5e Curse of Xanathon

Game Master Helaman

Something is rotten is Rhoona…

A bizarre series of proclamations coming out of the Ducal palace casts a pall over the city – taxes must be paid in beer, horses ridden by civilians must be ridden backwards. Soon the entire town is in an uproar.

Whereas: Stephen, Duke of Rhoona has been acting in a dangerously unstable manner;
And Whereas: The Duchy of Rhoona is ready to fall before the Forces of Evil;
It is hereby decreed that a valiant and courageous party of adventurers must learn the secret of the Duke’s insanity and free the city from the yoke of chaos...


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Grand Lodge

Party UP!!


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

Vothe tries to cut down the enemy who attacked him.

Attack Roll: 1d20 + 6 ⇒ (11) + 6 = 17
Damage Roll: 1d8 + 4 ⇒ (6) + 4 = 10


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

Ordrud reloads his hand ballista in one smooth motion again. Then, he takes a bead of the staggered guard who is closest to the temple to put him down.

use object to load.

Heavy crossbow: 1d20 + 2 ⇒ (13) + 2 = 151d10 ⇒ 3


HP: 23 (23) | AC: 15 | Saves: Str: +2; Dex: +2; Con: +0; Int: +0; Wis: +5; Cha: +4 | Init: +2 | Spell Slots: 0-4, 1-4, 2-3

Kat will take a step away from the guard attacking her, and depending on if the guard running for the temple is downed or not, she will fire another guided bolt at the guard before her, or the one trying to escape into the temple.

Attack (guiding bolt): 1d20 + 5 ⇒ (9) + 5 = 14
Luck (if needed): 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 4d6 ⇒ (3, 4, 6, 5) = 18


Female Wood Elf Ranger 3 || HP 23/23 || AC 14 || S+3 D+5 C+1 I+0 W+2 Ch+0 || PP 14
Skills:
Arcana +4, Athletics +5, Nature +2, Perception +4, Stealth +5, Survival +4

Sharee nocks another arrow, draws, and lets fly at the guard running towards the temple.

Attack: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Rogue 3 HP 16/21 | AC 14 | Str +0 | Dex +5 | Con +2 | Int +4 | Wis +2 | Chr +1 | Speed 30ft | Init +3 Perc +6 | normal vision

Marcus moves a little closer while deciding which guard to attack then fires another arrow. With everyone now engaged in melee, he errors on the side of caution and the arrow sails over the guard's head.

Insightful Fighting: 1d20 + 4 ⇒ (3) + 4 = 7 vs. Deception. I get sneak attack if successful
Sneak attack: 1d6 ⇒ 3

Shortbow Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage (P): 1d6 + 3 ⇒ (5) + 3 = 8


Yeaaaaaah... that was appropriately brutal, particularly those guiding bolts of death!

You eliminate the guard detachment... and without, what you think, is too much noise.


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

"Good work everyone. Let's keep moving." said Vothe as he flicked the blood from his blade.


Uploads and maps acomin


-Map is up...

You enter the start of the temple, the floors are smoothed by rudimentary stone masonry and years upon years of use. The walls are marked here and there by soot, again smoothed by rough stone work.

The sunlight fades... but 50 feet up ahead it seems there is a light well and a carpet of green... and some sort of statue.


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

"Hey Sharee. Green stuff. Must be an elven temple, amirite?" The large half-orc snarks to the elf.


HP: 23 (23) | AC: 15 | Saves: Str: +2; Dex: +2; Con: +0; Int: +0; Wis: +5; Cha: +4 | Init: +2 | Spell Slots: 0-4, 1-4, 2-3

Katla, intrigued by the prospect of some sort of hidden open temple, sneaks further down the hallway, keeping a watch for anything that looks out of place.

Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Stealth: 1d20 + 4 ⇒ (8) + 4 = 12


The green... it seems to be grass!

You'd have to get closer to make sure.


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

Vothe moved up to the edge of the green and touched the edge of it with the tip of his sword.


There is a green Matt of grass underground but placed in a light well that extends upwards, that allows the grass sunlight to grow in a circle surrounding a large granite statue of a grotesque figure... four armed and malevolent, with the body of a bear and the head of an ape.

There are three exits to this circular room... one north, one south and one that continues straight ahead and deeper into the temple. All three corridors will require light as the sunlight fades away from the light well.


Female Wood Elf Ranger 3 || HP 23/23 || AC 14 || S+3 D+5 C+1 I+0 W+2 Ch+0 || PP 14
Skills:
Arcana +4, Athletics +5, Nature +2, Perception +4, Stealth +5, Survival +4

Sharee moves forward cautiously, with an arrow nocked and at the ready. "This is no elven temple," she replies seriously, "Not with statuary such as that!"

She peers down each corridor, looking as far as her darkvision will permit, trying to assess what lies down each.


The sunlight is messing with any vision in the area... you'd need to actually move into the darkness.

Starting up is an echoing chant, voices echoing eerily throughout the tunnels.


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

Vothe moves up besides Sharee and says "You hear that?"


HP: 23 (23) | AC: 15 | Saves: Str: +2; Dex: +2; Con: +0; Int: +0; Wis: +5; Cha: +4 | Init: +2 | Spell Slots: 0-4, 1-4, 2-3

KAt follows the other into the light well and listens when Vothe mentioned that.

Perception: 1d20 + 3 ⇒ (7) + 3 = 10


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

The pirate follows the elf with a big grin on his face. His weapons are sheathed. He strolls in like he belongs here.


Female Wood Elf Ranger 3 || HP 23/23 || AC 14 || S+3 D+5 C+1 I+0 W+2 Ch+0 || PP 14
Skills:
Arcana +4, Athletics +5, Nature +2, Perception +4, Stealth +5, Survival +4

"I hear it. I can't see a blessed thing in this bright light. What tunnel shall we take?"


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

"Can you follow the sound?"


It echoes throughout the tunnels, it would be nigh on impossible without getting close to the source.


Rogue 3 HP 16/21 | AC 14 | Str +0 | Dex +5 | Con +2 | Int +4 | Wis +2 | Chr +1 | Speed 30ft | Init +3 Perc +6 | normal vision

Marcus looks at the strange statue, "Let's hope we don't meet that thing in here. Why don't we try to avoid walking right into a ceremony full of cultists and take the passage to the left. Does anyone have a torch?" he asks, his bow still out.


For the moment Im gonna assume there is a light source and move this forward...

You press north through the echoing corridors... there is a T section, a door to the left, a small corridor that heads to a door north and the corridor turns right and extends into the dark.

Map on Roll20 up


Female Wood Elf Ranger 3 || HP 23/23 || AC 14 || S+3 D+5 C+1 I+0 W+2 Ch+0 || PP 14
Skills:
Arcana +4, Athletics +5, Nature +2, Perception +4, Stealth +5, Survival +4

Sharee nods towards the west door while raising her eyebrows questionably.


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

Ordrud doesn't need a light but accepts that he is not the stealthiest in the group.


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

Vothe will creep up and listen at the door.

Stealth: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 2 ⇒ (9) + 2 = 11


HP: 23 (23) | AC: 15 | Saves: Str: +2; Dex: +2; Con: +0; Int: +0; Wis: +5; Cha: +4 | Init: +2 | Spell Slots: 0-4, 1-4, 2-3

Katla moves with the warlock to also listen.

Can she just AID Vothe with his listening, od does she need to roll herself?

Stealth: 1d20 + 4 ⇒ (8) + 4 = 12


There is no sound, either from the door on the left or from the one on the short offset corridor to the north...


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

Vothe creeps down the hallway, keeping his ears perked for enemies or louder chanting.

Stealth: 1d20 + 5 ⇒ (7) + 5 = 12
Perception: 1d20 + 2 ⇒ (12) + 2 = 14


Rogue 3 HP 16/21 | AC 14 | Str +0 | Dex +5 | Con +2 | Int +4 | Wis +2 | Chr +1 | Speed 30ft | Init +3 Perc +6 | normal vision

Marcus checks each of the doors for traps or alarms.

Perception (left door): 1d20 + 6 ⇒ (1) + 6 = 7
Perception: 1d20 + 6 ⇒ (2) + 6 = 8 lol

"Are we going to check to see what is in these rooms or are we leaving them and moving further into the temple?" Marcus whispers to the group.


Marcus finds naught... he believes they are unlocked.


HP: 23 (23) | AC: 15 | Saves: Str: +2; Dex: +2; Con: +0; Int: +0; Wis: +5; Cha: +4 | Init: +2 | Spell Slots: 0-4, 1-4, 2-3

Kat keeps close to Marcus, watching what he is doing while keeping an eye on the rest of the party as they move forward.


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

Realizing that not everyone is sneaking, Vothe gestures and moves back to the first door and then opens it once everyone is in position.


This is a room with large storage boxes... the room smells dry and somehow familiar.

On further investigation you find the boxes are filled with dried grains, mostly wheat.

It's a LOT of wheat.


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

"Well" Vothe says as he opens the second box containing wheat, "Anyone want to start a brewery?"


HP: 23 (23) | AC: 15 | Saves: Str: +2; Dex: +2; Con: +0; Int: +0; Wis: +5; Cha: +4 | Init: +2 | Spell Slots: 0-4, 1-4, 2-3

As she runs her fingers through the grain, Katla thinks of how all this could be here.
"Not just beer, but bread can be made from this wheat...a whole lot of bread...perhaps enough for an army!?"

She looks about the room with a shrewd eye, looking for anything that might tell her what these stores might be for.

Perception: 1d20 + 3 ⇒ (10) + 3 = 13


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

"Their people are from the plains. Come on. Let's go." The pirate prods his crew.


The room next door is similarly equipped.

Enough for an army? No... but more that sufficient for a forward element of an army.


The corridor, echoing with chanting leads further into the darkness...


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

Vothe moves down the hallway, cautious for traps or ambushes.

Perception: 1d20 + 2 ⇒ (7) + 2 = 9


Rogue 3 HP 16/21 | AC 14 | Str +0 | Dex +5 | Con +2 | Int +4 | Wis +2 | Chr +1 | Speed 30ft | Init +3 Perc +6 | normal vision

Marcus considers the connection of the tax on beer and the supplies. "While the tax on the beer could be a way to wash out competition in order to sell your own beer, it would also lessen demand for wheat and allow them to buy it cheaper to supply an army," he says as he moves forward with Vothe.

"If you want us to scout ahead quietly, we can do that, but we'll have to leave Ordrud behind. He couldn't sneak if his life depended on it," he whispers to Vothe with a smile as he helps search.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

"It's fine. We'll just go as is." whispered Vothe as he moved to the next door and then opened it.


Map updated

The corridor leads to a door recessed to the south... again there is no noise coming from beyond the door.

It swings open into a dark quiet room.

In this room, several dozen small casks are stored on a series of racks around the walls. A few large casks are stored on the floor, standing upright.


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

Vothe takes a moment to open one.


The cask opened among the 50 or so on the racks spills forth a cheap wine... it's perhaps a fruit based rather than entirely grape based.


Leaving the room the corridor continues on the swings north for another small corridor ending in a door... which is locked.


Rogue 3 HP 16/21 | AC 14 | Str +0 | Dex +5 | Con +2 | Int +4 | Wis +2 | Chr +1 | Speed 30ft | Init +3 Perc +6 | normal vision

Marcus looks at all of the barrels. "We should try to destroy their supplies once we get what we need from here. I don't want to draw more attention to us right now," he says before leaving the room to move further down the hall.

He holds up his hand for the others to stop when he finds the door locked. He tries to listen for any noise behind the door before checking to see if it's trapped.

Perception (listen): 1d20 + 6 ⇒ (5) + 6 = 11
Investigation (search for traps): 1d20 + 6 ⇒ (3) + 6 = 9

He waits to see if anyone else wants to check before trying to unlock it. or disable trap as needed

Thieves' Tools (unlock door): 1d20 + 5 ⇒ (19) + 5 = 24


The lock seems simple enough...

This room contains several large tubs, two huge, tightly-lidded vats, and a cluttered workbench. A sickly sweet odor fills the air in here... alcoholic and sweet. The tubs hold squashed grapes, and are the source of the odor; while the vats contain hold more Liquid in varying advanced stages of fermentation.

Anyone with Investigation of +4 or better?

Map updated on Roll20...

When you exit the room You can move south or deeper into the complex to the east.

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