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

Game Master Terquem

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


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Male WLock 1, HP: 11, AC: 13, PassPerc 11 // STR+0, DEX +2, CON+3, INT+2, WIS*+1, CHA*+3 Warlock 1

When Anders enters Abigail's shop, he finds another human male, although one much shorter than Anders. The stranger seems a bit clumsy, as he drops rations as soon as Anders enters. He quickly apologizes to Abigail, and asks how much the collection of dried foods will cost him.

Hearing the answer, the man digs around in a pouch, and withdraws gold coins covered in a greenish slime (if you looks closely, it sparkles in the light), placing them on the counter and thanking her.

Purchasing 1 month's worth of rations, and two sacks to go along with them, total book price is 15 gold and 2 coppers. Hennet is handing over 16 gold pieces. There is a transmutation currently on the coins.


NPC: F Human(?) Agatha's, smarter, younger sister

Hold on stranger! Abigail grumbles. I don’t like the looks of these coins. Explain this, this, funny looking glamour, or put up coins that don’t sparkle. I don’t need my customers thinking I’ve been tinkering with the coin of the realm, well, at least not again, that’s a mistake I won’t make a third time.


Male, old, old, Male

Day 2, Saturday morning, turn 45, approximately 7:30 am

The party readies themselves for a short march toward the Black Village. Sigismund Drogglespok, the cantankerous, elderly Dwarven Priest of the Temple dedicated to Wyuddellwyn* will sell one potion of healing, and a small Cart to Beldak (he has no Pony and the cart has been lying around the temple for a few months unused, as it was left as payment for healing performed by the good priest upon a warrior who returned from the Palace of the vampire Queen nearly dead). He will also rummage around a large chest he keeps in the small storage building behind the temple for a map he knows he has that shows the path that leads to the Black Village. The map is drawn in ink on a folded sheet of calf’s skin. On the map, an arrow points out of the Black Village toward the presumed location of the Entrance to the Palace of the Vampire Queen, but he does not know how far up the mountain it lies.

It was not explicitly stated that Anders visited the shop of Abigail, the Girl Genius, so I hope he is not offended by Hennet’s post. Abigail will sell supplies to Hennet, and one potion of healing to Anders for 50 gp, if he is interested in buying one. She has one more potion remaining. A Pony can be purchased from the local livery for 30 gp, and it will take the ostler about an hour to fit the pony with a harness, and tack that will accommodate the cart. He will charge 2 gp for the gear, and 5 sp for his labor.

The party can travel from the town to the Black Village in three hours time. The Black Village is a ruined, burnt out village with no intact structures. From the Black Village, you can see, on a ledge high up the side of the mountain, what appears to be two small, flanking, stone towers with a dark shadow between them. A Character can explore the ruins of the Black Village (taking an hour’s time) and may find something hidden on a successful Investigation Skill Check of 20+. Determining the distance, to the entrance to the Palace will require a Nature Skill Check roll of 16+. Finding a path that leads up the mountain will require the use of the Survival Skill, but can be done with a passive Skill Check

*pronounced Wee-ula - shen


Male WLock 1, HP: 11, AC: 13, PassPerc 11 // STR+0, DEX +2, CON+3, INT+2, WIS*+1, CHA*+3 Warlock 1

Ohurem, what? says Hennet as he takes a second look at the coins. Oh, sorry about that. Let me clean that up. Hennet reaches into a pouch, and pinches at the sand inside. It comes out in a sticky clump, and he spreads it over the coins. When he's done, a process that takes less than a minute, he puts the sand back in the pouch, and the coins are free of slime and magic. Is that sufficient? he says, with a shy smile.


NPC: F Human(?) Agatha's, smarter, younger sister

Better, She says scrutinizing the coins, then her face brightens into a smile as she thinks of an idea, Hey, does that sand work on grimy boots?


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"Father Drogglespok, this is a most exquisite and sturdy map. Just what we need! Thank you so kindly."

Beldak checks his coin purse when the priest offers a potion and a cart. He knows he doesn't have the market value for such things in his possession ad he knows he'll still need to purchase an animal to tow the cart.

"Father can I possibly borrow the cart to be returned upon my quest's completion? Furthermore, while my companions are preparing for our journey might I be able to interest you in a game of dragonchess. Surely a priest of Wyuddellwyn has a masterful strategy for such things. I'd be very interested in hearing more about this Himmul Lurggendson the well is named for and maybe any information you may have about the Black Village and Vampire Queen herself."

persuasion?: 1d20 + 1 ⇒ (7) + 1 = 8

"Maybe while we play I can exchange services of script copying, transcription, transposition, or literal permutation for the kind goods you are offering. Throw in some holy water and I could bring you back a souvenir!"

Not likely to have enough gp for the items you're "giving" me, trying other diplomatic means though the dice seem to be against me!


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Anders will have gone to Abigail's for the potion. I am sorry, but my Campaign Tab was not showing an update to the thread.

Anders looks around the shop as the human fumbles with his rations and coins. He helps the man pick up the rations.

Easy there, friend. Looks like you are preparin' for a bit of a journey? I am Anders Buckman, who might you be?

Anders sticks out a huge calloused paw to the man.

Abigail, how about a potion of healing? I am heading to some bad places where one or two may come in handy. you got any?

Anders will purchase a potion of healing for 50GP.


Dwarf (AC 19, HP 13, Str +5, Dex +1, Con +3, Int +0, Wis +1, Chr -2)

No bonus for investigation or nature.

investigation: 1d20 ⇒ 4
nature: 1d20 ⇒ 8

nope


Male WLock 1, HP: 11, AC: 13, PassPerc 11 // STR+0, DEX +2, CON+3, INT+2, WIS*+1, CHA*+3 Warlock 1

Ah, that makes sense.

Caught between the two, Hennet looks back and forth before answering Abigail and shaking Anders' hand. Um, maybe if there's pyrite in the mud. I'm not sure how it works, but rocks clean most mud, this sand cleans sparkly slime, and sparrow feathers clean dust. That's somewhat how it works for me.

Turning to Anders, he responds, My name is Hennet Drakekin, and I'm always traveling. Better an unknown danger than a known danger.


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Conspiratorily, after asking Abigail for the Healing Potion, Anders leans in close to Hennet.

Well, Hennet, are you in the mood for an adventure? It is sure to be dangerous, and I appear to be the only human in the group comprised of Halflings and Dwarves.


Male WLock 1, HP: 11, AC: 13, PassPerc 11 // STR+0, DEX +2, CON+3, INT+2, WIS*+1, CHA*+3 Warlock 1

Lowering his voice to match Anders, An adventure? For what?


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

The way I hear it...to save a dwarven Princess taken to the Palace of the Vampire Queen. I go now to meet with the others to leave for the Black Village. If ya have an interest and any small skill to lend to the cause, come along, then.


at the temple of Wyuddellwyn

Borrow! Don’t be absurd the Old Dwarf bellows

And don’t call me “Father”, that’s reserved for the priests of Abburdun the Wise, the All Father, and Lord of the Dwarven Gods, the old Dwarven priest barks at the Halfling. You can call me the Right Reverend Drogglespok, on formal occasions, and Mister Reverend Drogglespok when it’s less formal, which isn’t often. Now, you say you're short of money, eh. *brumf-hurumph* Typical. Now let me show you something.

The Priest shows you to a strong, large iron box in the west wing of the temple. He takes a small key, hanging from a silver chain around his neck, and unlocks the box. The box opens in the front and he carefully swings the two halves apart to reveal a large, wooden crown. It is much too large for any person or Dwarf to wear. Parts of the wood are embossed with gold filigree, and this is engraved with the pattern of growing vines and flowers.

This here is a sacred relic. It is called the Crown of Wyuddellwyn and any village or town worth a darn has one. We take it out in the spring and place it on the statue for a week. We hold an open air festival, with dancing, songs, drink, food, and ceremonies, a lot of folks chose that time to name their children or take the vows of marriage. I’ve been working on this one since I was a boy, and is one of the best in this county. But it could be better.

He closes the box and locks it shut, then tells you, I’ve heard stories that a rare kind of beryl exists in those mountains, it is called red emerald. Now I don’t need a great big stone, but something small, about this size he shows a space between his thumb and finger that is about the size of a copper piece, I’ll have it polished and cut and placed in the center of the crown. You bring me back a red emerald from the mountains, and you can keep the cart. Otherwise you can rent it for a silver piece each week it’s gone. That’s my offer.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"Well, I do beg your pardon, Right Reverend Drogglespok. Your offer is most kind and might I say your craftsmanship is second to none. I am honored to have seen such artistry up close. I'll be sure to do my part!"

Beldak bids farewell and heads down the street to find the livery. He pays out of pocket for a pony, harness and labor and then takes his new mode of travel off to find the others.

Beldak has acquired a pony/cart and a map.


Male WLock 1, HP: 11, AC: 13, PassPerc 11 // STR+0, DEX +2, CON+3, INT+2, WIS*+1, CHA*+3 Warlock 1

After a moment's consideration, Hennet nods in agreement, following Anders out of Abigail's shop.

Haarold rolled, so here's mine:

Investigation: 1d20 + 2 ⇒ (17) + 2 = 19
Nature: 1d20 + 2 ⇒ (13) + 2 = 15


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Anders claps Hennet on the back, gathers the potion, then leads him to the rendezvous point. He introduces the others to Hennet in route to the Black Village.

"So, Hennet, what skills can you offer to the group? Mine can be found in the swing of my axe!"

Once there, he will begin to search for a path up the mountain while the others explore the village.

Survival: 1d20 + 2 ⇒ (1) + 2 = 3

He finds nothing...


Male, old, old, Male

Day 2, Saturday morning, turn 49, approximately 8:00 am

Gathered together near the large statue in the center of the town the party, now with a small cart pulled by a stout and healthy pony, examines the simple map purchased by the Halfling Beldak Bracegirdle.

Though the map is simple, even in places crude, it appears to be clear and easy to understand. This village, called the Black Village by those people in the town who will speak of it, is shown due north of the town. There is no accurate scale, shown on the map, but it is easy to judge that the distance is probably three to four leagues.

The road out of the town goes northwest, and so the party follows this good road out of the town, passing a few small cottages. It is beautiful countryside, in the daylight, when there is no fog, and the autumn colors of the trees seems warm as if to say to the heroes, “come back soon, there will be fires, food, and friends to welcome you.”

When they have traveled for nearly an hour the group comes to a stream with a small stone bridge. Here, just below the bridge and downstream to the south, the stream cascades over a tumble down waterfall, splashing noisily over smooth rocks and forming tranquil pools where water is so clear that the pebbles and stones below reflect the sunshine like small nuggets of gold or precious gems. Just a ways away, to the south of the bridge the group can see a mill, with a small water wheel and this draws the eye to the almost imperceptible water way, a wooden sluice, built along the waterfall’s path on the west side of the stream that diverts a humble trickle of water to the top of the wheel at the mill. It is peaceful here, tranquil, and calm with only the sound of the stream falling over the rocks to remind you that there is still life in the world.

But this is where the road ends, for the party, and they check map once again to be sure they are in the right place. The terrain confirms the maps images and a foot path is clearly seen just past the bridge forking to the north away from the road that now begins to turn gently to the west.

Following the foot path over an even plain that rises steadily as you go north, the party realizes they are going up the first of the hills that gradually grow into mountains. The path is worn, dry, and free from ruts, or the signs of the passing of any travelers. The path turns left, then right, as the hills, and the trees grow and grow, until suddenly rounding a bend in the path and emerging from the trees the party comes within sight of the Black Village.

Turn 73

It is almost noon, the sun is high in the sky, and the sky is clear of clouds, but the dark specter of the Black Village seems to suck all the color out of the world in this place. Maybe it was a pleasant village, long ago, maybe it was a place filled with songs and laughter, but now it is nothing but the foundations and partial, blackened walls of a dozen buildings surrounded by fence posts bent and broken like the teeth of some slain giant laid to rot upon the ground.

The party pauses, and gathers close together, hands on hilts, fingers flexing and practicing the known motions for a quick spell, should it be needed, but the Black Village is silent and still.

Even from the edge of the woods, some hundred yards from the Black Village, you can see the mountain looming to the north, and there on a ridge, about a quarter of the way up the rise of the peak you can all see the two towers and dark shadow of the entrance to the Palace of the Vampire Queen.

You approach cautiously, each looking in a different direction and watching for danger. Anders makes a grunt, and kneels in the dirt between the first two ruined structures and takes a handful of dust from the ground. He sniffs, shakes the dirt in his hand, the lets it fall in the dead calm of the air. There is little chance he will find a trail leading up the mountain, and he furrows his brow in frustration, while Alder approaches the building ruin on the left, and brushes away a brown, decaying vine from the partial wall to reveal a sing tacked to the wall, hanging by a single nail that reads

“To the Palace of the Vampire Queen”

Lifting the sign until it is parallel with the ground the arrow on the left of the sign points to the direction of a path between two still standing fence posts in the distance.

You are in the Black Village. There are fourteen ruined buildings in two clusters. The first cluster is directly ahead of you and there seems to be a wide street that runs between these buildings to the northeast. The second cluster is to the right, almost as if up ahead some short distance there may be a cross road, and then the road to the right leads to the second cluster. Moving about, among the ruins, you have not discovered anything of importance, yet. It is difficult to judge how far away the entrance actuall is as there are no trees on the ridge to help judge the size of the towers or determine how high up the hike will take you

What will you do now?


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"Ioth simose..."

Beldak let's the draconic slang fall from his lips without realizing. He urges the cart forward down the street towards the intersection.

animal handling to keep the pony from being spooked: 1d20 + 2 ⇒ (10) + 2 = 12

"I do believe I read a book once on the demise of the Black Village. Maybe, it was someone told me a story..."

history: 1d20 + 4 ⇒ (11) + 4 = 15

"I wonder if any of these buildings are structurally sound? Do you think anything lives here? Seems like the perfect place for creatures of ill repute to develop a nest within. I once read about..." he rambles on about some nonsensical creatures ecological standing in a land of unimportant.

investigation for structural integrity: 1d20 + 5 ⇒ (16) + 5 = 21
perception for living creatures/traps/not aloneness: 1d20 + 4 ⇒ (7) + 4 = 11


Dwarf (AC 19, HP 13, Str +5, Dex +1, Con +3, Int +0, Wis +1, Chr -2)

"Wonder if this would be a good place for a base of operations? Might just find a sound area to hole up in."


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"I agree Haarold. Shelter is always welcome and easier to defend if necessary."


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

I prefer sleeping under the stars, but if there is a source of fresh water here, I agree.


Male WLock 1, HP: 11, AC: 13, PassPerc 11 // STR+0, DEX +2, CON+3, INT+2, WIS*+1, CHA*+3 Warlock 1

While the party hikes to the Black Village, Hennet responds to conversation, but doesn't engage much himself. "Um, I can't use an axe, I'd-d-d be pretty terrible at it. My best defense is a Finger Blast. He then demonstrates what he means by casting an Eldritch Blast on a nearby stone. I'm not very strong, but I can help a little.

He appears attentive to Beldak as the Halfling chatters on during the trip, and seems to become more comfortable with the group, although his irregular speech persists whenever he's asked a direct question.

----

When the Black Village is in sight, Hennet's behaviour changes slightly, as he becomes more engaged in the disturbing ruins of the ghost town. When Beldak recites what he remembers of the town, Hennet asks questions about how the story traveled, what the most outrageous theories were, and what most people tended to explain them away with. While they're searching, Hennet collects small items from the village, such as 5 grams of ash from the walls of a broken building, a twig of vine half dry and half green, a pebble with colour in it, and moss from the shadows inside a building. When his fellow adventurers suggest making this their home base, Hennet speaks up, The waterfall is close enough, but I'm not sure there's much point. Um, that is.... We don't know if this village is close enough to the Palace to use as a reference. But lunch would probably make sense right now.


male Dwarf Fighter 1 || HP 14/14 || AC 19 (T 11 / FF 18) || CMD 15 || Fort +5 Refl +1 Will +2 (+2 poison, +4 spells/like) || Init +1 || Perception+7, darkvision

The bright sun cast across the dark ruins of the Black Village present an interesting juxtaposition to his own fate. He had been a pleasant dwarf, considered charming even by humans, yet life had changed his path. His engaging days as a guide smith, marked from an early age to be a leader, seemed like a distant shadow. The last two years had taken him so far from that path, could he ever rediscover it?

Coming back to the moment, he ventured down toward the ruined village with his companions, curious if any of the ruins could provide a stable defense. Using the knowledge granted to him in the study of stonework, he takes in the shattered town step by step.

either History (stone) or Tool (Mason), both same bonus, to examine the ruins

1d20 + 5 ⇒ (13) + 5 = 18


Male, old, old, Male

Day 2, Saturday morning, turn 75, approximately 12:20 pm

Moving through the ruin of the village, Anders grunts after he imagines seeing the Halfling Monk from the previous night before discover a sign on a wall. He is puzzeled by this apparently harmless vision, and approaches the wall himself.

Anders then discovers the sign beneath a tangle of dying vines

Is this a phantom guardian helping us with visions? Anders wonders

I npc'ed Alder, and unfortunately he withdrew from the game, so now I am making the outrageous claim that Anders imagined the whole scene!

Haarold leads the way, closely followed by Beldak (who leads the pony and cart) with Duglin behind the cart, and Anders and Hennet at the rear. The pony is skittish, lifting its head over and over again and flaring its nostrils, but Beldak keeps her in control with a gentle touch and soothing sounds as they proceed through the ruins.

Duglin:
The stone work of the foundations is most definitely Dwarven (History: Stone), and built to last, but the buildings have suffered multiple fires.

A section of a blackened wall, with the remains of what appears to be a stairway attached to it, catches Beldak’s eye. He ties the pony’s lead to a post, and climbs carefully through the hole in the adjacent wall. Both these walls are just a bit over five feet in height and come together at a corner. The longer wall section, of the two is about fourteen feet long, and mostly in tact up to that height, and burned away above that point, the shorter wall is only about ten feet long, and is not only burnt, but is also broken in places, with at least one place wide enough to allow a Halfling to squeeze through.

The rest of the party can access the ruined interior of this building by going around the wall sections at this corner and climbing over/through some rubble.

Beldak does, indeed, find a short section of stairs, going up to a floor that no longer exists. As he moves to round the structure and examine the back, below the stairs he is greeted by a strange little creature that resembles a miniature lizard-man. The creature is holding a sword, point down, and leaning in the corner of the structure where the stairs and the wall come together. The little creature is not hostile, seems surprised, but not frightened by Beldak’s appearance, and he moves to stand in front of the dark opening below the stairs that reveals another set of stairs going down under the building.


NPC: M Kobold Sentry and lead scout of the Loamstone Hollow Kobold Complex

Dude, don’t sneak up on a Kob like that, the little creature says in common, to Beldak. I mean, like you totally caught me in the coolest day dream, man, what a trip, but hey, man, what’s happening, my little man? My name is Benjamin Loamstone, but dudes call me Benny. What can I do for you, Dude?


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Anders works himself, eventually to Beldak's position, and he hears most of what the little creature has to say. He leans in close to Beldak.

Ask the runt if he knows the path to the Palace and how long it takes to get there.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"Vi suorra belikr?" Draconic: "A baby drake?"

"I do beg your pardon, Benjamin. My name is Beldak Bracegirdle." he bows deeply even for a halfling and fitting for royalty the likes Benny could only daydream.

"I had no intention of startling you. I merely had thought this husk of a building might offer more shelter than its neighbors. You see we're weary travelers looking for a place to rest for a spell." He leans to the side making it obvious he's looking at the stairwell behind Benny.

"Do you know of somewhere?" Beldak pulls a couple pieces of dried fruit from a ration in his pack. He holds out one piece between finger and thumb and closes one eye as if examining a jewel held up in the light.


NPC: M Kobold Sentry and lead scout of the Loamstone Hollow Kobold Complex

Day 2, Saturday morning, turn 75, approximately 12:20 pm

Benny looks at Anders like a dog looks at a sound it doesn’t understand, turning his head on the side, Runt, no dude, Mort’s the runt, I’m the guard, lead scout even, but not the runt, but it’s cool.

Benny steps away from the dark stairwell, and points, Oh, dudes, if you need a place to crash, just head on down. There’s a big door at the bottom, we made it ourselves, just tell them Benny said you were cool, and they’ll let you right in. This place is called Loamstone Hollow, after my grandfather, Eric Loamstone. He used to work for a Dwarf named Volanda, she owned this place. It was called the Pig in a Pail, I think, or something like that. It used to be a regular joint, a watering hole, a tavern bar, that catered to Dwarves and Kobold miner’s alike, but it shut down, you know, when the fires ruined the place. The basement was sort of a hidden entrance to one of our Kobold villages, and Volanda was cool with that. We stayed, when the dwarves decided to bag it in, I mean the whole town burned down, three times, or maybe it was four, I don’t remember the story, but these days hardly anyone comes up this way. We get attacked, every now and then, by skeletons and goblins, and even if they make it passed the door, they never can find us when we bug out and scramble deep into the tunnels. There’s even a secret exit, but it’s hard to get to. So head down the stairs, knock on the Door, and tell them Benny sent you.


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Is he speaking common?


Male, old, old, Male

Yes, but he seems to speak it in a strange dialect. He speaks slowly, but clearly


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Benny, do you know the way to the Palace of the Vampire Queen up in the mountain?


NPC: M Kobold Sentry and lead scout of the Loamstone Hollow Kobold Complex

Benny smiles, now that the tall human has addressed him by name. His eyes glaze over for a moment, then all expression drains from his face, then he suddenly brightens, leans out through one of the holes in the ruined wall, and pints toward the towers, There, yeah, sure I do. You just gotta climb the mountain. There’s, like a couple paths, some are wide, He drops his sword and spreads his hands out wide, and some are narrow he pulls his hands together close. take the path by the fence at the northwest corner of the village, and when it forks, go right, man, that’s the narrow path, the goblins and skeletons use that one, but the big monsters don’t


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Thanks, Benny.

Anders looks to his companions.

Well, now wwe know where to go. Should we rest up tonight and head up the slope in the morning?


Dwarf (AC 19, HP 13, Str +5, Dex +1, Con +3, Int +0, Wis +1, Chr -2)

"When I hear a name like 'Vampire Queen' I kinda get the notion that daytime is our friend if we're gonna pay a visit. "


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Beldak surveys the remains of the building. He heads back out to the street and swings his arm toward the ruin. "Everyone inside! We've got a place to stay and some cheery hosts to boot. Maybe even a bit of adventure!"

investigation to determine if we can put the cart and horse somewhere safe: 1d20 + 5 ⇒ (5) + 5 = 10


Male, old, old, Male

It would take some effort, about half an hour's work, but the cart could be moved into the ruin of the tavern and concealed with rubble (old boards and such), the Pony is going to be a problem. You could risk leaving it out for the night, or ask Benny of you can bring the Pony down the stairs. If Benny agrees, you need to make the animal see it your way, and get it down the stairs and through the door (which no one has approached yet). The challenge there will mean succeeding at an Animal Handling Skill Check with a DC of 20. if someone helps you (who has proficiency in this skill) you can get Advantage on the roll.


Male WLock 1, HP: 11, AC: 13, PassPerc 11 // STR+0, DEX +2, CON+3, INT+2, WIS*+1, CHA*+3 Warlock 1

Hennet detaches himself from his investigations and joins the group at the tavern. He helps hide the wagon, when he realizes the problem the pony will have by staying out at night. Heading over to Benny, he says, Dragonkin, I am a bit concerned. The pony is useful with the cart, but the cart is much less useful without the pony. If we want to keep it safe, we had best bring it with us. Is there room inside for all of us?

Persuasion: 1d20 + 5 ⇒ (1) + 5 = 6


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

OK so here goes for animal handling.

animal handling: 1d20 + 2 ⇒ (6) + 2 = 8

Annnnd I suppose nothing short of Anders knocking the horse out and picking it up will get it down stairs.

The horse remains obstinate. "Well good friend. You got us here in one piece but you leave me no choice."

I'm going to set the horse free unless someone stops me with a better idea.


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Let's just tie up the pony near the tavern and leave it some fodder. We can pay Benny to keep an eye on it, right Benny?

Anders puts a massive hand on Benny's shoulder.

How does a silver a day sound? If the Pony dies, you do not get paid.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"Ah yes a noble QUEST" Beldak beams at Andra for such an idea, "Benny do you accept this endeavor?"


NPC: M Kobold Sentry and lead scout of the Loamstone Hollow Kobold Complex

What, watch the pony, um, sure, dude, been mostly quiet around here for a few days anyway. Chances are pretty good everything will be fine.


NPC: M Kobold Sentry and lead scout of the Loamstone Hollow Kobold Complex

Benny, walks over to the tall thin human, and answers his previous question,

Dude, no worries man, there's enough room for all y'all. Just head down to the door whenever you are ready for a meal and a place to rest. Don't forget to tell the door guard that Benny said it was cool.


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Great, let's head down and rest up for the morning. It may be our last chance at a good meal. Also, we can see if there is a back-door into the Palace.

Anders begins to head down, expecting the others to follow.


Male, old, old, Male

Day 2, Saturday morning, turn 78, approximately 12:50 pm

The steps going down to the cellar of this ruined building are in good condition, they are wide (front to back) and the rise is comfortable at each step. As you descend you begin to smell, something, you’re not sure at first, but then, yes, certainly it is soup! It is a heady aroma, filled with the smells of a strong vegetable stock, and pungent spices, most notably are the smells of pepper and garlic.

It grows darker as you descend, and the stairs are long. The cellar must be a good twenty feet below the ground. The stairs end, and a short passageway is ahead of you, barely five feet wide. The ceiling here is only eight feet high. There is a stout wooden door set in a heavy frame made from mortared bricks. The door is short, just five feet high but it is almost as wide as the passageway. The door is made from wooden planks, stained a bright red color, and held together by iron bands that cross the door every foot from top to bottom, and each shows the bumps of strong rivets. Half way up the door there is a small rectangular hole that appears to be blocked on the inside face of the door by a metal plate.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Beldak finishes disguising the cart beneath the rubble and heads down the passage with the others. The red door stands before him monstrous in width. He walks up to the peephole and knocks with his staff.


Male, old, old, Male

Day 2, Saturday morning, turn 78, approximately 12:50 pm

The small panel slides to the side, and a wide eyed Kobold stairs out at Beldak, his voice is pleasant and he speaks slowly, saying,


NPC: M Kobold First Watch Door Guard and Hall Monitor

Who’s knocking on the door?


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"Benny said it was cool." Beldak repeats verbatim. Being familiar with the delicacy of words of magic, he knows passwords are no different.


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NPC: M Kobold First Watch Door Guard and Hall Monitor

Benny's not here, man


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Anders peers over the shoulder of Beldak.

We know. We just talked to Benny above, and he sent us down telling us to tell you it was cool.

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