DDAL #01-03 Shadows Over the Moonsea [5e Adventurers League] (Inactive)

Game Master Aeshuura

An Adventurers League module for 1st - 4th level characters.


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Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

Well I hate to fit the bard/harper stereotype, but none of the others seemed to fit.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Gilfron Milron...got it. I'll try not to make fun of his name all that often.

Grand Lodge

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Whenever you do, he merely rolls his eyes at you. ^_^

EDIT: Oh wait, I thought you meant the dwarf. :p You meant the merchant!

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

I would have taken my whole group with me, or at least have them wait outside the building if they weren't allowed in and relayed the info

Grand Lodge

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In that case, anyone that went with him may read the spoiler.

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Okay, by ship then?


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Yeah, Uriah isn't going to hoof it while everyone else rides in style.

Uriah signs on to travel via ship. In the meantime he pens a letter to an innkeep he knows in a small town along the Iron Route. In his letter he asks for the Innkeep to keep an eye out for this "Gilfron Milron" and send word back to Uriah here in Phlan if the man is sighted.

I had to look it up, but the Iron Route is the road that connects Zhentil Keep and Phlan

Grand Lodge

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Yes, it runs along the coast of the Moonsea, to the SouthWest, I believe.

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

Balyzar will be on the lookout as he is on the ship, watching for sea creatures, pirates, sea placed traps and etc. Keep in mind he also has the sailor background. perception: 4 + 1d20 ⇒ 4 + (17) = 21

Grand Lodge

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Ander asks around and is able to find a ship heading to Zhentil Keep. The captain tells you that he is happy to have some strong hands on deck for the trip, he will skirt the bay but he can stop shortly and have his boys take you ashore via a dinghy.

The trip is uncomfortable for those not used to the seas, after a good four hours through some choppy waters, Balyzar catches sight of a small campfire through the sheets of rain. The captain estimates that you are a little more than halfway there.

--

Will you disembark here and hoof it the rest of the way on foot, or bypass the camper (it is about midday) and head toward the fishing village? There is nothing that would indicate that this might be this "Gilfron Milron", but it is odd to have a campfire in the noon hour.


Init +0 | Max HP: 21 | AC 12 | Saves: str 0; dex 2; con 1; int 5; wis 1; cha 3 | Insp: [ ] Current Damage: -0

I'm all for stopping and at least checking before we send off the ship. We'll have lost a few minutes at most.

Grand Lodge

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Ship's on a schedule, the captain is reluctant to stop more than once. Balyzar will tell you that the work that goes into bringing down the mainsail and weighing anchor is not easy. With some persuasion, you may be able to talk the captain into stopping.


In. +3 | AC 14 | HP 10/10 | PP 12 | Saves Str -1 Dex 3 Con 2 Int -1 Wis 2 Cha 4 | Spell atk 4 | Spell DC 12 | Spell slots (1st) 2/2

Although Eilren is mildly uncomfortable with this waterborne journey he doggedly hangs off the rail alternately watching the horizon and the rainwater run off the sails and drain out the scuppers. But the warlock is accustomed to waiting in the rain and keeps a quiet vigil until they sight the campfire.

Indeed a campfire at noon seems unusual, "Someone wanting to be found..." he muses. He watches his companions to see how they react at this sighting- who will take the lead?


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

"Well, we are here to investigate, and we're not even sure if this village is the right location. Our plan is an educated guess at best."

This is Krissina saying she'd like to go check out the fire


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

The rain definitely puts a damper on Uriah's spirits. He spends his time looking appropriately mournful and frowning at the rain.

There are NO good songs about rain. None. Let's go ashore at a drier time.

Uriah has a strong metagame reason to stop, but 0 in character reasons to stop.


Male Kenku | Cleric 2 | 3/3 1st level slots | Spell DC 13 | Warding Flare 3/3 |Channel Divinity 1/1 | HP 15/15 | AC 18 | Saves S0, D3, C1, I-1, W5, Ch3 | Pass Perc 13 | Status: Normal | Insp: None
Uriah Lewis wrote:
There are NO good songs about rain. None. Let's go ashore at a drier time.

Sizzle cocks his head, and the voice of an old man exits from it. "Do not be angry with the rain; it simply does not know how to fall upwards."


Init +1 | AC 17 | HP 28/28 | S+5/D+1/C+4/I+1/W+3/C+0 | Perc +3 | 2Wnd: [X] | Surge: [ ] | Sup: (DC 13, d8) 4/4 | HD: (d10) 3/3 | Insp: [ ]
Uriah Lewis wrote:
There are NO good songs about rain. None.

"Well, you don't have to sing about the rain," Ander advises. "You could just enjoy singing in the rain. I'm sure it would be a glorious feeling; perhaps then you'd be happy again?"

Turning to the rest of the group, Ander says, "That campfire seems suspicious, and suspicious is what we're after. Captain, could I persuade you to stop a few minutes? If it takes very long, I can arrange fair compensation."

Persuasion: 1d20 + 2 ⇒ (5) + 2 = 7
Balls. Can anybody help me out? Or perhaps the offer of compensation would make a difference?


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Ugh. Ander. Why do I let you drag me into these situations? I was dry and happy. Well, I was dry anyways. Now instead of being dry and miserable, I'll be wet and miserable. Thanks. Uriah grumps, and then like the first rate actor that he is, he turns his charm on the Captain.

Good sir! I know that we have taken your precious time. I know a man of your stature has precious little time to waste. However, my friends and I would very much like to investigate that campfire.

Persuasion!: 1d20 + 7 ⇒ (10) + 7 = 17


Init +0 | Max HP: 21 | AC 12 | Saves: str 0; dex 2; con 1; int 5; wis 1; cha 3 | Insp: [ ] Current Damage: -0

"I'm sure we can work something out that would be mutually beneficial to everyone, and we're looking for things that stand out....this would be one of those things."

"Assuming that you were ameniable, I would be willing to buy your vessel a few casks of rum, which should hopefully more than make up for the inconvenience."

Grand Lodge

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The captain grumbles looking reluctant, "I've got me a hold full of goods that will do no good if it doesn't make it to the docks at Zhentil Keep before the morn."

He holds out for a few seconds, "Gah! I'll send me boys to take you. If'n yer not back at the dinghy by the time a quarter watch has past, yer being left behind!"

At a shout, a few of his crew spring into action, lowering a dinghy and a pair of rowers and helping the lot of you aboard the rowboat.

It takes a few minutes to get ashore, but the choppy sea ensures that you all are soaked to the bone, as if the rains were not doing a good enough job of that.

--

The pair of crewmen, look out from their foul-weather gear at you all and give you a 'thumbs-up', then begin bailing water from the boat.

You make your way to the campfire and find the source to be a small campfire, tended by a young boy sitting at a broken-down wagon. An older man in merchant's clothing digs in the mud behind the wagon, lamenting a broken axle.

When the boy at the fire looks up to see the lot of you approach, he calls out, "Pa!"


In. +3 | AC 14 | HP 10/10 | PP 12 | Saves Str -1 Dex 3 Con 2 Int -1 Wis 2 Cha 4 | Spell atk 4 | Spell DC 12 | Spell slots (1st) 2/2

"Hullo there young man," says Eilren to the young boy, "A fire in the day time. Are you trying to be found by someone?"


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

"Well, that was bracing" Krissina calls over the rain as she extricates herself from the dinghy.

"Hail friends, we mean no harm here. We saw your fires and thought we would see if we could aid each other?"

She also peers over at the broken axle, a simple mending should be enough to fix it, if it's just snapped. Might have to lift up the wagon so do it doesn't set bent though, she glances at the muscle-structure of Ander and Draco - surely they should be able to lift it enough?


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Uriah works on looking like the most handsome miserable person he possibly can...

Grand Lodge

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The boy eyes you all with suspicion as he waits for his father to join you.

Make me a Charisma check. This can be a group check, or someone may take point. Krissina definitely should make one. You can use Persuasion if you are proficient.


Init +1 | AC 17 | HP 28/28 | S+5/D+1/C+4/I+1/W+3/C+0 | Perc +3 | 2Wnd: [X] | Surge: [ ] | Sup: (DC 13, d8) 4/4 | HD: (d10) 3/3 | Insp: [ ]

"Hello, hello," Ander says cheerfully, smiling in spite of the rain. "Might we be of some assistance? We saw your fire from a distance and thought you might need help."

Ander then spies the man in merchant's clothing, and calls out, "Hail friend, is there something wrong with your wagon? My name is Ander Meliamne, and I'm a guild artisan in good standing; as a merchant yourself, we may have a connection. Can I ask your name?"

Persuasion: 1d20 + 2 ⇒ (18) + 2 = 20

Grand Lodge

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The man's grim look seems to wash away with the rain as Ander speaks, "Thank the gods! Has the Alliance sent you to help? The name's Gil and this is my son, Gilmont. We certainly could use some help. The wagons, here, ran into a pothole. The rain had filled it up, so I missed it and it cracked our axle bad."

The merchant smiles at his son, a wide-toothed grin, "Gilly, carve up some of that duck we had." Then turning to the rest of you, "Let us have a noonday meal first, and warm yourself by the fire before we get to work."

There is a makeshift lean-to created from a canvas and a pair of tent-poles, granting a reprieve from the oppressive downpour.


Init +0 | Max HP: 21 | AC 12 | Saves: str 0; dex 2; con 1; int 5; wis 1; cha 3 | Insp: [ ] Current Damage: -0

Looking back to the ship, Shoun will say "As much as I would love to break bread with you, Merchant Gil, I believe that our ride will not wait, and I would prefer not to walk in the rain. Perhaps we should fix your axle and then if we have time eat afterwards?"

Shoun will then move to the axle and take a look at it.

Notice: 1d20 + 1 ⇒ (11) + 1 = 12
Investigation: 1d20 + 7 ⇒ (20) + 7 = 27
Thieve's Tools to try and fix it?: 1d20 + 2 ⇒ (3) + 2 = 5


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

Persuasion: 1d20 + 5 ⇒ (8) + 5 = 13

"Shoun, I think I should be able to fix that with a simple spell, provided it's just snapped and not split"

Cast Mending, which should work provided the break is no larger than 1 ft, 1 minute casting time

Grand Lodge

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Gil shrugs, "Okay, I suppose, it's just back here."

As he leads you to the back of the wagon, you see that the rear axle has broken clean off the wagon itself. Someone will need to lift the back end (Strength check DC 15) to allow a makeshift repair.

However, Shoun's sharp skills uncover the split metal casing that allows Krissina to get under there with the mending spell and turn the makeshift into a more permanent solution.

The merchant, obviously impressed, comments, "Well, blessed are the gods! You have my eternal gratitude! Where are you headed in such a rush, if you were not sent to help us?"


Init +1 | AC 17 | HP 28/28 | S+5/D+1/C+4/I+1/W+3/C+0 | Perc +3 | 2Wnd: [X] | Surge: [ ] | Sup: (DC 13, d8) 4/4 | HD: (d10) 3/3 | Insp: [ ]

"We're investigating rumors of a 'ghost ship'—most likely pirates or kobolds with scary costumes or something—hitting settlements along the coast recently. Heard anything about such a topic?"

Grand Lodge

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"Oh? I passed several of the raided villages and homes recently. Just two days prior, the ruin was smoldering still as we passed. I avoided going in, not knowing if the raiders were yet around," Gil looks sheepish, but clears his voice before continuing. "I passed that very village less than three months prior, and it was lovely and occupied. It was a very eerie feeling!"

"The only sign of civilization, that we have seen in days, was the island ferry back by Stormy Bay. The fisher folk have always been strange and isolated types that do not socialize with outsiders much, but I spoke with the boatman," the merchant grins with a bit of smugness despite the rain, "I managed to loosen his lips with a hammer and some nails, as I noticed his disheveled boat."

Taking a breath, he continues again, "The boatman seemed to be more concerned at the weather than any rumors of walking dead dragon haunting the area! Though, I guess it makes sense. Storms come in off the sea is pretty common, undead dragons are not. When I inquired why he would scare my boy by bringing up undead dragons, the man just gave me this queer stare and that strange boatman mentioned a rash of those 'addle-brained fools' of late, spouting that kind of nonsense. He went on to even share that one of those poor souls was being sheltered at his own village! Apparently, he had wandered to the ferry stop two days prior, babbling something about eyes of the dracolich or some nonsense. The boatman seemed to think that the vagrant was clearly weak and confused..."

"Anyway, I have rambled long enough..."

Strength check DC 15, anyone?


Init +0 | Max HP: 21 | AC 12 | Saves: str 0; dex 2; con 1; int 5; wis 1; cha 3 | Insp: [ ] Current Damage: -0

Strength: 1d20 ⇒ 10


In. +3 | AC 14 | HP 10/10 | PP 12 | Saves Str -1 Dex 3 Con 2 Int -1 Wis 2 Cha 4 | Spell atk 4 | Spell DC 12 | Spell slots (1st) 2/2

"Everyone is crazy around here," mutters Eilren. "Let's find this boatman then." he says and looks wistfully back to the dinghy and waiting ship beyond


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Uriah finds the merchant in a quiet moment, probably while the party is fixing his broken cart.

Gil was it. Is that short for Gilfron? I knew a man named Gilfron once, splendid fellow. Helped me with some mutual acquaintances we both had. A dwarf, dour guy no rhythm, by the name of Whitebeard.

Grand Lodge

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Shoun struggles with lifting the wagon, slipping in the mud.

The merchant raises an eyebrow, "Why yes, my full name is Gilfron! Not a common name, I guess. Most people find it easier to call me Gil, and I don't mind it."

Seeing Shoun struggle, he moves over to help the elf.

Shoun, you may roll again for the assistance.

Grand Lodge

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It takes a while, but eventually something clicks and Gilfron asks, "Whitebeard, you say? You know Old Dorn?"


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Seeing that the man is dense, Uriah says Yes, we both represent a certain Union of Aristocrats . I myself might be affiliated with such an Organization.

Grand Lodge

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He grunts as he tries to help lifting the wagon, "Urgh, I will be sure to inform our friend that you were able to lend a hand. I am sure that he will ensure your rise in the organization."


Init +0 | Max HP: 21 | AC 12 | Saves: str 0; dex 2; con 1; int 5; wis 1; cha 3 | Insp: [ ] Current Damage: -0

Srength: 1d20 ⇒ 21d20 ⇒ 2

EDIT: wow, okay, someone stronger should come and lift this.

Shoun struggles, but can't seem to get the leverage he needs, even with the assistance.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Uriah sighs, and gives a word of inspiration to his allies.

Whoever the next sap is that lifts on that Cart can get an additional +1d6 to their roll from Bardic Inspiration

Grand Lodge

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Both Shoun and Gilfron slip and fall in the mud, looking generally miserable as the rain hammers on them.

Most of you are pretty weak, but if Ander doesn't chime in by the end of the day we will move on.


Init +1 | AC 17 | HP 28/28 | S+5/D+1/C+4/I+1/W+3/C+0 | Perc +3 | 2Wnd: [X] | Surge: [ ] | Sup: (DC 13, d8) 4/4 | HD: (d10) 3/3 | Insp: [ ]

Ander stifles a chuckle, then nods to Uriah (whose magical capabilities he's familiar with) before giving it a try himself:

STR: 1d20 + 3 + 1d6 ⇒ (10) + 3 + (6) = 19

Grand Lodge

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Ander easily lifts the end of the wagon with enough confidence that Krissina is able to crawl under and mend the axle in place.

--

Is there anything else you'd like to do before heading back to the dinghy? It is getting pretty close to 15 minutes (a quarter watch).


Init +0 | Max HP: 21 | AC 12 | Saves: str 0; dex 2; con 1; int 5; wis 1; cha 3 | Insp: [ ] Current Damage: -0

Even Dirty from the mud, Shoun cuts an impressive figure. Standing, he begins to wipe the mud from his hands and says "Well, it looks like your axle is repaired, but we shouldn't tarry. Thank you for your offer of hospitality, however."


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

As she climbs out from beneath the cart, Krissina turns up her nose at the mud now coating her clothing. Trying to clean it seems pointless in this weather though.

"We should be heading back, our transport won't wait for much longer."


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Uriah gives a small bow to the itinerant merchant and heads for the boat.

I know I packed some extra clothing...

Grand Lodge

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Gilly, the younger, comes running up with a wrapped lunch of roast duck, bread, and cheese as you leave. "Thank you, sirs and lady!" he says with a gap-toothed grin!

You head back to the dinghy, to see the two oarsmen looking nervously back at the ship and then again in your direction. The visibly let out a sigh of relief as they see you approach, and you can see the signalling light flashing from the ship. It appears that your time is up!

--

As you are being rowed back to the ship, one of the oarsmen, Hollis you think his name was, asks, "Did you find what you were looking for?"


Init +1 | AC 17 | HP 28/28 | S+5/D+1/C+4/I+1/W+3/C+0 | Perc +3 | 2Wnd: [X] | Surge: [ ] | Sup: (DC 13, d8) 4/4 | HD: (d10) 3/3 | Insp: [ ]

"Eh, not exactly, but being able to rule something out has value of its own. Thanks for the help, friends. If you ever need new oars or other wooden supplies, hit me up and I'll cut you a deal, alright?"

Grand Lodge

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The other oarsman nods in appreciation, while Hollis chuckles, "I knew there was a reason that I liked you, Ander!"

You may continue to converse with Hollis or speak to the captain if you'd like, meanwhile I will move this along.

--

The captain decides that with the weather acting as it is, the safest for the crew would be to send you ashore about a half-watch (30 minutes) from the channel. Hollis and his pal row you ashore, setting up on a rocky shore.

"Tymora smile on you all!" Hollis calls as they row back out to the ship.

You find your way onto the Iron Route, and within ten or so minutes, you hear a high pitched yipping. The nearby brush rustles and a wolf pup runs into the road a mere ten feet before you! A mere heartbeat later, it is followed by a second pup that emerges and tackles the first!

It is only a moment before you hear the deep and loud growl of warning coming from behind you...

A larger wolf than you have ever seen stands at the ready to attack!

If any of your characters have seen a dire wolf recognize this as clearly one of that specimen.

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

If anyone is good with animals, now is the time to try something

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