mineshaft.

Well? If you have ALL of the knowledge of this place, then come forward. Speak of carrots, for we have seen enough sticks this day."


Male Kobold (Ghost) NPC: Ghost

Winslow is startled by the man’s sudden gruff and demanding words. He looks sadly at Wylla, and shrugs, saying quietly to her Perhaps some other time, I knew I should have remained hidden

The ghost slides across the floor, and comes to stop near Wolfgang. He tips his head to the side, as a dog would look at a sound it doesn’t understand, and then he shrugs

Your accent is unmistakable, a Baravkovian, just like the Duchess. The ghost then glows brighter, and his face takes on a angry sneer I don’t like most Baravkovians, in fact I’ve only ever met one I do like, and she is dead.

His glow subsides, and he shrugs again, saying In the center of this small, what was once a humble kobold hovel, the old Von Uvoullovich brothers sealed away their sister, who was cursed as a vampire. They always hoped that one day they would find a way to free her from her curse, but before they could, a rather tenacious vampire hunter who had been looking for her for a very long time got word that she was here, and the brothers fled, leaving her, and her personal body guards behind, sealed behind two columns of devilish enchantments. For a century or more I spent my days in pleasant conversation with the Duchess, she is really a rather remarkable young woman actually, and she has come to be in a very different frame of mind after all these years.

Then these two clowns arrived, only recently, with a few orcs from the south, and took over the hovel, trading in captives with the bandits. These wizards, Sergei and Jorge, share a room just to the east of here. Your friend, Valarie, yes I have seen her, along with the man Clifton Caldwell, the one who claims to own this castle now, they are being held to the south of here in rooms that have been converted into cells for special prisoners of the wizards, people they know they cannot ransom, lest they be discovered. Follow the passageway to the east to find the wizards, then to the south, and then on the right, going south you will come to a heavy door. This door once lead to the hovel hall, but now there are two cells, on the south wall, and on the north wall the Columns of Ballacine, two enchanted columns that bar the doors to the crypt of the Duchess Von Uvoullovich. There is no reason for you to disturb her endless entombment. You can rescue your friend and take your leave of this place, if that is what you want. However, within her tomb there is treasure, a great deal of it. Oh, she’s harmless I’m sure, especially if I intercede on your behalf, but the room also holds her body guards. These were once men of Baravkovia, and now they are wights. Twisted and insane, they will kill any living thing that enters the tomb. If you have the strength to free the Duchess, after you have rescued your friend, I would be in your debt. I have grown very fond of the Duchess over these many years and I believe she deserves a chance to prove that she is not a monster anymore and is willing to try to live among the rest of the living of this world peacefully. She desperately desires to know what became of her family.

Where my body lies, there is a key. This key leads to a room that is guarded by a special mirror. This mirror was given to my ancestors long ago for safe keeping. The mirror is magical, but very dangerous. If you free the Duchess for me, I will lead you to the key, and give you the mirror, but let me warn you, the mirror is not dangerous unless it is uncovered, and only a very strong person can face the mirror and not be overcome by its power.


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

K. Religion: 1d20 + 3 ⇒ (17) + 3 = 20

"That's a fantastic tale certainly friend, and I wish to return the favor for your invaluable information but I'm unsure if I can bring myself to release such a dangerous creature on your word alone." Isaiah says.


Female Gnome/Harrispania Wizard/2 | AC: 12/15 | HP: 17 | Darkvsion (60')| PP=8 | S=2 D=2 C=3 I=7* W=0* Ch=1*

Wylla perks up at the thought of an ancient Baravkovian noble.

Dangerous creature or not, think of the discoveries we could make! Think of the tales you could tell! Blood red gems and glistening black iron. Noble and stark, elegant and fierce, I can see them now! her eyes hold a look of someone about to do something very genius or very stupid.

Digging in her pack, she pulls out a small twig of wood, picked up on their journey, nothing of any real importance.

It's a shame you have no metal for me to make an example of, so I'll show you the reverse. Watch! Wylla focuses on the twig and in a few minutes, it shimmers and turns into nicely pliable copper. In a flurry of activity, she bends, stretches, and weaves the copper wire into a bracelet with a socket for a gem of some sort. Hunting on the ground, she finds a small-ish stone and inserts it into the hole, tightening the wire around it. Finally, she closes her eyes and lets her mind wander from the material. Slowly the copper fades, leaving a bracelet of impossibly woven wood with a stone set into it.

I usually work this with heavier metals and stone to craft things that would take far too much effort to tool properly. By shifting the materials into easier media, I can do fabulous things! she says, lacking in any humility.

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Wolfgang listens patiently, and allows his fertile mind to digest this, seeing if he's read anything that can either collaborate or condemn the things the ghost is saying.

History!: 1d20 + 2 ⇒ (11) + 2 = 13

But undead, as a rule, are usually honest.

"Very well! Like my colleague here, I am open to such a tale, and will welcome you as our guide. Should you be so kind as to lead us by the hand to these places of which you speak--for we would surely be hopelessly lost without your important guidance!--then we shall make every effort to enact thy humble request!

And, should we have time, we may peruse this treasure of which you speak, but surely finding our wayward Valarie, and then releasing the good vampire must needs be our priority."

Wolfgang continues to stare at the ghost, to all others it appears to be a silent show of respect.

In the ghost's mind, Wolfgang's voice still echos. It sounds as if shouted across a chasm of impossible width. And deep in the chasm, though dark, all know that a being of terrible horror resides, sleeping, our only salvation hoping that we are beneath it notice. 'Be not so full of hubris as to betray us, ghost-thing. For whatever you know of Baravkovians, that is but a candle held to a thousand suns. For I know that which even you would fear to behold. So betray us not.

And if you do...I might not search for you.

But my master -will-."

The thrall-demon that surrounds Wolfgang forms what looks like a sneer in the kobold's direction, but it's quickly subsumed in its surging eddie of aether-stuff.


male

Isaiah is fairly certain that he has heard at least one story of an undead creature that was somehow turned to a life, well, not necessarily good but perhaps, maybe, less evil than expected. However his knowledge of religious practices and the gloom of the prospect of becoming undead is clear, while one might negotiate with a vampire, to save your life if you had too, there is no historical precedent for successfully negotiating with a wight. Most stories tell of wights being the most insane of the intelligent undead, driven to madness by curse or commitment unfulfilled.

Wylla’s demonstration thoroughly enthralls the ghost, who seems to miss out on most of Wolfgang’s words. Only when he mentions, Valarie again, is the ghost returned to the matter at hand


Male Kobold (Ghost) NPC: Ghost

Well, yes. No one said you have to release the Duchess, that’s up to you, but rescuing your friend should be easy, follow me.

The ghost glides out of this room and back into the east west passageway. He drifts to the east, headed toward a turn to the south. Just before he reaches the corner he stops, turns back at the three of you, and places his finger to his lips as if to say, “quiet,” and then he points to a door just across the hallway to the east around the corner.

Refusing to go on with this mission, Klodd stomps away back to the west.

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Wolfgang shrugs and follows the ghost.


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

Stealth: 1d20 + 4 ⇒ (5) + 4 = 9

"Who wants to go first?" Isaiah says in an all too unstealthy fashion.


Female Gnome/Harrispania Wizard/2 | AC: 12/15 | HP: 17 | Darkvsion (60')| PP=8 | S=2 D=2 C=3 I=7* W=0* Ch=1*

Wylla follows the friendly ghost, slipping the bangle over her hand and onto her wrist.

When he holds up his finger, asking them to be quiet, she makes a show out of pinching her lips together in a smile. Looking at her compatriots, she shrugs a bit, and reaches out to test the door handle.


male

As Wyllay reaches for the door handle, the ghost shakes his head back and forth, and waves his arms as if to say, "no."

Then the ghost points further down the southern hallway to another door on the right, and he glides away toward that door.

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

"Mmmrmph. As Wylaa is the least protected against harm, the two of us might form the first rank."

Wolfgang nods and moves to the suggested door, looking it over once before opening it.

Perception: 1d20 + 0 ⇒ (19) + 0 = 19

But caution was never a chief counselor in his internal court.


male

The ghost leads Wolfgang, Wylla, and Isaiah to the next door down the hall, on the right now, and nods reassuringly.

Wolfgang pushes open the heavy wooden door, which leads into a large room

The room is about thirty feet wide and fifty feet deep. The door enters the room in the southeast corner of the room. On the left, along the south wall are two, ten foot by ten foot square cells, with iron bars, and across from the door on the west wall is another similar door leaving the room.
But, the most striking detail of this room is that in the center of the north wall is a large pair of double iron doors, and these doors are flanked by two statues.

Wolfgang:
The statues are a well know image to anyone of Baravkovia. They are two women, facing each other, and they are holding out their hands, palms facing forward toward each other. The iron doors are scorched with soot and pitted. The two women represent the daughters of Nekron, demi-goddesses of Magic and Crafts. When they are rendered in this fashion it is always as a form of protected barrier. It is well known that trying to pass a threshold such as this will typically unleash magical fire or lightning, which leaps from one girls hands to the other’s.

After taking note of the statues the three of you are startled as a man, in the first cell, and a woman, in the second cell rush forward against the bars, not calling out, but looking at you with pleading eyes.

The man is young, probably in his mid-twenties, and he is dressed in fine garments that have been soiled and are filthy. He has a well grown out, but not groomed, reddish beard. His hair is brown. His face is covered with dirt. He wears boots.

The woman is a red haired beauty, dressed in a long white robe, she has no shoes.

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Wolfgang strides boldly into the room as if he is lord and master of the manse. He looks to his right and notices the statues.

"Take care, friends Wyalla and Isaiah. Those caryatids to the North are powerful guardians. If we pass between them we shall be shocked surely. We will need to neutralize them if we want to pass."

Then his head turns and only now does he deign to notice the two imprisoned wretches.

Using his mind-powers, he contacts the koblod-ghost. 'What now is this, sir Hammerfell? Is this our forlorn Valarie? And, if so, who is the man occupying the other cell?"

That done, Wolfgang strides forward, a great smile on his face. "Greetings! I am Gang-of-Wolves, a powerful thaumaturge. These are my associates; Isaiah Fortaine the Enticing, legendary songsmith and swordsman extraordinaire; and Opaleye the Compelling, a wizardess whose knowledge of the arcane is rivaled only by my own.

Now, we are looking for someone -specific-. Please remain calm and introduce yourselves and we shall...take care of you...from there."

A little Persuasion, a little Deception, it's all from the same bucket. ;-): 1d20 + 5 ⇒ (18) + 5 = 23

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