Legends of Andoran (Dragon Mountain-Pathfinder) (Inactive)

Game Master Dread

This is an 'adventure path' created by combining the adventures Sunless Citadel, Forge of Fury, Speaker in Dreams, Wererats of Relfrin (now called Wererats of Sauerton), The Standing Stone and Dragon Mountain. Care to take the journey?


251 to 300 of 1,423 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Male Human Adept/2

Negotiating first is always a good idea, but I have my doubts with these creatures. I am willing to give it a try, who knows, Maybe it will work!


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

Grommund opens the door.


Male Human Adept/2

Zarrick has his mace in hand looking over Grommund shoulder. (I'm standing behind him)


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)

Ekan nods and readies himself as best he may.


Grommund unlatches the door and pushes it inward, as he is forced to step into the room putting a little weight behind the heavy iron door of the tower.

The scene within is one of carnage. 4 Goblins, slain fairly recently by the look of the bodies lie around the room. One of them is pinned to the opposite wall by a spear shoved through his body.

The floor is of cracked Granite. Besides the door you are accessing for entrance into the room, two stout wood doors with iron bands are across on the opposite wall as well.

The room is the lower level of a tower that no longer has any additional fllors, as they have rotted away. Now all that remains is metal studs where once a staircase climbed around the outside.

Outside the room, the party tries to avoid setting off the pit trap, which has reset itself, as they move around the narrow ledge around it.

Mysabel settles onto Ekans shoulder.

The Tower Shell


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

"Oh, my... who or what offered such vicious deaths to these creatures? Our missing heroes perhaps? Maybe we are not so far behind them as we might have thought.

She slips past Grommund and kneels by the closest goblin body, trying to determine approximate time of death relative to now.

heal: 1d20 + 5 ⇒ (7) + 5 = 12

gah, not a good roll, unfortunately


Male Human Adept/2

If Tae doesn't succeed or if she does I will back up her claim as to time of death.

Heal check1d20 + 9 ⇒ (11) + 9 = 20


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

Grommund taps his way from body to body, checking them for anything useful. If he encounters no more pit traps, he begins the tedious process of thoroughly examining the doorways for traps.

Check bodies for loot, take 20 on checking doorways and squares immediately beyond for traps.


male Dwarf Fighter 1

Klor moves into the room.

a familiar scene, just I ain't da one that dun the killin'


Male Andoran Commoner 1

Alrick turns slightly green at the bodies, but tries to swallow the nausea before anyone spots it.

"I wonder..."

Alrick takes a moment to examine any weapons left behind, even going so far as to attempt to remove the spear pinning the goblin to the wall.

Perception check: 1d20 + 6 ⇒ (16) + 6 = 22


Tae and Zarrick both examine the body of the nearest Dead Goblin, who died from an overhand swing of a sword through his collar bone and into his lungs. He died about 3 days ago by the look of the decomposition.

Grommund slowly makes his way across the room tapping steadily for pit traps, moving from body to body then pausing before each door to slowly examine both the floor and the doorway for traps. Long minutes go by as Klor and Alrick enter. Klor begins checking the bodies for loot , which was obviously taken by whoever did this.

Alrick seeing nothing useful on the dead goblins besides a couple dogslicers, makeshift weapons made by scraps for goblins, crosses to the spear pinning the goblin to the wall. A Normal spear it is quite stuck as if thrown with tremendous effort. Grabbing the haft he plants a foot against the wall and pulls heartily. Gratification comes as the spear comes loose and the body slides down the wall revealing a bloodstained wall with two words in a language Alrick does not know..

Grommund finishes his check and lets everyone know there are no traps on the doors or the floor between the entry way and the doors.

Tower Shell After checks


Male Human Adept/2

Perception check 1d20 + 3 ⇒ (11) + 3 = 14

Zarrick wonders over to young Alrick What are you doing Alrick? Do you need some assistance or do you have the situation under control?


Zarrick too notices the words chiselled into the wall that have been partially stained by goblin blood. Just as Alrick, he cannot understand the words.


Male Human Adept/2

Calling out to the rest of the group, Can any of you read this writing on the wall?


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

Tae moves over to the wall and attempts to read what has been marked there...

lang known: common, Celestial, dwarven, draconic, Infernal


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)

"Good idea, Tae, it might be them. Let's hope."

Ekan also walks up with Tae to read, she and he know some similar languages, but he still wants to help. He's glad to have Mysabel on his shoulder.

Common, Draconic, Dwarven, Elven, Halfling


Zarrick waves over Tae and Ekan and they along with Alrick, whos testing out the spear, look over the words chiseled into the wall.

Wall Etching:
In Draconic it reads- Remember Ashardalon!

K-History DC 15/20/25. Dwarves get a free Knowledge History roll and can do it untrained. They receive a +2 Circumstance Bonus to the roll...

Grommund and Klor look on as the party utters what they find on the wall Etching.


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

"It says 'Remember Ashardalon' in Draconic... but I have no idea what that means really. Is it a place? a person? some long lost god?"

Tae looks at the others questioningly and shrugs.


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)

Knowledge History: 1d20 + 7 ⇒ (7) + 7 = 14

"Ashardalon... mmmm" The halfling seems entranced "This place is a true trove of lore." after thinking on it, he sighs, "But I'm afraid my own may have run empty."


male Dwarf Fighter 1

knowledge history: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12

damn if I know, must not ave been that great

Klor starts to examine areas most likely to be hiding more rats of some infernal goblins

perception: 1d20 + 1 ⇒ (16) + 1 = 17


After thinking about the word and remembering nothing Klor stands centered on both doorways and glances around the room, seeing nothing of interest.


which door? or is there something else you wish to do in this room?


Male Andoran Commoner 1

Knowledge, History: 1d20 + 2 ⇒ (15) + 2 = 17

"Ashardalon... I feel like I came across that name in a book..."


Alrick looks up from testing the spear and remembers something

Alrick:
Ashardalon is the name of an ancient Dwarven Hall that was conquered by The Dragon Infyrana and renamed Dragon Mountain a couple hundred years ago. It was located in The Five Kings Mountains.


I vote we move forward.


Male Andoran Commoner 1

"Something about a dragon... Infrared.. Infrana! Definitely Infrana, conquered an ancient Dwarven Hall. Named Ashardalon. The dragon renamed it Dragon Mountain in a display of utter banality." Alrick shrugs and grins.


New England Frost Giant wrote:
I vote we move forward.

yep but which door


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

The right side when facing them. Grommund will open the door.


Taking 2nd spot behind Grommund.


Choosing the door to the right, the group opens the door and slowly, cautiously moves around the corner finding a ten foot wide hall with three doors off've it. Each door is as the one they just passed through; stout wooden with iron bands. It has become very dark as the party leaves the rooms where outside light shines dimly into...

Total darkness now confronts the party and where Grommund and Klor seem at home, Zarrick and Alrick are stumbling about not being able to see their hands in front of their faces.

Tae stays quiet but seems to navigate fine.

Ekan stuggles to see as his low light vision has a hard time picking up anything to amplify.

Total Darkness now

It is still early morning with the group having only spent a couple of hours since they broke camp.

1st Hallway

Choose a doorway A,B,C...Im taking the liberty of party placement, if you arent keen on where you are...you need to let me know. Im looking at it as I would if I was a player and putting the party where it makes sense they would be, map allowing.


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

"I can see fine in the dark," Tae whispers softly, "But others are not so lucky... can anyone make light?"

I'm fine with Tae's placement in the party


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)

"I know a little..." Ekan says, and he mutters something as he makes a twirling motion with fingers. Flickering orbs of light hover behind the group like little green glowing wisps.

Dancing lights spell


Male Human Adept/2

Whispering, I have sunrods in my backpack. I don't have the light spell memorized so these will have to do for now. When we take a long rest I will be sure to add that to my spell list.

I would say C, then A, then B. Closest to farthest.

Waiting till Grommund gives the okay to move forward.


male Dwarf Fighter 1

at work the map won't display. will have to wait but Klor can be in front if need be


Male Human Adept/2

Hallway is six squares left to right two wide. Group is two abreast on the right side. Top to bottom, left to right Klor, Grommund, Ekan, Zarrick, Tae, Alrick. Door on top five squares to the left, bottom six squares. Last door end of hall facing us on top square.


Ekan creates 4 small softly glowing balls of light that flicker in the air. will last for 1 minute or 10 rounds. I know with unlimited castings this is not an issue, but for tactical reasons could be important. Because they will disappear at moments and you'd be plunged into darkness again at times that could cause issues...and of course cost Ekan an action to summon back up.

The hallway illuminated clearly now, all can see the doorways.


male Dwarf Fighter 1

as the light appear. Blasted finger wigglers why not just put up a stinkin sign sayin' all ya can eat Buffet Klor just grunts a bit realizing he won't make the lights go away.

Grommund check dat first door, on the right He indicates Door C

back home now map looks good for me I may protest later after I fail some reflex save from a fireball or something stupid like that


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

"Aye." Grommund says, moving to inspect the door, tapping as he approaches.

Taking 20 again. I want to make this standard operating procedure from now on out so I don't have to keep typing variations on the same thing over again. Taking 10 while moving, tapping the floor. Taking 20 on all doors, intersections and 10 foot sections on either side of doors. Yes, this will slow us down drastically, but it's the only safe way to search for traps without a really nice perception score.


sure so 1 minute to check each 10 foot area as you move, and 2 minutes at doors, before doors, and intersections...yep slow going and the party may fall asleep watching....But Im good with it being assumed. Take 10 perception is 15 vs traps/17 vs stone traps and take 20 is 25 vs traps.27 vs stone traps.

Long minutes go buy and Ekan has to re-summon his lights 4 times before Grommund declares that there are no traps up to the first door on the right and the door isn't trapped.

Mysabel is protesting the inactivity by stretching her wings and shifting from claw to claw.

The group at first watches with interest at the methodical approach of the Rogue, but after a couple minutes begins to get bored....

encounter chance: 1d100 ⇒ 7 01-05% to have an encounter

and to be clear I do not mind it at al, but there are consequences to every action, danger for going fast and danger for going slow...


The party hears footsteps through the door ahead and low voices and then nothing as whatever was there passed.

7% was close ;)


Male Human Adept/2

Nice GM. Got the heart pumping a little


Male Andoran Commoner 1

Alrick grips his mace tightly. The tedium not replacing the overwhelming anxiety the situation brought on. As the voices approached, his feet strongly suggested a reversal of course, but he won the internal battle of wills and remains with the companions, ready for whatever may come.


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)
Quote:
as the light appear. Blasted finger wigglers why not just put up a stinkin sign sayin' all ya can eat Buffet Klor just grunts a bit realizing he won't make the lights go away.

Ekan keeps casting as needed, comforts his hawk, and responds, "WEll, if you have a bunch of blind folks bumping against the walls it isn't going to be exactly subtle either."


Male Human Adept/2

Snickers at the comment by Ekan.


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

"Sorry fur th' delay folks, eh'd jist raither we nae die tae somethin' 'at coods be avoided." Grommund comments as he works.


male Dwarf Fighter 1

first let say, this is the first time Klor has ever edventured with non-dwarves so the whole not having darkvision ha snever come up in his past. second, I have nothing against our halfling but Klor has a distrust of halflings in general. please enjoy the banter but don't take it too seriously, it is all in fun. when the time comes Klor will help Ekan should he need it.

Cosiderin' the bumpin be comin from a halflin' they probably think it normal and leave it alone, ain't nuthin werth eatin on a Peck anyway

Klor looks at the halfling waiting for his witty retort. Let the battle of the insults begin.


I was hopin you'd say 'I open the door' once I said it wasn't trapped ;)...so in the interest of not delaying things unnecessarily I'll advance things.

With the checks performed on the first Doorway, Grommund tests the lock and finding it open, cautiously opens the door. Ekan once more has to re-summon the lights as everything winks into darkness briefly.

The party finds an empty room, except for a smattering of garbage tossed haphazardly around the room.

A quick search finds nothing of note nor value, and Grommund moves to the door across the hallway and begins his tedious search procedure. Twice More Ekan has to re-summon the lights. Mysabel chirps from her shoulder perch in protest of the discomfort.

It's unnerving for the party standing...watching....for long minutes with periodic darkness messing with their vision.

Grommund finishes checking the floor and doorway finding no traps.

1st Hallway & Empty Room


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)

Ekan rankles at the term. He's asked the dwarf to NOT call him that, but before he can consider if he should rejoinder, or just coat the dwarf's beard in frost, the door is opened. Instead he recasts his dancing lights, and sends them in ahead.

"mmm, long shot but.." He also casts detect magic.


Male Human Adept/2

Annoyed with the lack of lighting, Zarrick goes into the empty room and removes a sunrod from his backpack. Trying to quietly light it he scrapes it against the wall. 1d20 + 1 ⇒ (5) + 1 = 6 He then joins the party taking his place near the door across the hall.

Apparently Stealth isn't my forte!


Ekan glances about the room looking for any magics present and see's no aura's at all.

251 to 300 of 1,423 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Sunless Citadel All Messageboards

Want to post a reply? Sign in.