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

Shoot, infernal, not abyssal.


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

Krissina ends the spell, so she can speak normally again.
"Well that was ominous."


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

"What did it say to you Krissina.?"


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

"Oh, um" it never occurred to Krissina that no-one else knew what they were saying.

"It said it was the protector, watcher. and asked who defiles the shrine... Um, hold true to the pact, or hope is lost, a price will be paid. I tried to ask it about the pact, but it called us Unbelievers and left.".

"Do we think the pact is just about the altar, or have the villagers made some pact with whatever that thing was? - We should probably hurry back in any case?" Krissina heads out of the cave and peers around, should the... infernal speaker still be around.

Grand Lodge

MACROS | RPG Chronicles | Slides

Okay, general consensus. What would you all like to do?

Dark Archive

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

Press on with our mission

Grand Lodge

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Back to the village?


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

Back to the village, once we're back there we can look through the findings from the comfort of the barn, while being on hand if anything else happens.


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

Comfort sounds good to Uriah...

Grand Lodge

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Ander climbing out first?


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: [ ]

"I expect bad things to happen, but I guess there's nothing to be done. Back to the village we go, I suppose."

Ander steps cautiously out of the cave and checks to make sure the coast is clear.

Grand Lodge

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As Ander uses the rope to scale the ravine, he pops his head up and sees this ugly demon back up to a tree and begin charging!

Initiative:
Sizzle 1d20 + 3 ⇒ (12) + 3 = 15
Balyzar 1d20 + 1 ⇒ (15) + 1 = 16
Eilren 1d20 + 3 ⇒ (20) + 3 = 23
Ander Meliamne 1d20 + 1 ⇒ (16) + 1 = 17
Krissina 1d20 + 1 ⇒ (4) + 1 = 5
Shoun 1d20 ⇒ 13
Bad guy 1d20 - 3 ⇒ (13) - 3 = 10

Ander, you can use 10 ft. of your move to get to solid ground, then with your remaining 20 ft. you can reach the creature. You go before it.


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

Can anyone see it except Ander? If I can I'll use Eldritch Blast. Otherwise I'll scale the rope after Ander

Grand Lodge

MACROS | RPG Chronicles | Slides

This happens outside the ravine. All you can see from the bottom of the ravine is sky and rain. However, Eilren, you are next in the order, so you may climb up after him. Ander cannot fail the Athletics check DC 5, but I think the rest of you may have to roll. (Balyzar might have Athletics trained, in which case, he would not have to either.)


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

Climb/Move STR Athletics Check: 1d20 - 1 ⇒ (9) - 1 = 8
Attack Eldritch Blast: 1d20 + 4 ⇒ (20) + 4 = 241d10 ⇒ 4
Crit: 1d10 ⇒ 2

The Warlock climbs fast after Ander and steps to one side at the top to view the demonspawn. Horrified by what he witnesses Eilren unleashes a dark purple blast of fey energy at the monster

Dark Archive

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

Balyzar will climb down. athletics: 5 + 1d20 ⇒ 5 + (13) = 18
Then once he sees the Demon, being the Cleric as he is, he figures this holy radiant stuff would be his best option. sacred flame: 1d8 ⇒ 2 dmg. roll a dex save dc 12 to avoid that.


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: [ ]
Aeshuura wrote:
As Ander uses the rope to scale the ravine, he pops his head up and sees this ugly demon back up to a tree and begin charging!

He's going to charge at me, is he? ;D

Ander quickly steps up onto the top of the ravine, then waits to receive the monster's charge. The plan is to sidestep and use the demon's momentum to assist in throwing him down the ravine.
Athletics to shove: 1d20 + 5 ⇒ (12) + 5 = 17

Grand Lodge

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1d20 ⇒ 3

2d6 ⇒ (4, 5) = 9

The fleshy devil tumbles down the ravine, landing hard on its head and shoulder. The deformed creature stands unsteadily at the feet of Eilren
Disadvantage: 1d20 + 4 ⇒ (14) + 4 = 18 who quickly flings purple eldritch energy in its face!

The creature falls to its knees and begins to melt and bubble into a puddle at the Eilren's feet. Almost as if in response, lightning flashes in the sky and thunder rumbles.

Combat over. Continue back to the village? There seems to be no further threat.

Arcana DC 15 or Religion 12:
This creature was a lesser devil known as a lemure. It is one of the lowest order of devil.


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

Arcana: 1d20 + 5 ⇒ (2) + 5 = 7 Krissina pokes the fizzling puddle with a stick, but has no further insight.

Athletics: 1d20 ⇒ 19 If still required to climb up


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

Lolathletics: 1d20 - 1 ⇒ (5) - 1 = 4

Uriah tugs and pulls in vain at the slippery rope.

Lolathleticsagain: 1d20 - 1 ⇒ (5) - 1 = 4

Poor Uriah just looks foolish now...

LolathleticsSERIOUSLY: 1d20 - 1 ⇒ (15) - 1 = 14

Finally, after much struggle, Uriah arrives at the top. He says What's going on up here? as if nothing untoward happened and it didn't just take him some ungodly amount of time to climb a rope.


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

Athletics: 1d20 ⇒ 8 Sizzle climbs quickly, staring at the dead creature.

Religion: 1d20 + 5 ⇒ (18) + 5 = 23 He points down, and says "The first layer of hell is Baator. Only the weak are cruel."

DC 5 insight, or just look at it anyway. I don't really care.:
The creature is one of the weakest types of devils.


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

Athletics: 1d20 ⇒ 20

At the top, he surveys the scene and says "We should head back to the village. We don't have a lot of time to prepare."

Dark Archive

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

I agree

Grand Lodge

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Looking up at the sky, you can barely see the sun. You estimate that you have about six hours to nightfall.

Grand Lodge

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After everyone makes it back up the rope, the party heads back to the village and begins to hear the familiar singing from the crones at the bonfire. You have not seen them take any breaks, or even seem to sleep. Perhaps at that age, you do not need to sleep, or perhaps they sleep in shifts, but there are always multiple voices singing...

As you pass, you see them all watching you with interest as you pass, but they do not falter in their singing.

The rain has not lightened at all, in fact, the patter of raindrops becomes a constant drone that you are all almost able to tune out by now...

You have approximately 5 or so hours until sundown to go. What would you like to spend that time doing?


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: [ ]

"Yes? Did you need something?" Ander says to the crones as they watch him.

Grand Lodge

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"Oh, no, Outsides, ya' finded wot youse was lookin' fer?" one of the crones calls in response, with a gap-toothed grin.


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

"Of course we did. Thank you." Shoun bows in a show of respect to each of them, then turns and heads to the barn.

Once the group is gathered in the barn and Melisande is not about, Shoun will say "I think we are being played for fools. It is my belief that these 'loonamen' we have encountered are involved. Their stories are Identical, even down to the focus on the eyes. Add in the fact that we found a journal in a cave in a forest with at least one demon that matches the journal we recovered from the...'survivor', and it seems to me that they're not what they seem."

"Here is what I propose: Our group has a public fight, and then the best two members of our group at hiding leave the village in a 'huff' so to speak, then sneak back to observe the 'victim'. The rest of us should work on fortifications, traps, that sort of thing. That's where I think that our local asset will be best able to assist us."

Shoun wipes his forehead with a handkerchief, shrugs, and then says "Of course, that's just my suggestion."


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

"If you feel that Verik needs surveilling then I'm your Elf. However I can slip out of here," he indicates the barn with a wave of his pale copper hand, "with the greatest of ease. Without any elaborate ruse," the Wood Elf frowns. "It would give me pleasure to put my skills to use. I'm really not strong enough to help with your fortifications anyway."
Eilren turns to Krissina again, "I seem to be ever waiting for you to part with the readings of the writings we find... What does the scroll say..? And will someone take the time to translate the tome..?"

Grand Lodge

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"Good! Good! Then you is closah to leavin'..." she cackles, you don't know if she is joking or not.

It will take 3-4 hours to decipher the badly faded draconic in the book that Shoun found. That time can also be spent preparing fortifications. If Eilren is going to watch Verik, I will need a Stealth, Deception, or some other means that you intend to watch him closely without being seen. Anything else that you guys would like to spend the time until sundown doing, let me know.


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, growing up in a library has to be good for something right? Lets take a look." we never unsealed the scroll did we? Krissina checks the seal for distinguishing marks before unsealing it and reading it's contents.

Grand Lodge

MACROS | RPG Chronicles | Slides

Nope, the scroll is still sealed. Where are you going to be reading/researching, and are you trying to keep it secret?


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

After waiting for the reading the scroll... The suspense is killing me... Eilren will surveil Verik using Stealth and Mask of the Wild (attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.)
Stealth: 1d20 + 5 ⇒ (15) + 5 = 20


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

I guess we go hide in the barn again, better make sure the goats don't get any ideas about all the papers though.

Grand Lodge

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What about the rest of you?

Grand Lodge

MACROS | RPG Chronicles | Slides

In the interest of moving this along...

If you read the scroll...:
The scroll seems to be a contract between "Servants of the Queene" and the "Folk." It details the deal struck what would be about sixty years ago in which the "Folk" traded their souls and a fortune in gold and gems in exchange for personal power and casting away the "Outsides"-- unless, of course, the deal is broken. How this deal might be broken is not detailed, however...

After 3 or 4 hours of studying and deciphering the book...:
It details the final resting place of one of group of items called the Dragon Masks. It has a map of what look like it might be the Spine of the World, across the desert sands of the Anauroch.

If the rest of you are preparing defenses...:
You can do two of the following, before it gets too dark to work:
[list]
  • Palisades - Wood is scarce, but enough wood could be cannibalized from abandoned hovels, and driftwood/flotsam. Building a stable wall requires a Strength or Intelligence check DC 15, or it takes the time of two preparations.
  • Ditches - These ditches rapidly fill with water, and once submerged will be fairly difficult to see. If you fill them with obstacles or spikes, it can do damage as well. Digging the ditches do not require a roll, just time.
  • Pits - These are particularly nefarious, especially since they can remove a combatant for a while. If loaded with obstacles it can do a little more damage than the ditches, but requires Strength or Intelligence DC 10 to keep the pits from collapsing in on themselves.
  • Hooked Nets - These would need to be dropped on an assailant, but can be rigged up to be a triggered drop. It will do some piercing damage to a struggling creature.
  • Trip Lines - These can be set up to drop a creature prone. This could give you and the villagers an advantage in the fight.
  • Swinging Weight traps - Having a lot of rope and netting around, you could set up various traps to damage assailants.
  • Eilren:
    After reading the scroll, you head out into the rain to find the madman, Verik. You do not have to go far, as he seems to be sitting in the rain, babbling and splashing. Make an insight check.


    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

    Insight Check on Verik: 1d20 ⇒ 13

    After watching Verik, Eilren will look around for elevated positions from which to shoot bows or fling magic taking note of any sturdy looking trees and buildings with roofs that will hold an elf's weight (or a man). He quietly wonders what all the fuss is about not having any foreboding of a invading force. He only half believes what they have encountered and learnt but plays along in support of the people he has fallen in with.


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

    Shoun will focus his efforts on creating palisades.

    Intelligence Check: 1d20 + 3 ⇒ (20) + 3 = 23

    Grand Lodge

    MACROS | RPG Chronicles | Slides

    Nice roll, Shoun! You finish it very quickly (with help) and you guys may do one more before nightfall.

    Eilren:
    You are pretty sure that this Verik is mad, but he is always nearby to one of you. Sometimes he is by the barn, chasing what he says are butterflies (but seem imaginary). Then he wanders after Shoun, as he prepares the palisades, then stomps in puddles as if squashing imaginary bugs. Perhaps he has moments of lucidity?


    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

    Krissina will read/translate and then wonder around finding where the others are working and give them an update.

    "The book, tells us the resting place of some items named 'Dragon Masks' - could our undead Dragon be something to do with them do you think?"

    "Also the Scroll is a contract, between the 'folk' and 'servants of queene', souls and treasure for power and casting away of outsides... not entirely sure what to make of it to be honest."

    I assume the 'Dragon Masks' aren't elaborated on.


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

    Uriah isn't interested in manual labor so he idles his time away, playing his lyre and otherwise being a bother. He alternates his lyre playing with complaining, loudly, about their accommodations.


    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: [ ]

    I'm thinking some ditches would be nice, right behind the palisades so that enemies clear the wall and then move right into the ditch. As a bonus, the palisade will obscure the view of the ditch, making it even harder to spot. >:D

    Grand Lodge

    MACROS | RPG Chronicles | Slides

    Okay, palisades and ditches. Got it. Any last things before we jump ahead to night? Any talking amongst yourselves? @Eilren, the hovels won't hold a lot, but you may be able to get atop the barn, but it will take some climbing, any ladders that the villagers have only go about 5 ft...

    Dark Archive

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

    Pits and more ditches
    str: 3 + 1d20 ⇒ 3 + (13) = 16

    Grand Lodge

    MACROS | RPG Chronicles | Slides

    @Balyzar, you are not able to get the pits in, just the ditches and palisades. Essentially, you have been able to get all that you can done. I just want to see if you guys wanted to have any particular RP before we get to combat.

    Grand Lodge

    MACROS | RPG Chronicles | Slides

    Throughout the day, 'Sande has been trying to help with the building of the defenses. She is not very strong and not very smart, so most of the time, she throws muck about, just happy that she is helping.

    After spending the day researching and setting up defenses, you all are a variety of soaked, exhausted, and miserable as the sky grows dark with the setting sun.

    You all sit in the barn, discussing what has been done throughout the day and all of the information that you learned from the book and scroll. Somewhere in the night sky above the thunderclouds, Selune has raised an old moon, a slim and fading crescent. In the wind and rain, its light is lost to you. However, through the sheets of precipitation, a pale glow and swirl of fog, seemingly unaffected by the storm, approach the landing. Screams of the damned ride the wind!

    Not only is it dimly lit, but the raging storm also imposes disadvantage on any Perception checks. So regardless of Darkvision or not, they will still suffer the disadvantage.

    Some shambling figures emerge from the landing a couple dozen of the figures are small, short, maybe 4 feet tall or so, while there are only two taller figures that seem to stand about human height.

    The approach slowly and seem to just wash over the village!

    Initiative:
    Sizzle 1d20 + 3 ⇒ (3) + 3 = 6
    Balyzar 1d20 + 1 ⇒ (15) + 1 = 16
    Eilren 1d20 + 3 ⇒ (17) + 3 = 20
    Ander Meliamne 1d20 + 1 ⇒ (19) + 1 = 20
    Krissina 1d20 + 1 ⇒ (12) + 1 = 13
    Shoun 1d20 ⇒ 8
    Short bad guys 1d20 + 2 ⇒ (3) + 2 = 5
    Tall bad guys 1d20 + 1 ⇒ (5) + 1 = 6

    Initiative Order
    Eilren 20
    Ander Meliamne 20
    Balyzar 16
    Krissina 13
    Shoun 8
    Sizzle 6
    Tall bad guys 6
    Short bad guys 5

    Okay, so everyone can go first, then the shambling assailants will go.


    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

    When is Eilren not cloaked and fading in shadows? Definitely not now when there are enemies on the field!
    Stealth: 1d20 + 5 ⇒ (6) + 5 = 11
    The weird elf will sneak to within range and use his fey powers to mesmerise as many of the smaller assailants as possible into a magical sleep
    Sleep spell. 90' range. 20' radius AoE. #hp affected: 5d8 ⇒ (4, 4, 4, 1, 1) = 14 starting with the lowest hp enemy. Duration 1 minute

    Grand Lodge

    MACROS | RPG Chronicles | Slides

    A pair of the short ones drop to the ground, confirming your theory that they are not undead.

    DM Notes:
    Short 1, short 2 - sleeping

    Initiative Order - Round 1
    Eilren 20 (acted)
    Ander Meliamne 20
    Balyzar 16
    Krissina 13
    Shoun 8
    Sizzle 6
    Tall bad guys 6
    Short bad guys 5


    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

    I'm assuming we're allowed to act out of order?

    Sizzle presses a hand to his holy symbol, muttering words under his breath. He raises his arms above his head, and a glow descends on the assailants. "Darkness good." He mutters to himself sadly.

    Casting Farie fire, where I can catch as many opponents as possible in the glow, without getting allies. DC 13 Dexterity saving throw, or they shed dim light in a 10 food radius and attack rolls have advantage against them.

    Sizzle will use warding flare if any of them attack him.

    Grand Lodge

    MACROS | RPG Chronicles | Slides

    I try to take into account turn order, but just post when you can and I will put actions in order as much as possible.

    Initiative Order
    Eilren 20 (cast sleep)
    Ander Meliamne 20
    Balyzar 16
    Krissina 13
    Shoun 8
    Sizzle 6 (cast faerie fire)
    Tall bad guys 6
    Short bad guys 5

    DM stuff:
    1d20 + 2 ⇒ (10) + 2 = 12
    1d20 + 2 ⇒ (13) + 2 = 15
    1d20 + 2 ⇒ (19) + 2 = 21
    1d20 + 2 ⇒ (15) + 2 = 17
    1d20 + 2 ⇒ (2) + 2 = 4
    1d20 + 2 ⇒ (2) + 2 = 4
    1d20 + 2 ⇒ (7) + 2 = 9
    1d20 + 1 ⇒ (11) + 1 = 12

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