Greyhawk 5E: Shadows of the Sheldomar (Inactive)

Game Master tribeof1

It is Common Year 591 and shadows hang over the Sheldomar Valley. The Grand Duchy of Geoff is a shattered land, conquered by giants, its people refugees in surrounding kingdoms. To the north, south and east, evil stirs in dark corners once thought safe. And in the border town of Hochoch, knights and nobles squabble in their keeps while a handful of adventurers meet in the Poxy Doxie, intent on a more immediate goal: gold.


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Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Ignore the smoke and make for the island's center or go check out the smoke?


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

"I would suggest we check out the smoke. I would not like another nasty surprise to take us unawares...like those fish!"


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

I agree, but it is on the other side of the island. Maybe we walk through the center on a scouting mission in route?


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

I am for heading north and investigating the source of the smoke. Whether it be friend or foe, I would rather ensure we are secure before we head to the center of the island. I have the feeling we will be too busy by then to deal with surprises.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Well then, I guess that decides it for everyone. We all have to head north so that Kierdan does not run off and get himself killed.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan looks at Rolen with a quizzical look.

Peace my friend, I was only making my view on this situation known.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

i was gonna donate some coins too but wasnt on to post in time. 15 i suppose


Noted that an additional 15 gp were dropped in the bowl. Still no visible effect.

The group makes its way north, moving carefully into the trees to scout the center of the island on the way.

Only about 15 yards east of the stone statue, the screen of trees thins out again into a small clearing, with the hill beyond rising steeply to the east. Set into the hillside are a pair of copper-colored doors, which seem to be of very stout construction and entirely untarnished. Judging from the hinges, the doors open inward, granting access to some underground area.

Leaving the doors for the moment, you continue circling north. The trees grow thick again before giving way to another clearing near the island's north shore. Here you see a pair of crude wooden huts built up next to the hill. Five canoes are drawn up on the shore. Nearby, two human men sit, warming their hands over the dying embers of a campfire. They don't appear to immediately notice you in the treeline.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Koralyn looks at the men, trying to notice uniforms or signs of heraldry, or at least consistent weaponry armor. Are these men soldiers or the like? she wonders. She She also wonders where the others of their group might have gone to.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair, standing by Koralyn is also scrutinizing the men at the fire. Are they just bandits, or could they be more? He silently stands and watches, but is ready with a spell if they should turn hostile.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan is behind Koralyn and Alistair, looking at the two men. The priest wonders who they are, Flan tribesman perhaps?


The men have a rough look to them, though their heavy leather garb -- scuffed and well-worn, with any common color or device long lost to stains and abrasions -- is of a type common to both warriors and outdoorsmen. Hatchets and long, utilitarian knives hang from their belts, and bows and quivers lean against empty stools near the fire. As you watch, the men laugh as one of them picks up a fishing pole from the ground nearby and begins stringing a new line.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

AListair whispers to Koralyn.

"I could try and put them to sleep. Then we could question them without fear of injury. What do you think?"


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Do it, Al.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Great Idea - I'd as soon not kill them with no reason


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Nodding to everyone's agreement with his plan, Alistair casts his sleep charm on the two men.

Sleep (2nd level): 7d8 ⇒ (5, 6, 8, 8, 3, 3, 2) = 35


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen places an arrow to his bow so that he can fire upon one of the men, if they do not fall asleep and pose a threat.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Eldramin approves of the plan with hesitation, as perhaps they would have talked without magical intervention, but business was business, and friendly faces in the forest have been few and far between of late.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Koralyn is on the move towards the men as soon as the incantation finishes. Assuming they are affected by the spell he will remove their weapons and begin to secure them.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan watches the proceedings carefully. He is prepared to talk with the men if they prove friendly, considering the circumstances. He also watches his fellow team members, concerned that the situation may escalate unnecessarily to bloodshed.


One of the men topples over wordlessly as Alistair completes his spell. The other looks up, confused, but manages to get out no more than a "Whuh?" before his eyes roll up in his head and he, too, flops onto the ground, snoring.

Koralyn moves quickly to tie the men's wrists with a coil of rope sitting near the canoes, which appear to have seen frequent and recent use. She disarms the men, laying their axes and daggers on the far side of the fire.

A quick peek into the nearby huts reveals stacks of tattered fishing nets, tar and old hides for patching canoes, and several crude cots covered with moldering sackcloth. There is no sign that the structures are home to more than the two men slumbering by the fire.

Intelligence (Investigation) DC 15:

While there is no sign that a larger group lives in the huts, there is evidence that the two men outside don't live here -- a satchel near the door contains some hard bread, a lump of cheese and a few strip of jerky, along with a pouch of cheap tea leaves. The huts contain no other food or supplies, however, and the half-rotted sheets on the beds don't appear to have been slept in recently.

Wisdom (Perception) DC 15:

A thicket at the base of the island's central hill, just east of the huts, catches your eye. Moving closer, you see that cut branches have been woven into the existing brush as camouflage, screening a wide wooden door set into the hillside. The door is sturdy, with well-oiled iron hinges, and appears to be barred from the inside.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Investigation: 1d20 + 6 ⇒ (13) + 6 = 19

Perception: 1d20 + 2 ⇒ (12) + 2 = 14

It was the presence of the 5 canoes that made me thing more than 2 had to be here.

These men are not from this place. They likely have only recently arrived. Koralyn notes. No one from this camp has been here for some time.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

As the others deal with the sleeping men, Alistair pokes around the camp looking into the huts.

Investigation: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 5 ⇒ (4) + 5 = 9


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen joins the others searching the huts and surrounding area.

Investigation: 1d20 + 4 ⇒ (13) + 4 = 17
Perception: 1d20 + 4 ⇒ (20) + 4 = 24

Over here, I found something in this thicket.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Dragomir hussles over, axe in hand.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen reveals the hidden door into the hillside, apparently barred from the inside.

Let me get a closer look at this. We made need to throw some shoulders into this one, if we want to get in.

Is there an external locking mechanism, or removal of the hinges, possibly, that we allow me quiet access with my thieve's tools?


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

There was the other entrance into a hillside that we passed earlier.
Same hill?


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan follows Koralyn over to the two sleeping men.

Investigation: 1d20 ⇒ 5

Perception: 1d20 + 4 ⇒ (20) + 4 = 24

A thicket at the base of the hill, just east of the huts, catches Kierdan's eye. As Koralyn ties the men's hands, the priest notices Rolen move to examine the thicket more closely.


The door concealed behind the thicket is set into the north face of the central hill on the island. Although not as striking -- or expensive -- as the copper doors set into the hill's west face, the door appears to be well-made, with sturdy hinges shielded from access in this direction. Disassembling it would take considerable time and create considerable noise -- taking an axe to the iron-bound wood might be faster.

The lock could be picked, as well, and the bar on the inside of the door lifted with hooks and a loop of strong wire. And on close examination, Rolen also notices a wooden knocker hanging from a fine chain that loops through a hole in the upper part of the door-frame -- a bell, perhaps, for signaling those inside.

Kierdan's eyes, meanwhile, are drawn to a rocky overhang a dozen yards south of the door. As he wanders closer, he sees that the overhang masks a small cave opening, about 5 feet in diameter and 10 feet off the ground. The lower lip of the opening appears worn, as if it sees frequent traffic; a pair of rusty iron rings can be seen embedded in the ceiling of the cave, perhaps as anchors for a pulley.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen looks over his shoulders at the others.

I may be able to get us in quietly. Do we want to try this means of entry?


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Quiet is good as is friendly - maybe we can try ringing the bell and is that doesn't work, make with the lock picks and if that doesn't work we can resort to me axing the door down.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Ok, I will back off and allow others to do the talking. Friendly is not really my way.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

"What of our prisoners? Should we wake them and put them to some questions, or let them slumber as we examine these many interesting points of entry?"


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Let em' sleep - they're no trouble to us at the moment. Once they are awake we need to watch them more closely.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

They will will have some information. I say we talk to them, one at a time of course. They can at least explain the 5 canoes I hope.

How long will they sleep?


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

When Rolen looks over his shoulder to talk to the group, Kierdan attempts to catch is eye and direct his gaze up at the overhang.

To the rest of the group, Kierdan says, Koralyn has a point, these men may have some useful information and may even prove to be allies.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

"I agree. Speak with them first, they might just let us in."


The short-lived enchantment causing the two men to slumber expires after about a minute, and they wake with a start, surprised to find themselves bound, on the ground near the fire.

"Eh, wot's this then? Going about knocking fellas on the head and trussing 'em up like pigs? Buncha raiders or some other villain?"

The one speaking is thinner, with a wispy beard and mustache. His companion seems confused, but his eyes clear as he strains against his bonds, then lets them go slack, waiting for your group to explain the situation.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

"Well, we didn't hit you on the heads, we used sleep magic. We aren't your enemies, but we didn't know your intentions and we wanted a chance to talk without bloodshed."


Anyone have questions for the now-conscious men tied up on the ground? Picking locks? Pulling chains? Climbing into holes?


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Aye, and we can see about freeing you, once we are sure that you pose no threat. Now, what is inside the hill? And since it does not look like you are living in these dwellings, what are you doing here?


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan will speak with the two men first, then he will suggest investigating the cave that is partially hidden by the overhang.

Pelor's illuminating grace be upon you, brothers. We mean you no harm, but please understand we had to be careful when we first happened upon you. There is much peril and unknown danger in this marsh. What are your names? I am Kierdan, a priest of Pelor. What are you doing here? Are there others here with you? Do you know anything about those doors or the cave yonder?

If the men make an answer, I will use insight to ascertain the truthfulness of it.

Insight: 1d20 + 7 ⇒ (2) + 7 = 9


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

With no weapon draw Karolyn moves to where the men can see her and sits on the ground. I al Karolyn Nightstar. It is as Kieran say. We only wish to talk with you. If we release you, do you give your word to speak with us honestly about your presence here and what you know of this place? For starters you can explain why there are 5 canoes on the shore but only two of you.


The one who spoke earlier sniffs, then spits in the general direction of the fire.

"Names? Well, my name's Griff, and that's Karl, my wife's brother. Which you could have found out easier just by asking 'stead of knocking us out with your spells."

He stretches his head toward the canoes.

"Them's our boats. We're fishermen, trying ta catch some of them maneaters. They cook real good, if you don't think what they've been eating, and there's them as will pay dear if you can get a couple back ta the city still swimming."

He nods again, this time toward the hill.

"Don't know what's in the hill, never seen it open. Them huts is just where we stay when we come fishing, don't know who built 'em or when."

"Now, seeing's how you know all of our business, why don't you share some of yours? And let us get a little more comfortable, like," he says, squinting up at you before glancing meaningfully at the ropes binding his hands.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

"I'm not sure I believe... any of that. You offered no explanation as to why two men need five canoes. I find it hard to believe you know nothing about the door mere feet from where you, by admission, come often for fishing. Surely you might have more information for ones as merciful as we are. After all, we wouldn't even be having this conversation if we didn't think you'd have an answer for us, and I implore you not to mistake our kindness for weakness."

persuasion: 1d20 + 6 ⇒ (6) + 6 = 12


"The canoes is for the fish -- carry a bigger haul that way, and you can go trawlin' with a boat or two in the middle. Judging from the blood on your friend's robe there, you know what those biters can do. Can't just go wadin' around with nets."

Griff sets his jaw stubbornly and continues while Karl watches on, a bit more nervous-looking after Eldramin's threats.

"And no, I don't know what's underneath that hill. Some of us was raised to leave well enough alone, and not go poking around in the dark in dead people's tombs. You're welcome to have a go if you'd like, but I'll stick to honest work, thank you much."


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

I'm inclined to believe them - we're here to put an end to the lizard-fish-snake like people of the swamps. Your favourite fishing spot is unhealthily close to their hunting grounds. You seen them about?


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Insight: 1d20 + 0 ⇒ (6) + 0 = 6

Koralyn looks over the men's gear and boats to see if it all matches up. She looks at how they are armed and armored and how many total paddles they have. No need for more that 2 paddles if you only have to paddlers. If there are 5, well that will make her suspicious.

Investigation: 1d20 + 6 ⇒ (12) + 6 = 18


The men wear well-worn leather jerkins and carried long knives, hatchets and longbows -- all equipment that could serve equally well as survival gear or weapons of war.

Each of the canoes holds a pair of paddles, tied up in a leather sling hung from the gunwale. Each craft appears to be of similar construction, and the paddles are all stamped on the handles with an identical maker's mark.

The canoes don't appear to have been used for fishing recently -- no blood or fresh scales in the bilge -- but a pile of netting is heaped nearby, in need of patching.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen takes the men's measure as he paces to and fro in front of them. He is uncertain whether or not to believe them.

Insight: 1d20 + 4 ⇒ (17) + 4 = 21

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