[D&D 5e] DM Asmodeus's "Night Below" Group #2 Campaign (Inactive)

Game Master bwatford

Current Location: The Gleaming Glade in the Hardlow Woods


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Night Below
Act 3: Lurred Into Darkness
Scene 4: Peril On The River
Active Maps: Map of Harenshire
Active Battlemaps" River Battlemap
-=-=-=-=-=-=-=-=-=-=-

Alexander moves back away from the edge of the barge and drops his bow, with a running leap in rushes to join the guard in combat. Pulling his sword and swinging at the spy, he misses his mark as the man ducks the blow.

The Slice slashes the scout that had jumped aboard the ship before spinning away and drawing his other dagger.

Jelly swings his mace trying to finish the scout off that The Slice had just struck but she blocked the blow. He quickly uttered a healing word that floated across the water and healed the guard of some of his injuries.

Pip brings his rapier to bear once again against the woman and skews her through the eye, killing her instantly as she falls and splashes into the water.

Wolfgang uses his dark magic and a twisted crown of jagged iron appears on one of the spies head, and a madness glows in its eyes.

For the first time since receiving it, Erdann uses the new wand, calling forth its command word as three glowing darts fling forth from the red tip, streaking across the fog and striking the leader of this attack. The priest staggers under each blow and almost falls as blood covers the front of his robes.

Spy #5 under Wolfgang's command turns his blades on the woman scout, slicing her throat with one blade and running her through with the other, killing her instantly as he moves to take up a position on the other side of the dead woman as the crown of madness fades and he realizes what he has just done with a look of horror on his face.

Spy #4 leaps from island to island as he drops his bow and draws his shortsword. Moving into position with Pip he swings at the gnome. The blade cutting across the gnome's chest one way and then the other, leaving a X pattern gushing blood in its wake.

The priest uses curative magic on himself. "Fall back. Retreat!!!" he calls out as he moves north through the trees disappearing from sight.

Scout #2 disengages from Wolfgang and jumps from the ship to the south.

The man at arms seeing the crown disappear steps up and thrust his spear at the spy but the spy spins out of the way.

Round 4 Initiative
Priest
Scouts
PC's
Spies

* Conditions: None
* Terrain Effects: All ranged attacks have disadvantage due to the light and weather.
* Everyone please post your round 4 actions at this time.
* Actions will be processed IN the order that they are posted.

Mechanics:

Priest takes 13 hitpoints of force damage from Erdann's Wand of Magic Missiles.
Priest uses Cure Wounds in 3rd level slot.
Priest gains 13 hitpoints from Cure Wounds.
Priest has taken a total of 10 hitpoints of damage.

Scout #1 takes 14 hitpoints of piercing damage from Pip's rapier.
Scout #1 has taken a total of 29 hitpoints of damage.
Scout #1 is dead.

Scout #2 takes 12 hitpoints of piercing damage from The Slice's dagger.
Scout #2 has taken a total of 12 hitpoints of damage.

Scout #3 takes 21 hitpoints of piercing damage from Spy #5's shortsword
Scout #3 has taken a total of 21 hitpoints of damage.
Scout #3 is dead.

Guard #1 gains 7 hitpoints from Jelly's Healing Word.
Guard #1 has taken a total of 3 hitpoints of damage.

Jelly used one first level spell slot. (3 of 4 remaining.)

Wolfgang used one second level spell slot (1 of 2 remaining.)

Pip takes 16 hitpoints of piercing damage from Spy #4's shortsword.
Pip has 6 of 31 hitpoints remaining.

Active Effects:

Priest has taken a total of 10 hitpoints of damage.

Guard #1 has taken a total of 3 hitpoints of damage.

Scout #2 has taken a total of 12 hitpoints of damage.

Spy #4 has taken a total of 11 hitpoints of damage.

Spy #5 has taken a total of 6 hitpoints of damage.

Pip first level spell slots (1 of 2 remaining.)
Pip used Action Surge (0 of 1 remaining.)
Pip has 6 of 31 hitpoints remaining.

Wolfgang cast falselife (8 temporary hitpoints remaining.)
Wolfgang used one second level spell slot (1 of 2 remaining.)
Wolfgang has 20 of 24 hitpoints remaining.

Alex used Action Surge (0 of 1 remaining.)

Erdann used one second level spell slot (1 of 2 remaining.)

The Slice has 20 of 24 hitpoints remaining.

Jelly used one first level spell slot. (3 of 4 remaining.)


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

Pip gets in one final attack on the scout, and then jumps back onto the boat, hunkering down, dropping his rapier, and drawing his crossbow.

OOC:
Booming Blade: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Damage if she moves: 1d8 ⇒ 8

Jumping to L-10 and dropping prone. Pip will also cast shield if he gets hit by the opportunity attack he provokes by leaving.

Dark Archive

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

Wolfgang nods as the Crown is resisted and fades. "Fair enough. But the play isn't finished. It can only be truly heroic...if betrayal is followed by death."

Wolfgang motions and a baleful aura of downfall and calamity surrounds Spy #5, as if his grief takes on a tangible form.

This is followed by a Bolt of tragedy and ruin.

mechanics:

Casting Hex, 2nd lvl, on Spy 5 as Bonus action. Casting Eldrich Blast on spy 5.

Ranged spell attack: 1d20 + 5 ⇒ (13) + 5 = 18
Blast damage: 1d10 + 3 + 1d6 ⇒ (10) + 3 + (1) = 14


"No, no. You shan't escape that easily, I'd hope. I don't want you pestering us again." Erdann says, launching another volley of magical darts at the man.

mecahnics:

1d20 ⇒ 12

force: 3d4 + 3 ⇒ (4, 3, 2) + 3 = 12

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

Jelly will drop his melee weapon to pick up his crossbow and shoot at whatever spy is left alive.

mechanics:
hit: 1d20 + 7 ⇒ (11) + 7 = 18 disadvantage: 7 + 1d20 ⇒ 7 + (6) = 13 dmg: 1d8 + 5 ⇒ (5) + 5 = 10 removed that bolt from my inventory.

Grand Lodge

Male Male Human Fighter 2: HP:31/31, Spd:20 , AC:16 (18 with shield), Init:2, Saving throws: Str:5, Dex:3, Con:5, Int:0, Wis:3, Cha:2, Passive Perception:15 Fighter 2

"You won't escape to attack anybody else! Surrender your arms!" yells Alexander as he dashes behind them and attacks.

Mechanics:

Moving to (M,2) and Attacking (M,1).
Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 2d6 + 3 ⇒ (4, 6) + 3 = 13

Dark Archive

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

The horror named Dunwich, having nothing else to do, floats over the fleeing priest's head. His voice is clear and calls out to all as he flies over the treetops shouting, "Hey! This guy is over here! You know the one that shot at you all! He's trying to run away right here! He's over here! Right here! He's running away over here!"

Then he snickers. He snickers again as Erdann's magic bolts fly into him. "Boy, I bet that didn't feel good!"


Night Below
Act 3: Lurred Into Darkness
Scene 4: Peril On The River
Active Maps: Map of Harenshire
Active Battlemaps" River Battlemap
-=-=-=-=-=-=-=-=-=-=-

Pip swung his blade again at the spy in front of him, striking him soundly and surrounding him with booming energy. He then jumped back for the boat, but fell well short and splashed into the water beside the boat. The spy swung at him as he leaped away but missed. Pip then reached up and grabbed the side of the boat and pulled himself up over the side and onto the deck.

Wolfgang hexed his target and then threw a bolt of energy at the spy. The blast of energy striking his target, the spy knees buckled under the blast but the man remained standing.

Erdann used the wand to call forth three magical darts that streaked through the darkness toward the fleeing priest that only his dark elf eyes could still see through the low light and terrain. When the darts arrived at the target, they struck him repeatedly. But the man staggered but did not go down.

Jelly picked up his crossbow and fired at the spy that Wolfgang had hit, striking him directly in the heart and killing him dead.

Alexander moved next to the guard and run the fallen spy through just for good measure.

With no enemies in sight the man at arms jumped back to the boat.

The remaining scout took off through the trees to the south and out of sight, the remaining spy stood still afraid of the booming energy that surrounded it.

The priest continued fleeing north, followed by the quasit but was now out of vision range of even the dark elf. The quasit called out his position as they headed off into the distance. The priest cured his wounds again.

Round 5 Initiative
Priest
Scouts
PC's
Spies

* Conditions: (Pip is prone.)
* Terrain Effects: All ranged attacks have disadvantage due to the light and weather.
* Everyone please post your round 5 actions at this time. The Slice please post your round 4 and round 5 actions since you missed last round.
* Actions will be processed IN the order that they are posted.

Mechanics:

Priest takes 12 hitpoints of damage from Erdann's wand of magic missiles.
Priest cast Cure Wounds.
Priest gains 7 hitpoints from Cure Wounds.
Priest has taken a total of 15 hitpoints of damage.

Spy #4 takes 10 hitpoints of damage from Pip's Booming Blade.
Spy #4 has taken a total of 21 hitpoints of damage.

Spy #5 is hexed by Wolfgang.
Spy #5 takes 14 hitpoints of damage from Wolfgang's Eldritch Blast.
Spy #5 takes 10 hitpoints of piercing damage from Jelly's crossbow.
Spy #5 has taken a total of 30 hitpoints of damage.
Spy #5 is dead.

Wolfgang used one spell slot. (0 of 2 remaining.)

Active Effects:

Priest has taken a total of 15 hitpoints of damage.

Guard #1 has taken a total of 3 hitpoints of damage.

Scout #2 has taken a total of 12 hitpoints of damage.

Spy #4 has taken a total of 11 hitpoints of damage.

Spy #5 is hexed by Wolfgang.
Spy #5 has taken a total of 20 hitpoints of damage.

Pip first level spell slots (1 of 2 remaining.)
Pip used Action Surge (0 of 1 remaining.)
Pip has 6 of 31 hitpoints remaining.

Wolfgang cast falselife (8 temporary hitpoints remaining.)
Wolfgang spell slots (0 of 2 remaining.)
Wolfgang has 20 of 24 hitpoints remaining.

Alex used Action Surge (0 of 1 remaining.)

Erdann used one second level spell slot (1 of 2 remaining.)

The Slice has 20 of 24 hitpoints remaining.

Jelly used one first level spell slot. (3 of 4 remaining.)


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant

The Slice had re-sheathed his daggers, and was turning down looking at the wound he just received, when he realized that his friends were not letting the bandits go so easily.

ooc

Spoiler:

The Slice's strange code of honor, has him not pursuing a fleeing enemy, unless there is good reason. He therefore did not act in Round 4, and will not act again, unless the group jumps off the boat and starts to trail the ambushers.

The Slice searches the corpse in front of him to see if there are any identifying objects.

Dark Archive

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

Wolfgang nods, and Dunwich gives off pursuing the priest.

The warlock turns his baleful gaze on the remaining spy, whom all his friends have left him.
The Aura of doom and calamity engulfs the spy, portending greater harm should the warlock unleash more of his at-will hell-bolts.

He calls out to the remaining foe. "You friends have left you, and you have knowledge we seek. Stand down and speak freely, and your treatment shall be easy. But if you fight, I shall flay you alive and rend the answers from you, the knowledge we seek spelled out in buckets of your own blood.
And if you run your life will be ended before you go two paces. The aura about you is proof that my words are not empty.

Lay down they arms, and speak on who your band is and why we were attacked."

Dunwich continues his lazy flight over to their new bestest buddy.

ooc:
Hex was cast at 2nd level. Time remaining = 8 hours.
Hex transfers to Spy 4.


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

"Don't you move." Pip says, training his light crossbow on the scout.

Mechanics:
Not standing up. Pip readies an action to shoot the scout if they try to move.
Readied Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Disadvantage: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

Jelly is just going to take the total defense action, which is just as good as well skipping it.


"Eh, looks like he got away, unless one of you is gonna get him. I'm not going to wade over there and then run. Eugh." Erdann says, keeping his eyes open for further danger.

mechanics:

Readied action to cast Ray of Frost at any new enemies appearing or if the remaining spy successfully hits an ally.

spell atk: 1d20 + 5 ⇒ (1) + 5 = 6 ranged touch if that is a thing?
cold: 1d8 ⇒ 3


Night Below
Act 3: Lurred Into Darkness
Scene 4: Peril On The River
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

As the booming energy fades from around the lone man, he drops his shortsword to the ground and shouts back "How do I know, you will keep your word. If I am to die anyway, why should I talk." he says as he sits cross-legged on the ground bandaging his wound.

"Rulers, nobles, merchants, guildmasters, or just another rich wealthy individual. What does it matter. Just a bunch of cutthroat politics anyway. Just another man willing to pay some coin for a job." he says as his words drift over the water just as the sun breaks the horizon and cast its light over the area.

Active Effects:

Spy #4 has taken a total of 11 hitpoints of damage.

Pip first level spell slots (1 of 2 remaining.)
Pip used Action Surge (0 of 1 remaining.)
Pip has 6 of 31 hitpoints remaining.

Wolfgang cast falselife (8 temporary hitpoints remaining.)
Wolfgang spell slots (0 of 2 remaining.)
Wolfgang has 20 of 24 hitpoints remaining.

Alex used Action Surge (0 of 1 remaining.)

Erdann used one second level spell slot (1 of 2 remaining.)

The Slice has 20 of 24 hitpoints remaining.

Jelly used one first level spell slot. (3 of 4 remaining.)


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)
DM Asmodeus wrote:
As the booming energy fades from around the lone man, he drops his shortsword to the ground and shouts back "How do I know, you will keep your word. If I am to die anyway, why should I talk." he says as he sits cross-legged on the ground bandaging his wound.

"So whats the harm in talking? If we wanted to kill you, we would have done that. We aren't murderers. Just some people doing our job." Pip says. "Why do you think we are less likely to kill you if we do not get our information?"


Night Below
Act 3: Lurred Into Darkness
Scene 4: Peril On The River
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

"Because despite what we are taught when we are young. Words can kill and often do in our line of work. I was paid to do a job, just like you. One that we obviously did not succeed at." he says as he takes an apple out of his pocket and takes a bite of it.

"I do not think you are less likely to do anything. But I would not be of any use to an employer if I just babbled off names. Man's got a reputation to keep, or one might as well be dead." he says as he takes another bite.

"I can't give you a name, but I can tell you the job. Don't see how that would hurt. We were ordered to assault your group in particular. I would guess that your name is Pip, then there is Alex, and The Slice, you three where to die. And if I remember correctly Jelly and Erdann was to be taken prisoner and not killed. But our main orders was to capture Mr. Wolfgang. Yes he had the biggest bounty on his head." he says as he points to the warlock.

"Nothing personal Pip you see, just business. Wanted the spell casters. Wasn't expecting you to weave magic as well. Guess if they knew then you might be put on that 'don't kill' list as well. But you will have to find someone else to tell em. Me, well my fate has already been sealed." and with that the man falls over and the apple falls out of his hand and foam begins to bubble out of his mouth as his dead eyes continue to stare at you.

Active Effects:

Spy #4 has taken a total of 11 hitpoints of damage.

Pip first level spell slots (1 of 2 remaining.)
Pip used Action Surge (0 of 1 remaining.)
Pip has 6 of 31 hitpoints remaining.

Wolfgang cast falselife (8 temporary hitpoints remaining.)
Wolfgang spell slots (0 of 2 remaining.)
Wolfgang has 20 of 24 hitpoints remaining.

Alex used Action Surge (0 of 1 remaining.)

Erdann used one second level spell slot (1 of 2 remaining.)

The Slice has 20 of 24 hitpoints remaining.

Jelly used one first level spell slot. (3 of 4 remaining.)


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

"Delezul." Pip says, his face ashen. "Spellcasters. Why do these people want spellcasters?" He kicks himself mentally, "Alright, lets move on! We can figure this out later. Search the corpses."

Pip searches the bodies of the fallen, thinking on what happened.

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

"Are we famous? I mean, how does your boss know our names? We have only been adventuring a few weeks and he already knows our names."


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

"Jelly, how old are you? A hundred? Two hundred? I'm seventy. It's not outside the realm of reason that someone wouldn't know our names, especially with rumors of a new band of adventurers taking caravan work."


annoying. i would have tried to keep him from reaching into his pockets.

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9
Glasilock Haridensford Pip wrote:
"Jelly, how old are you? A hundred? Two hundred? I'm seventy. It's not outside the realm of reason that someone wouldn't know our names, especially with rumors of a new band of adventurers taking caravan work."

"We still aren't famous. We've only done a few tasks." not to mention, in this day in age, no photographs, no television, no newspapers, and we aren't kings and queens. I honestly wonder how the message got to the bad guys miles and miles away. How on Earth do rumors spread this day in age? I mean, would time periods like these have messagers that tell everyone what goes on from city to city? I would figure in a time period like this, 90% of what happens in city or location stays in city or location, and it would be hard to know someone's name unless you have been introduced or someone told you. Not to mention, very few of us even mentioned our names even to the good guys. No name tags back then, no ID, no employment records. Jelly has adventured around, but he has I think only introduced his name once at the very beginning, so a lot of people would only know his as a Clerical Elf. He is also asking because all badguys in every battle have all died, no badguy ever lived to tell the tale until this battle, so they had to get the information from a good guy or even a town citizen.

edit:actually I don't think Jelly has every said his name in the adventure ever. You can assume his past would have be the same way, so unless they got a hold of his parents somehow and asked them my name...


Night Below
Act 3: Lurred Into Darkness
Scene 4: Peril On The River
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

Searching the bodies and pulling the dead guard back aboard for a proper burial later the group puts what has been found before them, an assortment of coins worth 24 gold and 3 gemstone rings worth about 25gp each and three more of the poisoned apples, each already starting to decay from their contents.

Among the men and women however there was two weapons that stood out, one was a shortbow and one was a shortsword, both of fine quality elven make, with engravings on them that most did not recognize. However Erdann was quick to speak up, the weapons were of dark elven make and would fetch a good price at the market.

Once they were done the guard speaks up "We should get moving down the river. Might be more of them coming back with the man that got away. Do we leave the bodies here? I have no use for them, as I am not a religious man." he says to the group.

Turning to Jelly "I have seen stranger things than one knowing your name, if I were after someone, I would learn all I could about them. Diviner's do it all the time. There are those that just know things. Doesn't matter if you want them to or not. They read your thoughts, they know. The important thing is their plan failed, lets make sure it stays that way."

Treasure:

4 gold pieces for each player.

3 gemstone rings worth 25 gold pieces each.

Elven Shortbow worth 87.5 gold pieces.

Elven Shorsword worth 80 gold pieces.

Active Effects:

Pip first level spell slots (1 of 2 remaining.)
Pip used Action Surge (0 of 1 remaining.)
Pip has 6 of 31 hitpoints remaining.

Wolfgang cast falselife (8 temporary hitpoints remaining.)
Wolfgang spell slots (0 of 2 remaining.)
Wolfgang has 20 of 24 hitpoints remaining.

Alex used Action Surge (0 of 1 remaining.)

Erdann used one second level spell slot (1 of 2 remaining.)

The Slice has 20 of 24 hitpoints remaining.

Jelly used one first level spell slot. (3 of 4 remaining.)

Dark Archive

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

Wolfgang claps Erdann good-naturedly on the back. "HaHA! Do not feel bad that my head is valued more than yours! I'm sure as you gain power people will feel moved to pay at least as much for a wizard as they would for a warlock!

And be not overly surprised, little Jelly. We had accomplished a thing of great import in solving the mystery of the mire! Our generous lord no doubt bragged of his genius in hiring us, and our reputation spread, as evidenced by the glorious task which we now perform. For all we know 'tis a union of second-rate guards, put out of work by our presence that doth now wish us away.

Though, 'tis odd that they value mana-tossers higher."

Von Goethe shows no interest in the fine elven weapons. Others may take them. He cares not.

"Agreed, Pip. Now that the bodies hold nothing more for us, let us weight them with rocks and dump them in the river. We have a job of our own to finish and we do no one any favors standing around here."


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

Pip does as Wolfgang suggests, and begins weighing down and dumping the bodies.

Dark Archive

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

As Pip starts weighing bodies, one of them seems to begin filling up with rocks on it's own, as if invisible hands were joyfulling stuffing rocks in every pocket...and oriface it could find. A merry little song is heard by anyone fool enough to venture close and listen.

"D̹̰̲̘̱͔̤̼̭͠o̗̮̘̰̦̰̲ͅw̵̼̥̰̥n̨̺͈̲̭̤̪̥̺͝ ̖͓̟̺͝ͅa̺̞̰̙͜n̡̙̙͇̙͕d̸̛̪̥̗̠ ̮̗̱̺̥͠d̵̯̯͡o̵̴̦͓̩͖̰͜w̷̛͈̩̙n̷̠̞̤̭͇̗̣̯͝ͅ ́҉͏͇̦i͡͏̳̝͙͡t̖̠̘̬̣̘̞̠͙̀ ̰͝͝g̳̘̜̥̀o҉̰͈̞̤̻͈͞͞e͖s̷͍͕͈.̢͔͢ ̡͕͓̙͖͉̜̖̀͢ ̴͞͏̖̳W̷̥̦̖͙͟h̴̨̞͔̜͔e͚̞̮͕̭͙̳̗̩͢r̵̮͓͓̜e̻̝͙̱̲̥͕̭s҉̡̞͇̱̮͉̲̖ ̩̮̼́̀ḭ͚̥̦͕͝t̵̼͎͈̭͝ ̷̙͎̺͞s҉̴͈͇̝̳͞t́҉̹̝̱̠̙̱̖o̯̟̦͘͟ͅp̵̦͝s̷̻̱͍͇͉̠̤.͟҉͍̮͎̙.̥̰͈̻͍͕̰.̲̩̗̖-̶̳͍̟̘͔͜͠I̧̻ ̲̦̭̺̯̹̘-̰̫̤̣̺̺̘̝̕͢ ͏̡̻̥̞w͖̜̭̯̦͝i̵̛̝̯͎̗͙̜ḻ̘̻̞̮͓̺̞̣͢l̨҉̜̼͍̫͉̼̞͔̀ ̡̗̼̘͎k̷̹͓n̺̺͜͞o͚̯w҉̜̺͝s͇͡ͅ!̤̹͖̫̞̳̺̹̰̕͞"


"Doesn't bother me, i'd rather a lower price on my head."


Night Below
Act 3: Lurred Into Darkness
Scene 4: Peril On The River
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

With the bodies taken care of the barge continues down river and arrives in Thurmaster without further incident. As the barge pulls to the docks a large contingent of Count Palfray's men are waiting to unload the cargo in the wagons for transport to the keep.

The man at arms on board the barge turns to the group "I would ask that you continue on with us, to ensure safe passage of the cargo as well as to inform Lord Palfray of what happened on the way here. I am sure he would want to be informed. Obviously your duty was only to this spot, so it is only a request. I am sure that the lord would put you up in the castle for the night." he says as he waits for an answer.

Active Effects:

Pip first level spell slots (1 of 2 remaining.)
Pip used Action Surge (0 of 1 remaining.)
Pip has 6 of 31 hitpoints remaining.

Wolfgang cast falselife (8 temporary hitpoints remaining.)
Wolfgang spell slots (0 of 2 remaining.)
Wolfgang has 20 of 24 hitpoints remaining.

Alex used Action Surge (0 of 1 remaining.)

Erdann used one second level spell slot (1 of 2 remaining.)

The Slice has 20 of 24 hitpoints remaining.

Jelly used one first level spell slot. (3 of 4 remaining.)


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

OOC:
Were we able to take a short rest during the trip?


OOC:

It is going to be about an hour or so before they are ready to head out so you could get one in before you depart.


"Hmm, well a castle sounds nice, especially if there is a feast." Erdann says, somewhat trailing off.


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

"Night in a castle? I'm in."

Short rest:
Taking a short rest. Pip regains action surge, second wind, and will expend 3 hit dice to regain Hit dice: 3d10 + 9 ⇒ (9, 1, 3) + 9 = 22 hit points.

Grand Lodge

Male Male Human Fighter 2: HP:31/31, Spd:20 , AC:16 (18 with shield), Init:2, Saving throws: Str:5, Dex:3, Con:5, Int:0, Wis:3, Cha:2, Passive Perception:15 Fighter 2

Alexander, who has been eerily silent since the ambush, both because he had never killed another human before and after the revelations , finally speaks to answer the man at arms

"I am not sure if you will be safer with us after the recent events... but you can count on me to protect this cargo until the keep. How many days of travel remain?"

Dark Archive

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

Wolfgang nods. "Fine, fine."

He also catches a nap, allowing his body to recover.

short rest:
short rest, 1HD: 1d8 + 1 ⇒ (3) + 1 = 4

Also, just FYI, the duration of a 2nd level Hex spell is 8 hours.

The Dunwich Horror catches a few warf rats, eating the whole and alive, then curls up to sleep invisibly at Von Goethe's feet.

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

Jelly is up for a night in the Castle


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant

The Slice is all in favor of a comfortable night in a castle.


Night Below
Act 3: Lurred Into Darkness
Scene 4: Peril On The River
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

Looking to Alex the man at arms says "We will be there by nightfall."

Parlfray Keep stands atop a low hill at the foot of the Halfcut Hills, some ten miles north-east of the village of Thurmaster. It was from this keep that Count Sandior Parlfray collected the taxes from the villages of Haranshire (being Haralton, Milbourne, and Thurmaster), oversaw any appeals of his magistrate’s verdicts of high justice, and made sure that the rules of his Duke and his Emperor were adhered to. The Count was also responsible for gathering a force of arms if his Duke should require it and providing protection for his lands as necessary; though the size of his current force in recent years was minimal since things had been quiet for almost forty years now.

Parlfray Keep was reasonably large for the size of the communities that it watched over. The income from the mines, the fishing from The Eelhold, and the merchant traffic between Blasingdale and Corlean all proved to be profitable endeavors and the size of the keep reflected the available monies.

Count Sandior Parlfray himself resembled his family keep in that he had been around for quite some time, was as stubborn as the hills the keep was built in, and he showed his age well. A pleasant, if stubborn man of seventy-one years, Count Sandior had outlived three wives and two concubines. The last woman had been Rizelda Astan, a lesser daughter of the Astan merchant house. Her family had arranged the marriage between Rizelda (all of eighteen at the time) and the fifty three year old Count. Much to everyone’s surprise she bore the aging Count an heir, dying as she did so.

Count Parlfray named the boy Lyntern, after his wife’s favorite uncle; which he knew to be her dying wish. Then not knowing what to do with a squalling baby, promptly turned the boy over to a wet-nurse and then a succession of tutors. Lyntern grew up knowing that he was to be his father’s successor and the old Count made sure that Lyntern knew the arts of war and leadership. Only twenty years prior to Lyntern’s birth, Sandior Parlfray had led mercenaries hired by his aging father to repel the lizard-folk raiders of Shrieken Mire from the walls of Thurmaster. Now eighteen years old himself, Lyntern knows his duty to his father, to his title, and to his duke. Like all young men his age though, Lyntern is certain there is something more to life then all he has been given.

The road from Thurmaster to Parlfray Keep was well maintained and the little caravan made good time; still it was just after sundown when the merchant caravan finally made it to the gates of the old keep. The guards at the gatehouse were alert and ready with torches when the caravan finally arrived on their doorstep and quickly set about verifying the cargo. Once business was concluded the members of the caravan were invited to the Count’s table, which was just being set. The unexpected invitation was gratefully accepted of course.

Count Parlfray provided a good table for guests, even unexpected ones. The meal was a pleasant affair and if anyone had any unease at sitting at the Count’s table they did not show it. For his part, Count Parlfray made pleasant conversation with Captain Peresten for the first part of the meal. He was understandably concerned when the Captain mentioned the bandit raid on the river; a raid which included the use of magic.

Before the Count could respond to the news, Captain Peresten continued on with his story of the bravery and skill of the hired guard from Milborne. This group were the ones responsible for finding and dealing with the strange blue goblins of New Mire. “It was a tough fight.” Admitted the captain. “I spent most of it wondering if I was going to die. But these mercenaries were worth every cent and were the only reason I was able to deliver your goods to you, your lordship.”

Count Parlfray considered the captain’s words with the stories he had already heard. Lord Carman had already made one report on the goblins of course and Squire Marlen of Thurmaster had remarked on some couriers or another who had made a delivery to Tauster. “Well then.” The old Count said, his black eyes sparkling from the light of the torches. “It seems we owe you a thank you for seeing that the Captain’s cargo arrived safely.” He shook his head. “You’ll have to watch out for all that foolish madcap gallivanting. Trust me, it will lead to no good. We can always use more guards though. A good solid profession it is; and regular pay too. Stick with Captain Peresten and you’ll find yourselves in good hands.” He took another sip from his wine glass and set it down, looking at Wolfgang and Pip. “The good captain said something about the use of magic during the fight? Why don’t you tell us all about it. And what you know of the bandits.”[/b]

The night passed thusly with Wolfgang and Pip relating their exploits from the last month. The Count was most interested in the first hand reports of these new goblins on his lands and in their estimation of these new bandits. He was gratified that most of the bandits had been put down. He was concerend about the one that got away. This priest.

Eventually after three hours of tales, the good Count excused himself after wishing everyone a good night. “But stay.” He bid. “No need to cut short your meal because an old man needs his sleep.” He then turned to his son who had listened to the conversations avidly. “You know your duty son. Keep them company until it’s time to bid their leave.”

Lyntern nodded as everyone stood as the old Count took his leave.

An hour later only Lyntern and the group of sixr remained at the table; enjoying a fairly decent wine. To anyone who knew the young noble, he was obviously smitten by the tales the adventurers had to tell.

“You know.” He said conspiratorially to the six companions. “You seem like a brave bunch of mercenaries. We might be able to help each other.”

The boy was positively transparent. “How so?” Asked Pip.

Lyntern leaned in closer to Pip, gratified by the attention. “I know of some ruins in the Thornwood where those bandits who attacked you might be hiding.”

This got everyone's attention. “Go on.” Said Pip.

“I’d be willing to take you to it.” The boy said.

Pip almost nodded, expecting the answer. “It would be dangerous.” He noted. “Why don’t you just tell us where it is?”

Lyntern’s face clouded. “I don’t want to stay here all my life.” He declared. “I need some experience outside these walls.” He declaimed throwing his hands wide to encompass the hall. “Let me just journey with you folks for a bit.” A sudden thought came to him. “If you let me go with you I can take you to a treasure horde.”

Alex and Jelly looked at each other again. Neither was really opposed to the young man going, but there were going to be some obvious complications. “What kind of treasure?” Asked Alex.

“An ancestor of mine fought some bandits. Treshans really, about two hundred years ago. I know where the site of the battle was and I know that the old Count was never able to recover the bodies of the fallen. They were carrying armor enchanted by the Imperial Wizards of the time. It’s probably still good.”

The boy eagerly awaited an answer....

Mechanics:

Pip regains action surge.
Pip regains second wind.
Pip gains 22 hitpoints from hitdice. (0 of 3 remaining.)
Pip has 28 of 31 hitpoints remaining.

Wolfgang gains 4 hitpoints from hitdice (2 of 3 remaining.)
Wolfgang is at full health.

Alex regains action surge.

Active Effects:

Pip first level spell slots (1 of 2 remaining.)
Pip hitdice (0 of 3 remaining.)
Pip has 28 of 31 hitpoints remaining.

Wolfgang cast falselife (8 temporary hitpoints remaining.)
Wolfgang hitdice (2 of 3 remaining.)

Erdann used one second level spell slot (1 of 2 remaining.)

The Slice has 20 of 24 hitpoints remaining.

Jelly used one first level spell slot. (3 of 4 remaining.)


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

"We will not be responsible for your safety." Pip says, "We will protect you as well as we would protect each other, but you cannot be bogging us down. Can you fight?"

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

"And who are these imperial wizards? Are they alive? And why haven't you've been able to recover the bodies of the fallen?"

Dark Archive

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

OOC:
By 'concluded business' does that mean we were paid the 50 gold for the trip?

Wolfgang demurs when asked about magicks. "I have natural way to manipulate certain faguries in the hallway of potential doors one might pass through as we all acsend the stairway ot Time. I simply ushered us in the best path possible."

Wolfgang has no intention to say that he channels forces beyond human understanding. Indeed, one of the spells blasted the sanity of their foe, turning friend against friend and leading an allied blade to cut the throat of a battle-brother.

Dunwich is still invisible, for he would not stay in the cart. He behaves himself for the most part, and occasionally a choice morsel is carried by Wolfgang's hand under the table, to disappear to unseen forces.

As the boy breaks his silence, Von Goethe is nonplussed. "I would council AGAINST such bravado, son. It's not safe out there. Many you consider brave and exciting would lose strong limbs at the chance to live as you, a young lord with money to hand and servants at call. The good Pip is correct--it's a dangerous thing walking our your front door, and you with an aim to beard a tiger in his den to boot!

But soft, beseems you offer employment and payment, and we are not so wealthy as thy lordship to turn it down. Is that the job--we clear these bandits of yours and you pay us with theoretical salvage rights?

Outfit yourself as best you can, stay close to Pip and Jelly in the rear, and I have no grudge against your coming along.

But you must tell your father first. I would not have his guard called upon our heads with a misunderstanding of kidnapping."


"That is a good point." Erdann adds to Wolfgang's mention of the guards being called on them.

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

Wolfgang, I was under the impression we paid them a 50 gold fee to escort us and I subtracted that gold from my inventory. If we are getting paid, then I would have to add that gold back in for a fee that is not suppose to occur and then add 50 gold for getting paid.


Night Below
Act 3: Lurred Into Darkness
Scene 4: Peril On The River
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

The boy announces "My father.", "yes that is another issue. He would never agree to such a thing. If I am to come we must do so in secret. That is my offer, I come with you and I will show you the old keep where the bandits may be hiding."

"But in good faith on the bandits possible location, I will tell you of the other. Where treasure may be hidden. There are many local rumors, with a hundred variations on the theme, concerning an evil priest and his followers (said to be assassins) who lived in the Hardlow Woods nearly two hundred years ago, long before Milborne and Thurmaster were settled and populated. Only a handful of frontier farmers lived in the lands then. The priest is said to have belonged to a death cult (Myrkul); The priest and his followers were wiped out by my great grandfather, a paladin and his fellow adventurers. However, several of my great grandfathers men were lost and the evil priest’s dying curse blighted the woodland for nearly a hundred years, which is another reason why the locals avoid the place, being superstitious of any lingering effects of the curse. In particular, the fighter Dalraith was said to have been swallowed up in a pit of inky tar which drained his life away, so that his suit of magical gilded chain mail was lost with him. I could give you the exact location of the battle so that you could salvage and excavate the area as payment for taking me with you to the old keep to slay any bandits there."

OOC:

Each of you were paid 50 gold each for the escort duty.

Active Effects:

Pip first level spell slots (1 of 2 remaining.)
Pip hitdice (0 of 3 remaining.)
Pip has 28 of 31 hitpoints remaining.

Wolfgang cast falselife (8 temporary hitpoints remaining.)
Wolfgang hitdice (2 of 3 remaining.)

Erdann used one second level spell slot (1 of 2 remaining.)

The Slice has 20 of 24 hitpoints remaining.

Jelly used one first level spell slot. (3 of 4 remaining.)

Dark Archive

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

Wolfgang frowns. "And when the wealthy and powerful Count Sandior Parlfray finds his son gone, and the odd band of adventurers having left at the same time, what will he think?"

Wolfgang shakes his head. "I'm sorry, but bandits are more your problem than ours, and rumors of treasure are worth quite a bit less than a very real chance of having a count's anger upon us. You will need to at least leave a note informing him of your intentions so he is not roused to suspicion.

If this you can not do, you will need to find another group of patsies to test the teeth of your father's hounds. But if you can do this, then all would be in order."


Night Below
Act 3: Lurred Into Darkness
Scene 4: Peril On The River
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

The boy agrees to leave a note for his father on the day that the group chooses to travel, but first he ask that they go and seek the treasure that he has given them the location of. As good faith, plus it will look better if he doesn't disappear at the same time they leave the castle as to not arouse suspicion on the group itself.

After that everyone retires for the evening, the accommodations of the castle are decent enough and the nights rest is well and good.

The next morning when everyone awakens and are brought before the count once again for breakfast in the main hall before the groups departure.

After breakfast the Count makes the PC's another offer for employment...

"A group of pilgrims had been expected to arrive at the Keep on their way south this morning. My men tell me that they have not arrived. These pilgrims were of Helm, God of Protection, I intend to send a few search parties out to Howler’s Moor and I was wondering if your services could be used again to form one of these parties. Now it is nothing like the barge escort assignment and I would be only willing to pay a minimal rate for such services, say 5gp per person, per day, but it is a noble and just cause. I am sure that the pilgrims are just delayed for some simple reason. Of course I know that you are busy and may have other obligations but I thought I would offer."

OOC:

Everyone benefits from a long rest. Pip used 3 hitdice so he only gets one of these back (half your level, rounded down.) I will also assume Wolfgang is casting Falselife again and will have 8 temporary hitpoints at the start of the new day.

Active Effects:

Pip hitdice (1 of 3 remaining.)

Wolfgang cast falselife (8 temporary hitpoints remaining.)


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant

"I've nothing pressing at the moment. I'll be happy to take your gold off your hands".

Dark Archive

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

Wolfgang nods. "Of course we would be delighted to aid the search."

The more important point is that it gives them a convenient reason to leave.

Most likely they'll spend a day or two until they confirm the pilgrims are dead or eaten, and then they can be free to search for this long-forgotten battlefield and the treasure it supposedly holds.


"I'll follow the choice of the group," says Erdann, more interested in the thought of the ancient treasure, but not above a quick, if meager, payoff.

Grand Lodge

Male Male Human Fighter 2: HP:31/31, Spd:20 , AC:16 (18 with shield), Init:2, Saving throws: Str:5, Dex:3, Con:5, Int:0, Wis:3, Cha:2, Passive Perception:15 Fighter 2

"I concur, the pilgrims may have delayed for simple reasons... but if that's not the case I simply cannot step aside and let others do the job. Any additional information about their route would be much appreciated, my lord." says Alexander to the Count.

"And please, extend my gratitude to your heir. Your son was a most entertaining host, and he left me with the impression that one day he'll become a good ruler and a better man."
The warrior then turns to Wolfgang and concentrates, trying to speak with him in his particular way.

"But we should remember our deal with the boy. The treasure shall be found!


Night Below
Act 3: Lurred Into Darkness
Scene 4: Peril On The River
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

Pleased with the groups acceptance, Count Palfray gives them a map of the moor that is marked off into grids and shows your designated search area. As the group heads out as assigned they spend the first day searching through the area as shown on their map and find nothing and make camp accordingly. Around the campfire the group discusses what each had learned before leaving the keep about the Howling Moor that they were now in.

This desolate and barren moorland offers only poor grazing for sheep and goats, but in summer shepherds venture into it nonetheless. The moor has a reputation almost as evil as that of the Shrieken Mire. The standard ”black dog” tale, of a huge hound the size of a horse (its proportions grow in a linear relationship with the amount of ale ingested by the teller of the story) that eats shepherds and travelers after stalking them and driving them to terrified exhaustion, is told by most folk of the area. Some people even claim to have seen it, and they say that the beast is shrouded in a smoky plasma and breathes fire.

Upon rising on the second day they begin to continue following the pattern on the map.

Early this morning you hear a faint howling from the north, as you continue your search the howling gets closer, soon you spot something up ahead...

A few hundred yards away, what looks very much like some bodies lying around an outcropping of rock.

Mechanics:

Pip gains 1 hitdice from long rest. (2 of 3 remaining.)

Active Effects:

Pip hitdice (2 of 3 remaining.)

Wolfgang cast falselife (8 temporary hitpoints remaining.)

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

ooc:
since my character worships Helm, would my character have any reason to believe why the pilgrims were delayed. Like, would they arrive late on purpose in the name of my god, or spent 24 hours in a nearby church, etc?

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