Palace of the Vampire Queen, the 5e version (Inactive)

Game Master Terquem

A Simplified, House Ruled, 5th edition D&D Classic Dungeon Crawl


651 to 700 of 2,132 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

"For no other reason than the fog is thinner there, I say we go west. What do you think?, Myna whispers to Jade.


Wood Elf Monk Outlander AC 18 hps 11 pass perc 16 Saves S +4 D+6 Cn +3 I +1 W +4 Ca +2

Jade nods in agreement.
"It's as good a reason as any," she says.


Male, old, old, Male

Day 5, Tuesday morning, approximately 7:30 am (turn 46, turn 3 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a light spell (turn 44).

Proceeding to the west, where the fog seems to get thinner, Myna and Jade notice that the temperature is getting colder in this direction, and the fog is settling to the floor.

The scouts keep moving to the west, in a slow advance, while the main group follows, looking left and right, and often behind them, their hands on their weapons. Through the silence of the dungeon only the sounds of their feet on the stone floor can be heard.

After a short while, when the group has gone some eighty feet to the west, a doorway appears in the light fog ahead, and on the right (on the north wall). It is a pair of stone doors, each about five feet wide and eight feet high that are recessed back into the north wall about a foot.

Making signs to each other to proceed quietly and with care, Myna and Jade move to each side of the two doors, and when they the group comes a bit closer, with the benefit of a little light, Jade and Myna can both see that the passageway they had been following comes to an end only twenty feet beyond the doorway, to the west.

It is a dead end, with a single set of doors in the north wall.

Listening at the doors, nothing is heard.


1 person marked this as a favorite.
AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

What! I can't hear when you knife ears whisper. Speak up so the rest of us can hear! Morgrym shouts.


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

The sounds of nothing and footsteps echoing through the stone corridors begin to get to Flint as he follows, tensed for a fight.

As they walk, Flint absently mutters to himself in common. "This silence could use the sounds of waves and winds..."

As they approach the dead end, Flint cracks his neck. "Through here then?" he points to the northern doors.


Wood Elf Monk Outlander AC 18 hps 11 pass perc 16 Saves S +4 D+6 Cn +3 I +1 W +4 Ca +2

Jade waves the little 'uns up and takes a position behind them.

"There's no telling what might be back there," she says.


Male, old, old, Male

Day 5, Tuesday morning, approximately 7:30 am (turn 46, turn 3 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a light spell (turn 44).

Moving around each other, as silently as they can, the group takes up a position to have Morgrym and Flint shove the doors open at the same time, while the others prepare for what might lie beyond

When Morgrym and Flint are ready, one, or both of them can open the doors, I will get a map up tonight that shows what you find


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Myna winces as Morgrym shouts out from the back, but he and Jade wait for the others to arrive before showing them their choices. He moves back with Jade to cover the others as they move forward.


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

Flint gets into position to push his side as Morgrym pushes his.


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Morgrym will throw a shoulder into the door in order to burst into the room.


Male, old, old, Male

Day 5, Tuesday morning, approximately 7:30 am (turn 46, turn 3 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen (Room 14). The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a Light spell (turn 44).

When Morgrym and Flint shove open the doors, the slight fog from the passageway slides into the chamber beyond and a cold rush of air rushes though the area

*whooosh*

Standing in the room, their arms slumped, the heads tipped downward at weird angles are five armed and armored dwarven skeletons. Their heads lift slowly, as if they have been waiting years for this moment. A dull red light glows like small points faraway in the empty eye sockets. The raise their War Hammers slowly taking the shafts in both hands.

Skeleton Initiative: 1d10 ⇒ 3
Party Initiative: 1d10 ⇒ 5

Round 1 begins with the Skeletons winning the initiative, but if your Initiative modifier is +2 or better, you can strike them at the same moment they strike you, you cannot destroy them before they do damage. I'll post the Skeletons Attack Rolls later. Four Skeletons will be able to attack, two each rolling to hit Morgrym and Flint. Remember, position isn't critical, and you can assume that during the one minute round, any or all of you can enter the room and attack a Skeleton. If you want to be sure your attack is aimed at a specific Skeleton, just use the Color Halo indicator to tell me which one you are attacking. Good Luck heroes


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

I've got a plus +2 to init, so...

Flint smiles as the skeletons come to life and rush him. Pulling forth his dented belaying pit (formally used to wallop pirates, his first weapon) and using it as a club, he nimbly exchanges blows with the undead that attack him (either one). "RAAAAHHH!

Attack roll: 1d20 + 3 ⇒ (9) + 3 = 12
Damage if hit: 1d4 + 3 ⇒ (3) + 3 = 6 bludgeoning.


Warlock 3 | HP 22/22 | AC 16 | Str 0, Dex +3, Con +1, Int +2, Wis +1 (+3 save), Cha +4 (+6 save) | Passive Investigation 14, Perception 11, Stealth 13

Kayne does his best to remain away from the main conflict, keeping at least one of the other party members between himself and the skeletons. Even so, he enters the room and takes stock of the situation. After barely a moment's hesitation, he raises his gauntleted hand to point at the skeletons attacking the halfling and hisses some strange word. A bolt of crackling violet energy materializes from the gauntlet and flies through the air toward the undead creature. (Casting eldritch blast)

Spell Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d10 ⇒ 9


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

posting for when it's my turn.

Stand aside, let the dwarf show you how its done.

1d20 + 4 ⇒ (10) + 4 = 141d10 + 2 ⇒ (4) + 2 = 6


Wood Elf Monk Outlander AC 18 hps 11 pass perc 16 Saves S +4 D+6 Cn +3 I +1 W +4 Ca +2

+4 to initiative, so...

Seeing the skeletons surging towards Morgrym and Flint, Jade draws her bow and shoots over the halfling.

attack: 1d20 + 6 ⇒ (1) + 6 = 7 chucks the 20-sider across the room


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

+4 initiative as well...

Muttering a few words, Myna produces a dart of fire, which he sends towards the skeletons.

Ranged Spell Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d10 ⇒ 7

Myna's die lands beside Jade's!!


Gnome Druid 1 | AC: 15 | HP: 9/9 | HD: 1/1 | Pass Perc: 13 | Saves: S+1 D+2 C+1 I*+5 W*+5 C*+1, *Advantage against magic

+2 Initiative

Namfoodle carefully puts the torch down on the ground, though he is not overly worried if it should extinguish on the damp floor. With his druidic focus in hand he mutters a few words that sound like animal sounds and his staff seems suddenly heavier and almost alive as though part of the branch it was taken from.

Casting Shillelagh as a bonus action (1 minute duration, so not sure if that changes any with the new time method)

He picks the torch back up in his free hand and with his newly enchanted staff, moves forward for the attack.

Shillelagh Melee Attack (Magic): 1d20 + 5 ⇒ (16) + 5 = 21
1d8 + 3 ⇒ (5) + 3 = 8


Male, old, old, Male

Day 5, Tuesday morning, approximately 7:30 am (turn 46, turn 3 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen (Room 14). The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a Light spell (turn 44).

Round 1…

Namfoodle:
Shillelagh – This is an easy one, obviously meant to last ten rounds. The spell will last for one “turn” in this version of the game

As the skeletons shamble forward, raising mighty war hammers above their heads, Flint, Morgrym and the others press forward in a counter attack to force their way into the room

Hammers are swung at Flint and Morgrym

Melee Attack #1, Flint: 1d20 + 4 ⇒ (11) + 4 = 15
Melee Attack #2, Flint: 1d20 + 4 ⇒ (1) + 4 = 5
Melee Attack #1, Morgrym: 1d20 + 4 ⇒ (5) + 4 = 9
Melee Attack #2, Morgrym: 1d20 + 4 ⇒ (17) + 4 = 21

Flint manages to just barely avoid a blow, but Morgrym is slammed in the shoulder
Damage to Morgrym: 1d8 + 2 ⇒ (2) + 2 = 4

Flint pushes into the room and attacks but his weapon glances off the skeleton’s armor, moving in behind him Kayne fires an arcane attack that shatters the arm of one of the skeletons, though it continues to fight on with the other arm

Morgrym steps up next to Flint and smashes the skeleton in front of the Halfling hard enough to break rib bones lose from under the tattered armor

Morgrym:
Did I miss something? Isn’t a war hammer a d8 weapon?

Jade and Myna head for the open doors, each firing a ranged attack, one arrow and one a bolt of magic, but both attacks are too high. Meanwhile through all this action Namfoodle manages to dart in and around the other combatants until he is in the room and next to another one of the Skeletons and he slams his staff into a leg bone with tremendous results sweeping the legs out from under the skeleton to bring it crashing to the ground where it falls to pieces

Amon?

Skeletons and heroes move quickly around the room, but who has the advantage now?

Skeleton Initiative: 1d10 ⇒ 1
Party Initiative: 1d10 ⇒ 5

Round 2 begins with the Skeletons launching a counter attack. I will go to the Discussion thread and randomly determine who is attacked by the remaining 4 Skeletons,

Damage Tracker:
Morgrym takes – 4 damage
Red Skeleton Takes - 9 damage
Org Skeleton takes – 8 (v) damage
Yel Skeleton – destroyed (takes 16 damage, v)

DM Notes:
Skeletons are AC 13, have 13 hp, +4 to hit, vulnerable to B damage, d8+2 damage on a hit


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Warhammer is versatile so gripping it with two hands makes it a d10


Male, old, old, Male

Yeah, I looked back and you told me that once already, so that's on me, doh!


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

Noticing that Morgrym seems to be the better fighter with strength based weapons, Flint spends his turn HELPING him to give him advantage.

"Over here, you stupid things!" He yells at the skeletons, ducking in and out of their reach, trying to impose himself between them and the dwarf noble whenever they try to strike and trying to give Morgrym an opening.


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Using Warpriest attacking skeletons (one I haven't previously attacked then the same one as before)

1d20 + 4 ⇒ (18) + 4 = 22
1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d10 + 2 ⇒ (10) + 2 = 12

1d20 + 4 ⇒ (18) + 4 = 22
1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d10 + 2 ⇒ (4) + 2 = 6

Don't be daft! Yer not really a dwarf. Morgrym springs into action in order to protect his ally.


Warlock 3 | HP 22/22 | AC 16 | Str 0, Dex +3, Con +1, Int +2, Wis +1 (+3 save), Cha +4 (+6 save) | Passive Investigation 14, Perception 11, Stealth 13

Seeing that he's now in range with the skeletons and one approaches him, Kayne draws his sword and prepares to fight in melee. Though he isn't quick enough to strike the undead as it approaches, he attacks after it gets to him.

Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Crit!
Damage: 2d8 + 3 ⇒ (3, 4) + 3 = 10


Wood Elf Monk Outlander AC 18 hps 11 pass perc 16 Saves S +4 D+6 Cn +3 I +1 W +4 Ca +2

Still unaccustomed to your house rules, so apologies if I'm out of order.

Jade steps into the space vacated by Flint, still holding her bow, but lashing out at the skeleton in front of her with her free fist as she sweeps at the skeleton's legs with her bare foot.

punch: 1d20 + 6 ⇒ (18) + 6 = 24 damage: 1d4 + 4 ⇒ (3) + 4 = 7
kick: 1d20 + 6 ⇒ (17) + 6 = 23 damage: 1d4 + 4 ⇒ (3) + 4 = 7


Male, old, old, Male

Day 5, Tuesday morning, approximately 7:30 am (turn 46, turn 3 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a light spell (turn 44).

Round 2…

The lumbering skeletons come straight at Morgrym, but Flint is quick to dash into the fray and distract them some, giving Morgrym time to choose the best timing for his defense and counter attack.

Melee Attack vs Morgrym: 1d20 + 4 ⇒ (7) + 4 = 11
Melee Attack vs Morgrym: 1d20 + 4 ⇒ (9) + 4 = 13

The dwarven war priest easily avoids the attacks, swings his own war hammer left and then right, smashing apart the attackers almost effortlessly

Across the room, Kayne draws his sword as one of the remaining skeletons comes at him

Melee Attack vs Kayne: 1d20 + 4 ⇒ (6) + 4 = 10

Kayne blocks the war hammer and knocks it aside with the sword and then before the skeleton can recover he brings the blade down hard on the monster’s head, fracturing the skull and breaking of large chucks of the jaw, but the skeleton stays upright

Namfoodle is attacked by a skeleton that comes out of nowhere

Melee Attack vs Namfoodle: 1d20 + 4 ⇒ (9) + 4 = 13

But the Gnome is too nimble and steps back just in time.

In the gap created by Namfoodle’s retreat and Flint’s dash into the melee where Morgrym stands, Jad slips into the space and punches the Skeleton attacking Namfoodle, then as the thing is staggering about from the blow, she kicks had against a bony knee snapping the leg apart and brings another skeleton down

With one badly damaged skeleton still standing, facing off against Kayne, we wait to see what Namfoodle, Amon, and Myna will do, and if there will be a round 3?

Damage Tracker:

Morgrym takes – 4 damage
Red Skeleton Takes – destroyed
Org Skeleton takes – destroyed
Yel Skeleton – destroyed (takes 16 damage, v)
Grn Skeleton – takes 10 damage from Kayne
Blu Skeleton - destroyed

DM Notes:

Skeletons are AC 13, have 13 hp, +4 to hit, vulnerable to B damage, d8+2 damage on a hit


Gnome Druid 1 | AC: 15 | HP: 9/9 | HD: 1/1 | Pass Perc: 13 | Saves: S+1 D+2 C+1 I*+5 W*+5 C*+1, *Advantage against magic

Namfoodle brings his staff to bear against the remaining skeleton, moving forward to do so.

Shillelagh Melee Attack (Magic): 1d20 + 5 ⇒ (9) + 5 = 14
1d8 + 3 ⇒ (1) + 3 = 4


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Myna sends another bolt of fire at the remaining skeleton.

Attack-ranged: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d10 ⇒ 5


Male, old, old, Male

In a dramatic display, Namfoodle leaps forward and brings down the staff at exactly the same moment that a bolt of magical fire flies across the room from Myna's outstretched hand and strikes the same skeleton and the combination of force and magical energy explode the skeleton into pieces


Male, old, old, Male

Day 5, Tuesday morning, approximately 7:30 am (turn 46, turn 3 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a Light spell (turn 44).

As quickly as it began the fight is over and the shattered remains of ancient dwarven skeletons litter the floor.

Their armor is a wreck, but strangely their war hammers are new and of good quality


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

Flint grins back at Morgrym as he escapes from the fight unscathed. "I know many a dwarf who'd argue you on that."

He walks up to one of the piles of bones and kicks it around a bit, separating a warhammer from the destroyed skeleton. He kicks it up into his hand, and holds it out to Morgrym. "Well, here we go. I think your man is gonna be pissed when he gets back with a shiny, new hammer."

Flint picks up a second warhammer to have as a spare and a trophy, then looks around the room for anything interesting.


Warlock 3 | HP 22/22 | AC 16 | Str 0, Dex +3, Con +1, Int +2, Wis +1 (+3 save), Cha +4 (+6 save) | Passive Investigation 14, Perception 11, Stealth 13

Kayne steps back as the others come in to bring down the skeleton he'd engaged, and he breathes heavily for only a moment after the fight is finished before calmly sheathing his sword and glancing around. Simple enough necromancy, nothing too special about these. A basic animation. Not of value. With a sniff he dusts off his cloak and adjusts his wide-brimmed hat before retaking the bridle of Alighieri. "Well, shall we continue?" he asks no one in particular.


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Myna takes the remaining hammers (if no one else is) and tucks them away in his pack.
"Waste not, want not. Never know when you might need a hammer...or the money such a weapon might bring us!"


Wood Elf Monk Outlander AC 18 hps 11 pass perc 16 Saves S +4 D+6 Cn +3 I +1 W +4 Ca +2

Jade takes a moment to whisper a prayer of thanks to the spirits of this place. Then she paces the perimeter of the room, studying the walls and wondering if there may be a secret door.

wisdom(perception): 1d20 + 6 ⇒ (15) + 6 = 21


Gnome Druid 1 | AC: 15 | HP: 9/9 | HD: 1/1 | Pass Perc: 13 | Saves: S+1 D+2 C+1 I*+5 W*+5 C*+1, *Advantage against magic

Not particularly enthused about anything, especially the remains of the walking skeletons, Namfoodle holds the torch patiently.

"There might be a source of steam nearby that could be causing all this fog too."


Male, old, old, Male

Day 5, Tuesday morning, approximately 7:40 am (turn 47, turn 4 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a light spell (turn 44).

Once the battle is over, the members of the party move about in the otherwise empty room, and examine the remains of the skeletons while Jade does a slow walk around the perimeter of the room looking over the walls for anything suspicious.

Jade:
You discover no secret or concealed doors

A few moments pass as Myna collets three war hammers and Flint picks up two of them

There appears to be nothing else of interest in this room.

Damage Tracker:
Morgrym – 4 damage

Weight Tracker:
Myna is carrying 3 war hammers in addition to his gear, while Flint is carrying two


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Ye might be right about Hans but I'll be pissed if that daft fool brings me another warhammer since I asked him for a Maul. Morgrym looks around the room. Well you two knife-ears can lead us to the next room you need cleared out.


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

"Oh. Right. That." Flint says, clearly having been caught not paying full attention once again.

Flint lets out a small snort at the dwarf's nickname for the elves, and chimes in. "Yeah, this room wasn't nearly as interesting as I was hoping. Onward I say."

GM: How many more rounds do we have before we need to rest. Would this be an appropriate turn to do so?


Wood Elf Monk Outlander AC 18 hps 11 pass perc 16 Saves S +4 D+6 Cn +3 I +1 W +4 Ca +2

Jade smiles at the dwarf and runs her thumb along one of her ears, as if testing the edge of a blade.

"Dull," she says. "Like a dwarf's wit."

She moves ... on.


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

I think the lass just insulted me. He says to Flint. He pauses for a moment, perhaps a long moment and offers the retort, Ye better hope my wit sustains when you go down.


Warlock 3 | HP 22/22 | AC 16 | Str 0, Dex +3, Con +1, Int +2, Wis +1 (+3 save), Cha +4 (+6 save) | Passive Investigation 14, Perception 11, Stealth 13

"Yes, I'm sure we're all very clever, and once we finish our work here you could take your show to the highest courts of every realm. But for now," Kayne gestures to the door. "Perhaps we should continue?"


Wood Elf Monk Outlander AC 18 hps 11 pass perc 16 Saves S +4 D+6 Cn +3 I +1 W +4 Ca +2

"My apologies, Master Thinskin," Jade says, giving Morgrym an elaborate bow.


Male, old, old, Male

Day 5, Tuesday morning, approximately 7:40 am(turn 47, turn 4 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a Light spell (turn 44).

Confident that the room has no other secrets, the group backs out into the passageway again, realizing that this way was a dead end. Myna and Jade have more confidence retracing their steps and the march back to the first intersection is quick.

Now, they stop and take a moment to check their progress, and look each direction, even thought the fog is heavier here. To the right is the entrance, where they came in, to the left, just fifteen feet to the north is another pair of double stone doors, on the west wall, straight ahead is a dark and empty passageway.

The current map shows the party standing at the intersection


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Thinskin my ass, outta the way. Morgrym heads towards the double stone doors and pushes them open.


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Myna looks over to Jade and rolls his eyes.

"Now look what you did! Lets just hope Sir Hothead did not just drop us into boiling oil!"


Wood Elf Monk Outlander AC 18 hps 11 pass perc 16 Saves S +4 D+6 Cn +3 I +1 W +4 Ca +2

Jade shrugs and wonders who the dwarf thought was in his way.

"What I did? I got out of his way, as requested," she says to Myna, all innocence and sunshine. "Maybe it's the hotheadedness that makes him unable to take a joke."


Gnome Druid 1 | AC: 15 | HP: 9/9 | HD: 1/1 | Pass Perc: 13 | Saves: S+1 D+2 C+1 I*+5 W*+5 C*+1, *Advantage against magic

Namfoodle rolls his eyes at the current drama and follows along quietly.


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

Keeping out of the bantering (for now), Flint follows Morgrym into the room.


Male, old, old, Male

Day 5, Tuesday morning, approximately 7:30 am (turn 47, turn 4 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a Light spell (turn 44).

Morgrym steels his determination and stomps ahead of the group. When he reaches the intersection he looks right and then left, sees the new doors to the north, and stomps toward them, shoves with both hands and stands ready.

He feels the cool fog flow past him, as it flows from the passageway into the room ahead of him. Before the room fills with fog, Morgrym can see that the room is empty. It is a narrow room, just about thirty feet wide, but it is deep, and goes back about fifty feet, away from him.

As he stands there , buy the open doors, and the fog swirls and flows, some leaving the passageway to fill in the room, Morgrym notices another pair of doors exactly like these, just to the north of where he stands, about twenty five feet to the north.


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Morgrym will head north to push the doors open.


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

Haha, now we're making progress! Flint thinks to himself as Morgrym starts pushing through doors.

He hurries up to the dwarf as he nears the second set and assists him with pushing them open in the side-by-side fashion, as they did with the first room.

"Let's see if this foggy old castle has got a challenge for us THIS time!" he grins while pushing open the door, tempting fate.

1 to 50 of 2,132 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Palace of the Vampire Queen: The 5th Edition Version All Messageboards

Want to post a reply? Sign in.