DDEX 1-2 Secrets of Sokol Keep [5e Adventurers League] (Inactive)

Game Master Aeshuura

5th Edition Dungeons & Dragons organized play adventure for 1st - 4th level characters.


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Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

Persuasion: 1d20 - 1 ⇒ (19) - 1 = 18

Grand Lodge

MACROS | RPG Chronicles | Slides

Darvag shrugs, "They usually change every three days or so, but the only one that is the same is Grim. Haven't seen them today, but they are usually quartered at the lighthouse."

"Come to think of it, I haven't seen young master Sokol since the beacon went out two days ago, but we didn't think anything of it, since he usually disappears for a stretch, either in the East or West tower. That boy has been fascinated by the legend of the secret treasure hoard ever since he was young."

"'Tisn't natural, the beacon going out. Thing's magical, and when it went out, there was this unnatural wail come out of the Keep. Ever since that eve, all sorts of weirdness been happening. Things falling down without rime nor reason, strange knockings, but no one a'there, and it happens all over the keep, not just in one area. It does get more noticeable around the East tower, but nobody gets hurt and nothing permanently damaged."

He shakes his head, "I'm rambling now. If'n it's the Black Fist you want, check out the lighthouse. I would suggest checking to see if you can find the young master. I am sure that he knows how to reignite the beacon, for that magic is well beyond any of us."

Shandra speaks for the first time, as she fishes out a key from one of her pockets, "You'll need this to make your way through the keep. Most of the doors remain locked."


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

During the boat ride, Raina strikes up a conversation with the ferryman about the waters and the boat and how the currents flow and anything else associated with his job.

At the dock, she quietly gets off and listens to what had been said.

Grand Lodge

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Karst responds to Raina's questions with short answers, but each additional question seems to open him up a little more.

He looks at Raina as you all disembark, "I'm gon' head back t'other side. Just use that lantern o'er there and raise and lower the hood a few times. I'll come on back t' fetch you."

Grand Lodge

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Through talking to the couple, you have found that the Black Fist is barracked in the Lighthouse. They have not seen any patrols though, in the last couple of days.

Igan Sokol's quarters are in the mansion portion of the keep. The young master Sokol often would explore the East and West towers, in his quest to discover the old treasure. Years ago, it seemed it was mere fancy but lately it has bordered on obsession.

Guard Sergeant Grim was always nice to them, though they were surprised that he always seemed to be assigned to the keep, granted the general distaste that the other Black Fist seem to have toward the assignment. He came on maybe a month ago, and became fast friends with young Igan. Their friendship seemed odd, as Grim did not seem the type to hang out with a young administrator.

--

What is your next move?


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'd wager a guess that there are no Black Fist personnel here anymore," Ander says to the group. "We should start by heading to the lighthouse to verify that notion. If I'm wrong, there will be people we can ask for more information. If I'm right, then we'll want to have a look around so that we know what questions need answering when we inevitably search the mansion and the east and west towers. Any objections?"


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

"I agree. The Lighthouse is our priority. After that, if necessary, we can search the grounds for any missing personnel."

Yarroth heads off in the direction of the lighthouse.

Grand Lodge

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Darvag nods and says, "If we can help you with anything else, come to the main keep. We will be in the household section."

--

The lighthouse is located on the Southern end of the islet, right up at the edge of the water, and stands about 80 feet tall. It looks like it may have been a simple watchtower, but was repurposed as a lighthouse. It does not seem as if it is inhabited currently. With caution, you enter through the bottom floor.

The bottom floor, darkened because of the lack of windows, seems to be a common area where the guards spent their downtime. The next floor up appears to be the barracks, and the top floor looks like the Guard Sergeant's quarters. The door leading to the beacon is locked, but you find that the key that the housekeeper gave you does not seem to work for the beacon, but she did mention that the key was for the keep.


halfling bard 2 - HP 15/15 - AC 15 - Per +2 - S -1/D +5/Co +1/I +1/W +0/Ch +5 - Spd 25' - Init +3

Just to be clear: all the floors are deserted as far as we can tell, and the door leading to the beacon is within the sergeant's quarters?

"This isn't quite the welcome I had hoped for," Largo mutters to his companions. He sifts through belongings and scans the floors as they explore the deserted outpost.

Int (Investigation) to find clues re: absence of guards: 1d20 + 3 ⇒ (10) + 3 = 13


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Raina addresses Largo, Not a bad idea, looking around. The women at the bar did say it was rumored to be beneath the keep. Maybe we should focus on bottom floors, basements, and any cellars that are attached inside or outside the lighthouse, keep, or mansion.

Assisting; should give Largo advantage on his checks.


Male Half-Elf Level 3 Rogue | Arcane Trickster | Hp:13/21 | Ac:14 | Init:+3 | Prof Bonus:+2 | XP:1400 | Sneak Attack: 2d6

At the beacon

Ceidith kneels down at the lock. He turns around and coughs, motioning towards the lock. So...you want me to pick this or..... He quickly pulls out his thieves tools, in case they want him to

Grand Lodge

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Advantage for Raina's assist: 1d20 ⇒ 18

Largo Barrelbottom:
Oddly, it looks like they left for patrol and never came back. A bulk of their possessions are there, and even Grim's stash of 20 gold pieces!

You deduce that they must have left for patrol as usual and something happened. The bunks look made up, and have not been slept in. Something about it feels like it has not been slept in for at least a day, probably longer. (Can't think of the clues that would indicate the passage of time, but I am sure that there would be.)


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halfling bard 2 - HP 15/15 - AC 15 - Per +2 - S -1/D +5/Co +1/I +1/W +0/Ch +5 - Spd 25' - Init +3

GM:
Improvising some clues to suggest the time, hope that's cool.

"Myeah, good instinct," the halfling mutters. He squats down to peek under a bunk. The glint of metal catches his eye. A moment later he stands up, turning over a tin bowl too large for his hands. Crushed oats flake off where his fingernail scrapes inside the rim.

"Dry," he observes. "This fella wasn't around for breakfast this morning."

"We may as well crack that lock to the beacon. No one's around to mind. By the looks if it, not for a day and change."


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

"Go ahead Ceidith and open it. Maybe we will find more clues as to the whereabouts of the guards. Also we can see about getting that beacon going again!"


Half Elf | Warlock 1 | Spells 0/1 | Spell DC 13 | HP 7/10 | AC 14 Saves S-1, D3, C2, I1, W2, Ch5

"Agreed. The beacon could provide some clues as to the cause of its inoperation. " Kairon stands slightly back from the locked door but prepares himself in the case of something hostile on the other side.


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 nods at Ceidith. "Yep, this seems like the time for your particular skillset. Maybe even pull your hood up, if it'll help you focus," he adds with a wink.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Raina chuckles. Don't forget the mask. That's important when unlocking doors.


Male Half-Elf Level 3 Rogue | Arcane Trickster | Hp:13/21 | Ac:14 | Init:+3 | Prof Bonus:+2 | XP:1400 | Sneak Attack: 2d6

Ceidith laughs heartily, and pulls down his hood, as Ander says. He even lowers his mask down a tiny bit as he carefully slips two pins inside. Feeling around, he begins to move what he thinks are the correct pieces in order to open the door.
Thieves Tools: 1d20 + 7 ⇒ (6) + 7 = 13

Grand Lodge

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In a few moments, the tumblers click into place and the door swings open. The area beyond opens into a balcony that skirts the perimeter of the tower, with a ladder that leads up into the small room hosing the beacon.

The balcony gives a scenic view of the surrounding area of Thorn Island, and the city of Phlan. The beacon is formed of crystal and brass.

Intelligence (Arcana) DC 10:
Nothing seems physically wrong with the beacon, but for some reason it is not working. You can feel that it is radiating some kind of magic, strong enough to sense with the use of spells. Without the skill, you still sense the tingling and hairs stand up on the back of your neck, and assume that it is magic causing it. With the skill, you know definitively that it IS magical in nature.

Detect Magic:
The device is radiating strong evocation magic.


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: [ ]

Arcana: 1d20 + 1 ⇒ (19) + 1 = 20
Why does it seem like I rock every noncombat skill check I come across with this character?

Ander's face turns pensive as he examines the beacon. He mumbles something about a lack of physical damage, then extends his hand and feels a tingle.

"Do any of you have some divinations available?" he asks the group. "This seems like something that needs scanning."

Grand Lodge

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It is your destiny... ^_^


Half Elf | Warlock 1 | Spells 0/1 | Spell DC 13 | HP 7/10 | AC 14 Saves S-1, D3, C2, I1, W2, Ch5

"I do not but If nothing is out of the ordinary perhaps the cause of the malfunction is coming from something else."

Arcana: 1d20 + 3 ⇒ (2) + 3 = 5

Not to worry I will make up for your good rolls.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

arcana: 1d20 + 1 ⇒ (4) + 1 = 5

I do not command such magic and nor do I sense anything amiss. Perhaps you're letting fear get to you?


halfling bard 2 - HP 15/15 - AC 15 - Per +2 - S -1/D +5/Co +1/I +1/W +0/Ch +5 - Spd 25' - Init +3

Int (Arcana): 1d20 + 2 ⇒ (18) + 2 = 20

He shuffles around the glimmering brass contrivance. Largo extends a hand towards one crystal facet. The hairs on his knuckles raise on end like desert grass in a sirocco. He draws back.

"Sorcerous, and you can bank on that," he agrees. "If I could tell what school it's from, well, wouldn't that be nice."

He steps back towards the companions. "Doesn't feel... out of tune, if you get me. If it's not beaconin', I can't say why."

Grand Lodge

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Will give a little more time to give Yarroth and Ceidith a chance. Then we can move on to the next step in your adventure. :)


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

"I know very little about magic, but could something be...I don't know...interfering with it. Maybe blocking the magic in some way? And we still have no idea where the guards went to. I suspect when we find them we might also find our answer as to why the beacon is not working. What tower did they say the local rep was in? Maybe we should go and talk to him."


Male Half-Elf Level 3 Rogue | Arcane Trickster | Hp:13/21 | Ac:14 | Init:+3 | Prof Bonus:+2 | XP:1400 | Sneak Attack: 2d6

Ceidith stands up, and moves to the edge of the door. Bowing, he says Ladies first, and winks as Raina walks past. He walks in and yawns. So the beacon isn't beaconing. We already knew that, didn't we?


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Raina gives a thin smile at Ceidith as she walks past.

I should clarify - I do not possess such magic right now. I would need to rest for a night.


halfling bard 2 - HP 15/15 - AC 15 - Per +2 - S -1/D +5/Co +1/I +1/W +0/Ch +5 - Spd 25' - Init +3

A stray hair is plucked from Largo's chin and flicked westward over the balcony. A breeze carries the strand off over the water.

"Hmm. The mysterious commotion's been worse in the eastern tower, if you believe the caretakers," he replies to Yarroth. "So I'll cast my lot for the west."

Ready to head out to either tower, once we pick a destination.


Male Half-Elf Level 3 Rogue | Arcane Trickster | Hp:13/21 | Ac:14 | Init:+3 | Prof Bonus:+2 | XP:1400 | Sneak Attack: 2d6

Why west? Shouldn't we investigate the eastern?


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 were told that Sokol frequented both towers in his search for treasure. I'm not sure it matters which one we check first."


Male Half-Elf Level 3 Rogue | Arcane Trickster | Hp:13/21 | Ac:14 | Init:+3 | Prof Bonus:+2 | XP:1400 | Sneak Attack: 2d6

Ceidith looks slightly embarrassed for a moment, as a look of "oh right..." appears on his face Shall we split up? Cover ground faster?


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

West is fine by me. But I don't think we should split up. There's rumors of spirits, ghost ships, and with a regiment of guards missing we don't know what we'll face. Better to stick together.


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

"Agreed. Splitting up could be dangerous. Let's stay together and explore the western tower. Ok, let's go."


Half Elf | Warlock 1 | Spells 0/1 | Spell DC 13 | HP 7/10 | AC 14 Saves S-1, D3, C2, I1, W2, Ch5

Kairon agrees to the western tower.

Grand Lodge

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After a short climb up one of the hills of Thorn Island, you make your way to the West Tower and find that it is wholly empty, save for the dust and cobwebs.

However, when you enter the archway into the tower, you immediately smell wet, freshly-turned earth. Upon tracking the source, you find yourself heading into the basement. When you arrive, you find that someone has broken the floor open and dug down to the stone!

Earth and tile are stacked neatly along the walls, digging tools strewn about on what remains of the floor. There is a severed rope tied to a ring in the wall leading to a stone slab in the earth. Three other 50-foot coils of rope lay on the floor next to the slab.

The stone slab is approximately 10 feet on a side, bordered with worn glyphs, and has an indentation in the shape of a human hand approximately six inches from the leading edge of the slab.

--

detect magic:
The slab radiates a strong conjuration magic and faint abjuration magic.

Intelligence (Arcana) DC 20:
The glyphs are a component of a ritual that allows something in plain sight to remain unseen, but they are worn enough that they no longer function.


Half Elf | Warlock 1 | Spells 0/1 | Spell DC 13 | HP 7/10 | AC 14 Saves S-1, D3, C2, I1, W2, Ch5

Arcana: 1d20 + 3 ⇒ (7) + 3 = 10

Hmmm, I cannot make out these runes. I wonder if our missing guard is trapped or fell to his death below. Kairon says after a quick glance around and looking at the sundered rope.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

arcana: 1d20 + 1 ⇒ (18) + 1 = 19

Nor can I. Raina says, looking at the glyphs. Looks like we might have to go down and see what's there.

She starts tying one of the ropes to the same ring the severed rope is tied to.

Grand Lodge

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It is fairly obvious that the sheer weight of this might be beyond your ability to move, though with more manpower and some pulleys, it might be possible.

Looking at the severed end of the rope, you find that it is not splayed at all. In fact, it is so fine a cut, that only blades of legendary make would be able to sever a rope so cleanly... that, or magic.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

I guess I'm a bit confused. I thought there was a hole in the ground with ropes around which we could use to climb down. Is it obvious to our characters that we're supposed to move the stone slab? That's what I'm getting from your follow up.


halfling bard 2 - HP 15/15 - AC 15 - Per +2 - S -1/D +5/Co +1/I +1/W +0/Ch +5 - Spd 25' - Init +3

Intelligence (Arcana): 1d20 + 2 ⇒ (15) + 2 = 17

Largo pulls a small leather pouch from a pocket. Loosening the drawstrings, he takes a single iron ball bearing and tosses it into the pit.

Grand Lodge

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To clarify: The pit is about three feet deep in the wet earth. But it looks like there is a stone slab with glyphs and an indentation in the shape of a hand print at the bottom. The rope segment is exactly the length to reach the edge of the slab. It is fairly easy to deduce that the rope was cut by the slab somehow, but it does not have particularly sharp edges, and so it may have appeared and in doing so, sliced the rope.

The halfling tosses the ball bearing into the pit and it hits the stone slab, bouncing once, twice, then lands off to the side in the earth on the side of the pit.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Ah, so the stone slab magically appeared and sealed whatever is below? Or, when a rope is taught enough, even non-sharp edges can make a clean cut.


Half Elf | Warlock 1 | Spells 0/1 | Spell DC 13 | HP 7/10 | AC 14 Saves S-1, D3, C2, I1, W2, Ch5

Lol. Had a completely different idea. I thought the slap had been moved to reveal a pit below it which the rope descended into. With the clarification...

"Upon further examination, this does not seem to be a portal at all. I thought perhaps this was perhaps a magical gate. Perhaps a secret treasure was buried here and found. "


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

"Well what is the handprint in the stone all about? Hmmm, lets see what happens if you place your hand there."

Yarroth reaches into the pit and places his hand on the print carved into the stone.

Grand Lodge

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Raina Kai wrote:
Ah, so the stone slab magically appeared and sealed whatever is below? Or, when a rope is taught enough, even non-sharp edges can make a clean cut.

Ah, but there would still be fraying of the rope, this cut has no fraying whatsoever.

Ander:
Out of the corner of your eye, you notice someone watching. When you turn your head, you see a woman wearing priestly vestments, a symbol of a hand holding a scale (like a merchant's scale, not dragon scale) upon them. She is looking at you as if watching for a sign... maybe she is trying to gauge your group? You are unsure. But one thing is for sure, you can see right through her! A ghost!


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 suddenly looks off to one side, then raises an eyebrow.

"May I help you?" he says to the ghostly woman standing nearby.

Grand Lodge

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At Ander's comment, you all look up in confusion to see a woman, clothes in the raiment of a priest, a symbol of the balancing scales upon a gauntleted hand upon her chest. It almost seems that she is transparent, incorporeal as she looks at Ander.

She does not speak, but instead turns and begins ascending the stair of the basement.


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

"Well...that was a heck of a thing. Maybe we should follow her?"

Yarroth will keep the spirit in sight, but not get too close as he follows it up the stairs.


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: [ ]

"Seems like a good idea," Ander replies, also following.

Calling out to the ghost, he says, "Excuse me, do you need help with something?"

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