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It's OK. That's why we have PBP. I had stuffs to do as well. But the good news is we're almost about to wrap up this mod.
Sanctum aids Farideh as the dragonborn tries to pick the drawer's lock. Eventually, a 'click' is heard and she is able to open the drawer. You see a few notes inside, but one catches all of your attention.
Note is on slide 3

Sanctum AL |

No worries! Life will do that!
Sanctum signals to Dayne, We've found it, best get this to Morlin.

Sanctum AL |

Sanctum wants to deliver the evidence to Artor Morlin and move to protect the Emperor, but looking for signs of these suspicious characters is on his list as well. This cook that wants in seems like a lower priority...

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While searching for Morlin, you hear a scream from the upper level of the palace. The whole palace becomes chaotic as nobles and palace workers run in a state of panic. You notice that some of the guests are wearing well concealed armor under their robes and start drawing their weapons. The guards try to usher non-hostile guests outside the palace.
You see Artor amidst the commotion. "I have been a fool. I let Shoon IV out of my sights. He sneaked right through one of the secret passages towards the Emperor's chambers. The emperor is dead!" He draws his weapon and heads out to help the guards. "Evacuate the nobles! And overcome any enemies of the palace." As he exits, four disguised nobles draw their weapons and attacks you.
Dayne Init: 1d20 ⇒ 5
Sanctum Init: 1d20 + 2 ⇒ (9) + 2 = 11
Farideh Init: 1d20 + 2 ⇒ (3) + 2 = 5
Bandits Init: 1d20 + 1 ⇒ (8) + 1 = 9
ROUND 1, Bold are up
Sanctum
Bandits
Farideh
Dayne

Sanctum AL |

Sanctum readies his shield and begins trying to protect innocents as they pass!
Use action to ready his shield.

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The shield automatically gives you the bonus to AC. You can use your action to attack, dodge, or even cast a spell

Sanctum AL |

I mean that I did not previously have my shield out, and it is an action to arm your shield.

Sanctum AL |

Dangit, it ate my edit.
EDIT: If, from the time that we heard the first scream until now, I had enough time to don my shield, then I would cast sacred flame on the nearest.
sacred flame, Dex DC 12: 1d8 ⇒ 7

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Ah, I see. Thanks for clearing that out. Yeah, it's been like a minute since the scream with all the commotion you would have armed yourselves.
dex save: 1d20 + 1 ⇒ (16) + 1 = 17
The nearest guard sees the radiant flame coming and dodges it. All of them get close to engage the party,scimitars at the ready. Two of them make swings at Dayne, one takes a poke at Farideh and another one stabs at Sanctum.
vs Dayne: 1d20 + 3 ⇒ (18) + 3 = 21
vs Dayne: 1d20 + 3 ⇒ (9) + 3 = 12
vs Farideh: 1d20 + 3 ⇒ (19) + 3 = 22
vs Sanctum: 1d20 + 3 ⇒ (8) + 3 = 11
damage vs Dayne: 1d6 + 1 ⇒ (6) + 1 = 7
damage vs Farideh: 1d6 + 1 ⇒ (2) + 1 = 3
The attacks against Dayne and Farideh connect, drawing blood. Dayne manages to dodge another attack while Sanctum blocks an attack withhis shield.
ROUND 1, bold are up
Sanctum
Bandits
Farideh, -3hp
Dayne, -7hp

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Just do some backreading. Combat has started and it's your turn for your actions. If you want to attack just declare who you want to attack. Then roll your d20 + your bonus (+4) then damage (d6 for your shortsword). If sneak attack applies another, roll another d6.

Sanctum AL |

Farideh and Dayne, it is your turn in combat. One bandit is attacking Farideh and one attacking me, with two on Dayne.
@DM, how close are we together?

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Oh right. I forgot to mention we're using slide 2 for the map. You are all huddled up in one corner of the library. Let's just say you were intercepted by the bandits.

Sanctum AL |

So, Farideh, you can attack either of the bandits adjacent to you and add sneak attack damage!

Farideh someonestolemyavatarnym |
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Right, right. I'll attack the bandit in front of me. Since I have 2 daggers I'll throw one on the bandit.
Despite the wounds that had on her from the bandit, Farideh got her one of the daggers and with rage, she throws it in the bandit straight to his heart.
Dagger: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26

Sanctum AL |

Woo hoo! Critical hit! You get to roll all your damage dice twice! Should be 2d6+2d4+dex modifier!

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Critical! I'm gonna say the 'throw' is just fluff 'coz you are all cornered. Roll your damage. It's going to be 2d4 and 2d6 for the SA.

Sanctum AL |

Nice hit, Farideh! Sanctum turns his attention to the bandit facing him.

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I'm botting Dayne for now.
Dayne brings his longsword down on one of the bandits.
Longsword: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
The bandit takes a hit on his shoulder. But Dayne isn't finished with him. With heroic vigor, he stabs his longsword at the same bandit.
Longsword: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
And he is able to hit his thigh. That bandit isn't going to hold on for a long time.
ROUND 2, bold may act
Sanctum
Bandits (In reference to Dayne: North, -9hp)
Farideh, -3hp
Dayne, -7hp

Sanctum AL |

Sanctum smiles at the one before him, but instead of attacking that bandit, he instead calls down the sacred flame on the one that Dayne railed on!
sacred flame, Dex save DC 12: 1d8 ⇒ 5

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Ref Save: 1d20 + 1 ⇒ (19) + 1 = 20
The bleeding bandit sidesteps to avoid the holy warrior's flame. The bandits continue their assault against the party.
vs Farideh: 1d20 + 3 ⇒ (13) + 3 = 16
vs Dayne: 1d20 + 3 ⇒ (9) + 3 = 12
vs Sanctum: 1d20 + 3 ⇒ (3) + 3 = 6
Damage vs Farideh: 1d6 + 1 ⇒ (4) + 1 = 5
One of the bandits retaliate against the dragonborn, wounding her arm. "That was for my comrade!"
ROUND 2, bold are up
Sanctum
Bandits (Green, -9hp)
Farideh, -8hp
Dayne, -7hp

Sanctum AL |

I believe that drops Farideh! On Sanctum's turn...
Sanctum curses to himself then calls out to Farideh, Farideh, no time for rest, my friend!
healing word: 1d4 + 2 + 3 ⇒ (4) + 2 + 3 = 9
Then swings his mace at the traitor!
mace: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 1d6 + 1 ⇒ (6) + 1 = 7
Edit: I am pretty ineffective in combat! :(

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Looks like Farideh hasn't updated her character hp yet. She did reach level 2 after our last game. 8 seems like a low hp for her level. Cheer up. You'll get high rolls soon. =)

Farideh someonestolemyavatarnym |

I have updated my HP. Thank you DM for the reminder.
Farideh laughed Thank you Sanctrum!
Then stabbed the bandit randomly.
Rapier: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Oh no missed!

Sanctum AL |

Okay, since they are both lvl 2, maybe I will use DM credit after this game to catch up to them at lvl 3. Yeah, Sanctum is not going to be a little better at level 4, then will become much more on par by level 8...
You are welcome! Now let's take these traitors down!

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Botting Dayne so we could finish it within this week.
Dayne once again swings at the bleeding bandit with his longsword.
Longsword: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
OMG. Nice rolls but not-so-great damage.
The bandit tries to evade it but makes the mistake of exposing a gap in his armor. The bandit wearing the green belt falls on his own pool of blood.
The remaining bandits seem to have lost resolve as they lower their weapon but continue to fight. The chaos start to subside as the guards escort the guests outside the palace. The cook is still by the library entrance, shouting "I won't leave until I have our family journal. I know it's in here!"
ROUND 3, bold are up
Sanctum
Bandits
Farideh
Dayne, -7hp

Sanctum AL |

My action was the healing word and swing with the mace (that missed). Back to the bad guys.

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Oh yeah. I forgot about that one. Thanks for pointing that out Sanctum.
One of the bandits take another swing at Dayne. The other one carefully steps back, turns, tries to run for it (Disengaging)
vs Dayne: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
"Get back here you worthless piece of ...", the bandit wasn't able to finish his sentence as his swing goes way off-target.
Botting Dayne
Dayne however retaliates with his longsword.
Longsword: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
He manages to wound the remaining bandit's shin.
ROUND 3, bold are up
Sanctum
Bandits (red, -4hp; blue, running away)
Farideh
Dayne, -7hp

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"You won't take me down that easy!" shouts the bandit. Dayne attempts to take him down, and shut him up, with his longsword.
Longsword: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
And misses, or so he thinks. As he pulls his longsword, blood gushes out from the bandit, smearing the sword. The bandit drops to the ground and palace chaos starts to calm down as the guests are guided outside the palace.
COMBAT OVER
Artor sees you and beckons you to come with him. "I had been a fool. I let him out of my sight. Now the emperor's dead."

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"Shoon IV killed the emperor, his brother." He clenches his fist and heads towards the guards.
The three of you then feel your minds go cloudy as the whole scene becomes hazy. You feel your minds being projected to another timeline as everything goes blank.
To be continued...END OF MODULE
Congratulations! Thank you for playing. Here are your rewards for this mod:
Marjim Marc Arafiles - 2401769455
4 Achievement Checkpoints (Enough to increase your level by one in this tier.)
2 Treasure Checkpoints
Magic Item Unlock: Ring of Mind Shielding
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. This item is found on Magic Item Table F in the Dungeon Master’s Guide.
This ornate silver ring is engraved with the words “Be where they are not” in the Alzhedo language of southwestern Faerûn.[/ooc]

Sanctum AL |

Thanks, DM! Can you redownload the module, just to be sure, because I think it was updated to be 4 ACP and 4 TCP... unless we missed objectives, in which case we should get less ACP. ^-^
I had fun! PbP is not the ideal medium to play, but it's all that some of us have! Thanks for running! Will you be continuing the next one?

Sanctum AL |

Sorry, I was mistaken. It is in the ALDMG.
The reason is that the Treasure points should match the Advancement points (before they are spent, that is). I just want to know which I should put down.
I am not trying to be a pain, just trying to clarify what I think might be a misinterpretation.

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Yes. I will be continuing the next part of tge mod. I'll check for updates. I agree that tcp should match acp. I just need to find the updated faq. I'll be posting the recruitment for the next mod here as well.

Sanctum AL |

Okay, it should be in the packet link on the dndadventurersleague.org (top of page)
So, to be clear, 4 ACP and 4 TCP? ^_^
EDIT: Link

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Alright. You all get 4 Treasure Checkpoints for this mod. Hope you all had fun with this one. And please fell free to give your comments and suggestions on how I can improve as a DM.
Update your stats and get ready for the next mod. Here's the link to the next campaign. And you all get reserved seats. =)