
Amelleanne |

Amelleanne almost unconsciously makes a warding gesture at the mention of undead, she's no superstitious peasant, but necromancy is beyond unnatural.
"Neither of those threats so close to our borders bode well for us. It would be in all our interests to quieten them. And should we find anything of Dwarven make we will of course return it to you. We are not here for thievery."

GM &rew |

During the feasting, the conversations are lighter, focusing on events in Daggerford and the surrounding areas. After, the dwarves tell of the past three years battling orcs, goblins, ogres, and the bandits. They show you the detailed maps of the lair (see handouts - going to give you the full map rather than try to recreate each area!!), pointing out the areas they control and where they usually encounter the other groups.
"I recommend maintaining separate patrols - that way we can cover more ground! Oh, and keep yer eyes out for the traps we've laid for those green buggers...and of course there are some older traps still out there, too. So keep yer head on a swivel and yer eyes on the passageway ahead of you!"
The grizzled old dwarf leader continues, "If'n ya find any treasures, please bring them back to me and we'll work an equitable deal. Gorn and Kain over there are my chief clerics - they can help patch ya up if'n ya gets beat up. Any questions?"

GM &rew |

I thought giving you the maps would make this easier and less like a dungeon crawl. Tell me where you want to go, or a general path of exploration, and I will make the required random encounter and perception rolls, throwing in a bit of extra descriptions and fluff here and there to keep it interesting. You are currently on level 3, Area C, room 55. Do you want to check out this area, or go down to the bottom level (level 4) and explore it?

Amelleanne |

Sorry,
I assume area C (and maybe D?) is more or less secured by the Dwarves?
I'd likely think that going to level 4, maybe starting with 31, 34 and 35, then working around anti-clockwise?
Or there are Orcs, presumably around Area L on Level 1?

GM &rew |

One of the dwarves, a crusty old fighter by the looks of him, points out the various sections of the map and provides you an intel update based on their patrols.
"Name's Croaker Norge. I'm head of the scouting groups. So here's what we know. We're here and control this area," he says, pointing at level 3, Area C. "The bottom level," and now he waves his hand over the map labelled Level 4, "is contested territory. We have two scouts posted here (25) at all times. There is an air shaft leading up and sometimes an orc or goblin tries to sneak down it. They get killed pretty quick!"
He returns to Level 3 of the map and points at Area A. "Here's where you came in. This door to the outside wasn't able to be opened until that ground-shake removed the blockage out there. This are is also contested - all three groups travel through here to get to their camps. We haven't been in this area yet," Croaker now points at Area G on Level 3. "We think it's controlled by the corpse-lovers."
Moving his attention to Level 2, he points out the main dwarven entrance on the south-west corner of the map. "This is where we've been coming in and out, and we patrol the south-west area regularly. You see the stairs down (56) to where we are now (53). The orcs control everything to the east on this level. My men have reported seeing an ogre here, so be wary."
"Finally, the top level is controlled by the green-skins and the deaders, although they have no love lost between themselves. We've come across them fighting each other on occasion...normally we just let 'em kill each other off as much as we can! This area, though, (Area E) is our temple to Torag. Best be watching your manners up there..."
When Croaker finishes, he turns to you and asks for any questions.

Kyrus Leafstrider |

"I'm more worried about the undead abominations than the ogre," Kyrus says. "We can manage one ogre, but the undead are particularly difficult to take down and relentless until you do. And both groups are too close for my liking. I suggest we help secure the lower level first, then help clear out the nearest areas where the other groups run patrols. That should make it safer and easier to move around and deal with their main camps. Plus, every one we take out on patrol is one less defending their camps."

GM &rew |

The group heads down to the lowest level to begin their exploration! (You are in the south-western room of level 4 - your position is marked by the yellow smiley face! Please provide a list of rooms or directions that you will go.)
Encounter: 2d6 ⇒ (4, 6) = 10
Encounter: 2d6 ⇒ (3, 1) = 4
Encounter: 2d6 ⇒ (3, 1) = 4
Initiative
Leon: 1d20 + 7 ⇒ (8) + 7 = 15
Ulf: 1d20 + 4 ⇒ (8) + 4 = 12
Tyler: 1d20 + 2 ⇒ (11) + 2 = 13
Amelleane: 1d20 + 2 ⇒ (17) + 2 = 19
Kyrus: 1d20 + 5 ⇒ (11) + 5 = 16
Brynderie: 1d20 + 6 ⇒ (13) + 6 = 19
Creature: 1d20 ⇒ 1

Amelleanne |

We should probably check on Room 16 first, make sure nothing else has started interfering with the water supply. From there maybe...26, since it doesn't connect to anything else.
From there a loop beginning 28 and circling around to 25?

Tyler Crane |

I think 26 is the room with the levers controlling the fountains? I think we'll need to go deeper to find the source of the waters pollution eventually, but your plan is a good start.

GM &rew |

The group heads back into the large room where they fixed the poison water flow and repaired the cracks. After they enter , they hear the sounds of another group coming from the northeast corner of the room! This is a group of human and half-elf thugs on patrol.
Then, a moment later, another group enters from a north-western passage - two dwarves! There is a pause, the silence between breaths hanging in the air like the instant before a sudden and fierce rainstorm...
The party has initiative...see the map for a representation. Also, for Tyler, the room with the levers was inside the pillar in the center of room 16...

Kyrus Leafstrider |

Kyrus hesitates for a moment, then his bow snaps up and he fires at the nearest bandit that he has a clear shot on.
Attack: 1d20 + 9 ⇒ (1) + 9 = 10 Of course...
Confirm?: 1d20 + 9 ⇒ (15) + 9 = 24

Úlfheðinn Sigmundarson |

Ulf, hesitating in the calm before the storm, snaps to attention, making a beeline for the nearest bandit!
+1 Greataxe Attack: 1d20 + 9 ⇒ (7) + 9 = 16
+1 Greataxe Damage: 1d12 + 7 ⇒ (2) + 7 = 9
-Posted with Wayfinder

GM &rew |

Please look at the map. You can move your own tokens. The 20' x 20' pillar and the now sealed fountain moat are between you and the bandits...and about 80-90 feet...
Ami and Kyrus fire off long-range shots, but the pillar in the center of the room blocks Ami's and Kyrus' arrow veers off above the heads of the dwarves - the shaft must have been warped!

Úlfheðinn Sigmundarson |

It stinks when your posts get eaten...
Úlf moves forward with the intention of getting around the column to engage their enemies, but he's sure not to run so far ahead that he makes himself a target.
Single move northward to start getting around the column.

GM &rew |

The dwarven patrol runs to meet the bandit party, but has to traverse the crack in the floor to get to them. The dwarves fire their crossbows before going through the rubble, hitting one of the bandits in the shoulder.
The bandits stand their ground and time their attack to happen while the dwarves are in the crack. Three of them let loose with shortbows, while the one in the back of the group shouts an arcane phrase. As she finishes, a large, slick patch of what looks like grease appears under the dwarves!
(Your turn!)

Kyrus Leafstrider |

"Looks like they've got a caster. Watch out for whatever tricks she might have up her sleeve." Kyrus shifts forward again and aims an arrow at the spell caster before letting his next shot fly.
Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

GM &rew |

Kyrus and Amelleanne both score hits on the spellcaster, but Tyler's shot goes wide as he stumbles on some debris.
The grease spell has an almost comical effect on the dwarves - except it makes them easier targets for the other bandits and their arrows...each dwarf takes an arrow but they manage to maintain their footing. The bandit mage, with two arrows protruding from her, decides maybe this won't be so easy after all and orders her followers to retreat! They move back towards the door they used to enter this chamber...

Kyrus Leafstrider |

"They're running? Cowards, the lot of them." Kyrus notches another arrow and keeps his aim, but doesn't fire another shot unless his allies continue the fight. Attacking retreating foes still sits badly with him.

Úlfheðinn Sigmundarson |

Úlf seems confused by the retreating bandits, his steps slowing to a swift halt, at which point he turns to focus on the dwarves that remain. He doesn't continue the fight, though, instead brandishing his axe in a posture that is more waiting and anticipatory than anything else.

GM &rew |

The dwarves gratefully accept the party's aid and climb back out of the crack. "Thanks for the aid - shoulda known better than to take on a spell thrower with just the two of us...it was about to get ugly for us. We need to get back to base, have these arrows removed, and report to Croaker about that group." They shake your hands and trudge back towards the stairs that will lead them to the dwarf camp.
Good job saving the dwarves! Where to next? Continue Amelleanne's path of the western rooms?

Kyrus Leafstrider |

"Just doing what we can to help," Kyrus says with a smile. "We'll continue patrolling down here while you head back. Good luck."
I believe that continuing as we were would be a good option.

GM &rew |

After the dwarves depart, the party continues their exploration of the area. You check out the rooms to the west of the large pillar room, heading north room by room. There is nothing of interest or value in these rooms - just debris and dust.
After clearing the last room, you come to an intersection leading east or north...(See map for level 4 - you are where the smiley face icon is. Rooms with a light X on them are ones you've explored. Everyone give me a perception roll vs traps please. Which way do you want to go? You can get climb back up and into the pillar room with the levers and a door you didn't check out, north to area 32, or east to 34/35.)