The Dales and Beyond

Game Master littlehewy

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The party sans Sorin huddle under the canoe, speeding back to the Tormite, collecting her, then rushing over to the other curtained area.

I'll get everyone to make a DC 8 Dex save or take one hp of acid damage to your feet. You can rush into the second curtained area and that'll be all the acid damage, or you can delay, check it out, and possibly take more acid damage. What would you all like to do?


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

I say we take a moment at least to check behind the curtain...who knows it could be a big pit or something.

Dex Save: 1d20 + 5 ⇒ (11) + 5 = 16


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Dex: 1d20 + 2 ⇒ (3) + 2 = 5
Adv: 1d20 + 2 ⇒ (8) + 2 = 10

"Let's have a quick look.."


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Dex: 1d20 + 5 ⇒ (20) + 5 = 25

Watching from the safety of the corridor, Sorin is impressed with the ingenuity of her companions. As the canoe swings her way, she slides quickly underneath deftly falling in step with the others.


Beerg Dex: 1d20 ⇒ 16
Nilelane Dex: 1d20 + 2 ⇒ (19) + 2 = 21

No acid damage to anyone... yet :)

Everyone moves forward under the canoe to the other set of velvety black drapes, and Jack slows everyone to push back the curtain with at least a little caution. Beyond, most of you can see what appears to be a workshop; benches and desks are piled high with all sorts of vials, alchemical apparatus, mysterious objects, and what must be the spell components of a wizard. Everything looks cramped and chaotic, but to the discerning eye there is an underlying logic apparent to the contents of the room.

However, before anyone can move or react further, a series of elvish letters flares up in phosphorescent blue, right before Jack's nose. After a moment, they reshape themselves into common, then dwarvish. They read:

Know ye this, that all shall be turned to stone, shall ye enter this place of the over-mage.

Less than half a second later, the hiss of dissolving boot leather reaches your ears.

So, what's it to be? Your footwear is dissolving; standing still for any longer will certainly invite acid damage. The small step up into the workshop area keeps it free of acid... but there is the warning of the magical writing. The only other exit that you haven't investigated is 30 feet away, its door ajar. What to do? First course of action to get two votes will be what happens.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Kraz doesn't like the idea of being a rock.. Kraz thinks we should maybe come back after we finds the wizard.."


That's one vote for pushing on through the beckoning doorway...


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

As simple as it is, Sorin cannot refute Kraz’s logic. ”I agree. Let’s get moving and out of this acid.


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

"Yes, we can always stop back on our way out...and maybe by then this acid will have run its course! To the door!"


To the observer, it must appear as if some strange, multi-legged canoe-like creature is scurrying around the ritual chamber as the acid that drips from the ceiling pools on the floor. As one, you wheel and hurry over to the open door to the southwest.

Once through, you find yourselves in an unlit, stone-worked corridor that continues on for twenty feet before turning at a 45 degree angle to head due west (according to that compass somebody brought down here). Setting the acid-riddled canoe aside (it's just about ready to fall apart) you make your way to the bend.

Thirty feet farther along, those of you able to see in the gloom make out a closed wooden and iron-bound door.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Kraz thinks you better check for traps Jack.."


Kraz Thadoom wrote:
"Kraz thinks you better check for traps Jack.."

It's almost as if you knew this module was written by Ed Greenwood...

Also, remind me of the lighting arrangement we have going on for those without darkvision.


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Jack moves forward and, by the light of the magic spheres that float around the group, is able to examine the door for any traps.

Traps (Investigation)!: 1d20 + 4 ⇒ (4) + 4 = 8


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Didn't Jack also loot the Light Rock? Or was that a one time use thing

Nilelane kept her dancing lights active, following the gaze and inspections of the cunning thief.

Looking at the melting gooey invisible canoe, Nilelane quickly erected an illusory tombstone over the remains:


RIP
Canoe, Invisible
Disintegrated while performing as an umbrella in an acid shower.
Survived by Galleon, Visible (wife) and Kayak, Rainbow-hued (offspring)

She was sad to see the invisible canoe melt away, but with her wizardly imagination began to think of other objects that might be interesting if permanently invisible. She would have to research the formula...


Jack examines the door for traps or any other signs of strangeness, but finds nothing by the light of the glowing balls. He steps back, unconvinced, but unable to detect anything dangerous about it.


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Would Jack know that he had not done a great job in searching for traps and could try again?


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

Stepping up to his side as Beerg notices Jacks puzzled look.

"What are you thinking Jack? Is it trapped?

Beerg examines the door intensely and listens to see if he can hear anything beyond its seal.

1d20 ⇒ 20


@Jack, no I think you're pretty confident that there's no traps on the door.

Beerg moves up to the door and listens carefully. Through the thick wood he hears the faint sounds of a male voice.


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

Beerg silently gestures to Jack to hold, while he listens. Swiftly turning his head

"I can here someone in there!, but I cant make out what they're doing. "

"Jack, check this door one more time and then lets go in? Or can you see beyond the door with some magic spell Nilelane?."


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

'hear' ;)


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Jack attempts to crack the door open just enough so they can hear better what is being said on the other side.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Kraz waits, sword at the ready..


Jack carefully tries the door, concentrating on being as silent as possible... but there's no need. The doorknob doesn't even turn.

Wis (Perception) DC 20:
The voice seems to have fallen silent.


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

wis: 1d20 ⇒ 11


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Perc: 1d20 + 3 ⇒ (6) + 3 = 9


Perception: 1d20 + 3 ⇒ (9) + 3 = 12


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Yikes...we all failed to notice something...this cannot be good! Now when you said the doorknob did not turn, is that because it is locked, or is it more just a pull-knob than an actual doorknob?


The door seems to be locked, rather than some kind of counter-intuitive piece of engineering :)


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Perception: 1d20 + 4 ⇒ (2) + 4 = 6

Sorin watches the rear trying to remain alert to other dangers though seems to be slightly distracted by the action at the door.


So... apparently a locked door. Locked doors can usually be picked or broken down. Or perhaps it's actually a false door, and/or a trap...? Who knows. What would y'all like to do?


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Can you pick lock, or does Kraz need to break it down?"


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

"Just give me a moment..."Jack mutters as he examines the doors lock

Examine Lock (perception?): 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29

Did not know if I could utilize my thieves tools for this roll, so if not subtrack the 4 from the total


Jack looks intently at the lock, and while he is confident it isn't trapped at all, there is something odd about the internals. It's as if some unseen thing is holding the pins in place...

Excellent roll, so just to avoid wasting anyone's time I'll let you know: the door has arcane lock cast on it.


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

"There is something wrong with this door. The pins to the lock will not move, but I can see no reason why! If we want in we might have to knock the door down, or use some sort of magic to open it."

Jack sits back on his haunches, frustration etched all over his face.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Let Kraz try his key.."

He moves up and smashes the door with his greatsword..

Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Dam: 2d6 + 3 ⇒ (4, 5) + 3 = 12


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

Beerg looks on as kraz bashes into the door, as he readies himself to assist if it doesn't work.


Greatswords are not made for chopping through iron-bound doors, but Kraz's mighty swing crashes into the locked door, doing visible damage to its structural integrity - cracks run up the central third of the door, from near the top to about three feet from the bottom.

You can continue to chop at the door with weapons; you expect it will give in no more than a minute or two with a couple of strikes as effective as Kraz's. You have effectively forfeited the element of surprise, however. Happy to finish the job with weapons?


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

let's be honest here, the element of surprise was already lost..

Kraz rages and swings again.

Attack 1: 1d20 + 5 ⇒ (20) + 5 = 25
Crit Damage: 5d6 + 5 ⇒ (3, 2, 3, 5, 5) + 5 = 23


Kraz attacks the door with an impressive brutality, and after a few devastating hacks - one of which sprays splinters of wood as the central section of the door collapses - you can see into the room beyond.

Peering in the door without poking your heads through it, you can see the chamber, shrouded in darkness (and so this description is only for those with darkvision) is 50 feet long north to south, 30 feet wide, and 20 feet high (the now destroyed door is in the east wall). It contains a large, stone throne encrusted with six black pearls to the north, and two onyx tables with elegant runes carved upon them to the south. A giant mural covering the three walls of the chamber facing the throne shows dwarves being captured by drow, carried in boats on an underground river, working in a slave camp, and being magically and painfully transformed into gibberlings, which are then shown stampeding away through tall fields of ripe wheat. The mural works around a small door in the wall directly opposite the throne to the south. Behind and above the throne on the north wall is a ledge which holds various souvenirs and trophies - dwarven banners, shields, and what appears to be the skull of some kind of giant.

Here's a crappy map, pasted into a .doc then exported to pdf - hence all the whitespace :) What's the plan? None of you have entered the room, but Kraz and Beerg up at the door (and perhaps others) can easily see all of the room.


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Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Kraz moves in looking for something to swing his sword at..

"Kraz has come to fight Wizard! Don't be a hiding coward!"


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Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Leaning in through the hacked apart door - Herrrrrre's Jackie!

"Ummm, Nilelane could you please move your light into the room. I cannot see a thing!"

Jack slides into the dark room and moves off to one side to let the others entre.


Kraz steps boldly into the room, and his challenge echoes through the chamber. Jack follows after, skirting along the wall. It is cold in here, and both the half-orc and the human get the uncomfortable feeling they are being watched, like a shiver down one's spine.


After sending in the light, Nilelanes eyes cross and criss as she examines the rune covered tables.

Arcana: 1d20 + 5 ⇒ (3) + 5 = 8


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

Beerg enters the room with Jack and Kraz. As he steps behind them he bows his head and focuses his thoughts. little cotton strings of light pull towards Beerg and enter his head, yet it doesnt effect the light of the room. casting divine sense


I'm assuming Nilelane is moving close enough to see the runes, is that correct?

@Beerg: You strain your divine senses, searching for the presence of particularly terrible evil. You sense nothing, however. No celestials, fiends, or undead within 60' that don't have total cover...


Yes but staying behind the others


Nilelane wrote:
Yes but staying behind the others

Very wise!

Nilelane sees the runes are a twisted form of elvish used by the drow, although she can't discern their meaning or function; for all she knows, they are merely decorative.


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Sorin cautiously enters the room, staff held in a defensive position in front of her. Looking around, she is sure they cannot be alone.

Readied action to cast Sacred Flame if a hostile creature appears.
Radiant damage: 1d8 ⇒ 2


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Jack scans the room for anything that might be considered a trap or out of place.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16


Okay folks, click on the room map link at the top of the page, I've got the original map pic as our map for now :) Please move yourselves around to where you want to be if I don't have it right. Make a post after you have so I know you're where you want to be.

Jack scans the room but doesn't spot anything particularly suspicious. Soren looks around, the words of a prayer on her lips, but she doesn't spot a target for her holy fire.

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