DDAL08-01 - The Map With No Names (Inactive)

Game Master Pete who?

Rumors abound of a map that leads to a treasure of unimaginable value. When chance drops the map into your hands, you have the chance to become wealthy beyond your wildest dreams. But you’re not the only ones with that dream. The chase is on.


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Male Dwarf hp:27 AC:18 Prcpt:13 Warhammer+4 S:+2,D:-1,C:+3,I:+0,W:+5,Ch:+3 Spells: 0-3 1st-4 2nd-2 DC13 Att+5

Augar takes a look.

Religion: 1d20 + 3 ⇒ (18) + 3 = 21


The same A symbol from the map. Big Birdman also from map.

"Whose house is this?" he asks.

sorta confused what we are supposed to be doing at the moment


look at the map


Yes my guess was to go down below but when we chased them down there you brought us back up here.


my bad, just realized what happened.....as I messed this up a bit, sorry, just moving it on a wee bit

As you were down in the baement you noticed that the title mark glyph has been written on one of the walls. As you investigated further a small section of the wall pivots on its central axis, revealing a wall cache with treasure inside (a wand). Additionally, written in grease-paint on the pivoted wall face are a string of letters: “CNSRRBONIRUWMUTASSHROHED”


M Wood Elf | HP 24/24 | AC 14 | Init +3 | Perception +16 Rouge 3 Swashbuckler | Speed 35ft |

" I am guessing it's not theives cant"


you are right


No worries, wasn't sure if we missed something somewhere

Looking at the wand "What's this, a broken lever?"

Are there any exits down here?


Male Dwarf hp:27 AC:18 Prcpt:13 Warhammer+4 S:+2,D:-1,C:+3,I:+0,W:+5,Ch:+3 Spells: 0-3 1st-4 2nd-2 DC13 Att+5

"Dont just start pulling stuff outta walls!" Augar says his whiskers twitching as he walks over shaking his head.

"You never know if some rogue trapped the walls or wizard enscorcelled something" He stops and looks about wondering if a wizard did set up some scrying devices or delayed traps.


"Huh? Oh...right. Here." he hands the mysterious stick to Augar. And looking at the letters "What's a...boney-roo-mute-ass?? ...am I reading that right?"


Male Human Planar Rifter Gunslinger

We won't know what it does until we try, Pull lever. Zirul will do so str: 1d20 + 2 ⇒ (4) + 2 = 6


Zirul pulls and holds the wand in his hand, with a sheet of paper wrapped around it reading: “Whisper something that you’ve never told anyone”


"Hmm...whats this, that kid's girlfriend playing a game with him? Or does it lead to the treasure?" he stares at it for a while before shrugging "...whatever. I'll bite..." he saunters up to Augar's ear whispering "I cry while boiling lobster."


Male Dwarf hp:27 AC:18 Prcpt:13 Warhammer+4 S:+2,D:-1,C:+3,I:+0,W:+5,Ch:+3 Spells: 0-3 1st-4 2nd-2 DC13 Att+5

"You do what with lobsters" Augar says out loud, chuckling.


Male Human Planar Rifter Gunslinger

Zirul whispers to the group. I believe the Earth is Hollow. Don't tell others, they might think I'm crazy for my beliefs.


Just got a request for another player to join, so he might appear here soon. And it is up to you to find out more....


DM, never got an answer about exits down here. Is there a long tunnel or something here? Where the guys from before ran down?


Human Monk 4 | P. Perception: 15 | AC 17; HP 27/27 | Quarterstaff +6 (1d6+4 B, versatile 1d8+4); Unarmed +6 (1d4+4 B); Dart +6 (1d4+4 P) | Ki: 4/4
Skills:
Acro +6; A. Handling +5; Stealth +6; Survival +5
STR +0 DEX +4 CON +1 INT +0 WIS +3 CHA -1

A human subtly enters the house and joins the group. "I mean no harm. I was sent to help find out about the 'map' that was handed out to you. May I take a look at it?"

If the rest of the party shares the map and the things they've found out so far. The monk will just suggest to get moving.

"I think those strange characters are what we're suppose to gather here. Let me write that down." He takes out a scroll and writes the magic letters on it. "I vote that we move on to where the map leads. Who here knows of a 'big birdman statue'?"


the guys vanished, it is just sewers, nothing of interest there


M Wood Elf | HP 24/24 | AC 14 | Init +3 | Perception +16 Rouge 3 Swashbuckler | Speed 35ft |

"We should fallow where the two we chased in to the sewers.
Zirul do you want to lead, Augar I will be right behind you with others coming up since we have some of the best eyes for the dark?"


Human Monk 4 | P. Perception: 15 | AC 17; HP 27/27 | Quarterstaff +6 (1d6+4 B, versatile 1d8+4); Unarmed +6 (1d4+4 B); Dart +6 (1d4+4 P) | Ki: 4/4
Skills:
Acro +6; A. Handling +5; Stealth +6; Survival +5
STR +0 DEX +4 CON +1 INT +0 WIS +3 CHA -1

So are we still missing something here aside from the letters? Or are we good to move to the next location? Is the boy still here or are we just the ones in the house?


Male Human Planar Rifter Gunslinger

I will lead under the condition that the rest of you tell me where to go when the paths split or there is more than one direction to go, I'd rather not do the thinking of making my own decisions on that. Um, do you wish me to go forward? Someone has to tell me when to stop.


If the guys we were chasing ran into the sewers, I would vote we go there and see if it matches the map. Otherwise no clue where to check, except the streets.


The boy has left, you have everything from this location. Your map is your hint. Where is Shin Meng from?


Human Monk 4 | P. Perception: 15 | AC 17; HP 27/27 | Quarterstaff +6 (1d6+4 B, versatile 1d8+4); Unarmed +6 (1d4+4 B); Dart +6 (1d4+4 P) | Ki: 4/4
Skills:
Acro +6; A. Handling +5; Stealth +6; Survival +5
STR +0 DEX +4 CON +1 INT +0 WIS +3 CHA -1

He's from Parnast. I created him during season 5.


Male Dwarf hp:27 AC:18 Prcpt:13 Warhammer+4 S:+2,D:-1,C:+3,I:+0,W:+5,Ch:+3 Spells: 0-3 1st-4 2nd-2 DC13 Att+5

" Yes lead on my good man" Augar says with a wide smile gesturing for him to proceed as he was not the limber sort and all that running stretched a bit much more then he'd like


Male Human Planar Rifter Gunslinger

Zirul leads and continues to speed walk, he doesn't slow up unless told.


Male Dwarf hp:27 AC:18 Prcpt:13 Warhammer+4 S:+2,D:-1,C:+3,I:+0,W:+5,Ch:+3 Spells: 0-3 1st-4 2nd-2 DC13 Att+5

"Durned Elf I can't move that fast! Slow down or I'll have to flick a pebble at ya!" He says puffing along trying to follow as quickly as he can in the armor, without a misstep.


As you have another clue you move to the Three Daggers Alley.
Save for a few pieces of trash or a discarded crate, this 5-foot wide, 70-foot long alley is largely clear of debris. A covered sewer entrance lays
halfway into the alley.
The alley is shaded from sunlight during the day, leaving it dimly lit. The streetlamps don’t reach the alley at night; it’s ominously dark.


M Wood Elf | HP 24/24 | AC 14 | Init +3 | Perception +16 Rouge 3 Swashbuckler | Speed 35ft |

Taking a look around for any signs of threats or movements.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


Standing at the edge of the alley Q'Lee peeks in - no threats, no movement, quiet.....


Rubbing the now dried blood from under his nose "Alright. So magic flying daggers, right? Someone's gotta run in and pull the sewer grate I guess. Draw straws?"


Human Monk 4 | P. Perception: 15 | AC 17; HP 27/27 | Quarterstaff +6 (1d6+4 B, versatile 1d8+4); Unarmed +6 (1d4+4 B); Dart +6 (1d4+4 P) | Ki: 4/4
Skills:
Acro +6; A. Handling +5; Stealth +6; Survival +5
STR +0 DEX +4 CON +1 INT +0 WIS +3 CHA -1

Shin starts moving slowly towards the entrance, being cautious with every step.

Perception: 1d20 + 3 ⇒ (15) + 3 = 18


Out of nowhere 3 daggers appear, attacking Shin.

Attack: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d4 ⇒ 2
Attack: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d4 ⇒ 2
Attack: 1d20 + 5 ⇒ (3) + 5 = 8 Damage: 1d4 ⇒ 2

The daggers are visible and floating around as if getting ready to srtrike again.

no chance to detect them beforehand


Human Monk 4 | P. Perception: 15 | AC 17; HP 27/27 | Quarterstaff +6 (1d6+4 B, versatile 1d8+4); Unarmed +6 (1d4+4 B); Dart +6 (1d4+4 P) | Ki: 4/4
Skills:
Acro +6; A. Handling +5; Stealth +6; Survival +5
STR +0 DEX +4 CON +1 INT +0 WIS +3 CHA -1

As the monk steps closer towards the tunnel entrance, daggers from out of nowhere start attacking him. He gets hit twice - one on his arm and one on his shin - before successfully evading a third dagger. He then dashes towards the entrance. "Careful everyone. Those daggers could attack again at any moment. Proceed with haste but with caution."


M Wood Elf | HP 24/24 | AC 14 | Init +3 | Perception +16 Rouge 3 Swashbuckler | Speed 35ft |

Q'Lee makes a run for it. Hope his Acrobatics will keep him out of harms way.
Acrobatics : 1d20 + 5 ⇒ (5) + 5 = 10

But his foot slips on a banana peel.


Once the sewer grate has been opened by someone else, Zdravko will run past defensively.

Dodge action to impose disadvantage on the dagger attacks


Male Human Planar Rifter Gunslinger

Zirul moves up to the dagger that didn't strike and attacks it hit: 4 + 1d20 ⇒ 4 + (11) = 15 with greatsword dmg: 2d6 + 2 ⇒ (4, 6) + 2 = 12


Male Dwarf hp:27 AC:18 Prcpt:13 Warhammer+4 S:+2,D:-1,C:+3,I:+0,W:+5,Ch:+3 Spells: 0-3 1st-4 2nd-2 DC13 Att+5

Augar flips his shield arm over his head and approaches ready to use his hammer to smack away incoming daggers as he steps quickly forward like a turtle in a phalanx.


Zirul hits one of the daggers, which disappears, two aare still floating around.


Ignoring the daggers except to dodge them, Zdravko tries to quickly open the sewer grate.


You manage to rush into the sewer without the daggers getting another chance to attack.
Dim light is present within 20 feet of the open sewer entrance. Otherwise, the area is dark.
The ceilings here are 10 feet high, and 5-foot wide walkways flank a central 5 feet wide channel funneling sewage through the area. Rats scurry
in and out of the muck.
As you move along

DC15 investigation:
you find a secret door with the title mark glyph inscribed on the door about 15 feet into the sewer tunnel


Taking out a long torch from a bundle in his pack, it takes just a moment for Z to strike a flame and bring it ablaze. "*cough* ...must eat a lot of seafood this part of town..." his eyes watering and moving ahead.

Int Inv: 1d20 ⇒ 16

Stumbling ahead a bit "...oh hey, look what we have here, theres a hinge in this little recess. They've put a door here and tried to blend it in with the rest of the wall..!"


M Wood Elf | HP 24/24 | AC 14 | Init +3 | Perception +16 Rouge 3 Swashbuckler | Speed 35ft |

Investigation: 1d20 + 0 ⇒ (1) + 0 = 1
"You have got some sharp eyes Zdravko. Let me take a look at it to see if it is safe."

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

If he feels it is safe to open, he will open the door.


Q'Lee:
you notice a tripwire at the entrance


Q'Lee:
you notice a tripwire at the entrance


M Wood Elf | HP 24/24 | AC 14 | Init +3 | Perception +16 Rouge 3 Swashbuckler | Speed 35ft |

"Easy everyone, this place is trapped, So stand back and just give me a few moments to disarm this one before we go in."

disarm trap: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
dice+dex mod+prof.


Q'Lee disarms the trap without any problems.

You enter a 10-by-15-foot chamber with two similarly sized adjoining
chambers: one serving as sleeping quarters complete with five straw pallets, and the other as a chamber for a single person. All rooms are sparsely furnished, the
common room has dingy low table piled with a deck of cards (Three Dragon Ante), and a sconce with a lit torch. Tracks show signs of recent activity. A pair of lit candles are on the table giving the common room bright light and dim light into the sleeping area. Searching the area you find a locked stone coffer.


M Wood Elf | HP 24/24 | AC 14 | Init +3 | Perception +16 Rouge 3 Swashbuckler | Speed 35ft |

Q'lee checks the coffer for traps.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14

If none, he will unlock

open lock: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25


Male Dwarf hp:27 AC:18 Prcpt:13 Warhammer+4 S:+2,D:-1,C:+3,I:+0,W:+5,Ch:+3 Spells: 0-3 1st-4 2nd-2 DC13 Att+5

Augar rests his Hammer over his shoulder and looks at his feet.

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