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...
HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)
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
Nope, only +2 for pirate searches
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
Nope..a big +0 for me..lol
Female Wood Elf Ranger 3 || HP 23/23 || AC 14 || S+3 D+5 C+1 I+0 W+2 Ch+0 || PP 14
We needed Marcus... :)
Marcus finds they are brewing something other than alcohol and finds three potions.
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
yeah, +6
"Hmm, what have we here?" he says as he finds 3 flasks. "This doesn't look like wine, although I have no idea what it is. Anyone else want to take a look?"
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 looks more like a potion than anything else."
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
"Just stash them. Can't you remember how to steal? Let's keep moving."
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 shrugs his shoulders and puts the potions in his belt pouch. "I guess we'll figure out what kind of potions they are later. Hopefully we won't need them soon. Anyone have a preference on where to next? Stick to the perimeter or move towards the center of the temple? I say we stick to the perimeter," he says looking down the hallways at the intersection.
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
"I agree Marcus, let's keep to the outside and work our way in...that way if we need to retreat we know the way is clear!"
Then you press deeper in... and the echoing chanting ceases.
Updates to follow...
HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)
"That's not great." Vothe says quietly.
Female Wood Elf Ranger 3 || HP 23/23 || AC 14 || S+3 D+5 C+1 I+0 W+2 Ch+0 || PP 14
"At all," Sharee says, adding her opinion.
You move further in the same direction, deeper where the corridor turns south.
Ordrud and Vothe lead the way... and the floor opens up beneath them!
Saves... DC13
Ordrud 1d20 ⇒ 12
Vothe 1d20 ⇒ 18
While Vothe is able to step back, the half orc tumbles into the darkness and you see him disappear!
Map on Roll20 updated
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
Ordrud has Featherfall
Ordrud hears the click and feels the floor give way. But, he's a veteran Eldritch Viking and doesn't fall hard. With a command word, he floats to the bottom of the pit trap.
While he's down here, he looks for anything valuable or alternate exists than up.
Investigate: 1d20 + 2 ⇒ (5) + 2 = 7
Finding nothing useful, he heads to the other side and climbs out.
Athletics: 1d20 + 5 ⇒ (17) + 5 = 22
And, nonchalantly signals to keep going.
This is going to be fun... roll with it. Method in my madness...
Ordruds spell goes off... but fails to work!
The walls up are smoothed, almost polished worked stone.
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
First, the invulnerable big guy. Now, an anti-magic area. Hmm. Not my favorite...
31 HP -7 falling +3 heavy armor master = 27 HP
Ordrud picks himself and his dignity off the stone floor.
Seeing that he cannot get a grip to climb up, he asks, "Can you throw down a rope? You'll all need to brace yourselves for me to climb out of here."
HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)
Ordred, my man, I I I....I got no rope!
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
If the rookie pirates cannot manage to throw rope down to him, the veteran half-orc pirate takes out his coil of silk rope and tie it to his club. Then, he throws the club one on the rooks after wrapping the free end around his wrist.
thrown club: 1d20 + 6 ⇒ (16) + 6 = 22
They catch and pull, with Ordrud bracing his feet against the wall and crawling up by main strength.
Female Wood Elf Ranger 3 || HP 23/23 || AC 14 || S+3 D+5 C+1 I+0 W+2 Ch+0 || PP 14
After Ordrud has been returned to the top of the pit, Sharee leans heavily against the wall. "So, how do we get across?"
HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)
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
"Go around. Back the other way, crew." Ordrud orders before any running or jumping starts.
"Can any of you reset the trap in a few seconds? Otherwise forget it."
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
"Hmm, let me see if I can," Marcus says as he studies the trap door.
Thieves' Tools: 1d20 + 5 ⇒ (7) + 5 = 12 or +6 if Investigation but I doubt it will matter with that roll.
Freaky lucky no good adventurers... gonna interject a little creative licence but you got it
Ordrud looks back the way he came, up that dark corridor back towards the entrance, then back towards the crew and Marcus, futzing around on what appears to be solid ground... there's no hole in the floor, no pit at all... 20 feet further along there just a desiccated body that looks like it starved to death, roughly where the end of the long pit USED to be.
Ordrud can see the change plain as day... Marcus looks intent on finding a mechanism for a trap that HE can see...
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
"You having some trouble there Marcus...need a hand", Kat offers as they wait for him to reset the trap.
Marcus and Kat think they are working with a complicated mechanism...
Ordrud sees them fiddling with air.
It doesn't take long for Ordrud to set them straight. Looking back the way they came then turning back down the corridor seemingly dispels this powerful illusion.
Moving down the corridor you find a stairwell dipping down... into a chilled cold darkness.
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 is so intently working on the mechanism that he doesn't see Ordrud walk up to them. He shakes his head in disbelief, confused as to how the half-orc is standing next to him, floating above the pit.
"What do you mean an illusion?" he says as he cautiously uses his bow to tap the floor that doesn't look like it should be there. "No doubt more of his powerful magic," he states when the hallway returns to normal. "I think we may be heading in the right direction. He wouldn't have used such a powerful spell if there wasn't something important this way," he says with a smile as they continue.
Female Wood Elf Ranger 3 || HP 23/23 || AC 14 || S+3 D+5 C+1 I+0 W+2 Ch+0 || PP 14
Sharee nocks an arrow as the group proceeds 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)
"Whoever made this illusion is smart." shaking his head, he adds "I hate smart enemies."
Ill update maps etc shortly... welcome to the dungeon...
The map is updated...
This room is lined along two walls with a series of 10' tall statues of Ethangarians warrior. The heads of the statues reach the ceiling, and they do in fact serve as columns. The statues are plain, unadorned granite, but look like maybe they have been repurposed and recarved from possibly pre-existing columns.
The room is both dark at both ends of both north and south ends where there are corridors, even with your Light sources. It is very cold... unpleasantly so.
HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)
"So, which way?" asked Vothe, looking back and forth between the two paths.
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
"Doesn't matter. Just follow your nose." Ordrud replies in a harsh whisper nodding toward the north way.
Female Wood Elf Ranger 3 || HP 23/23 || AC 14 || S+3 D+5 C+1 I+0 W+2 Ch+0 || PP 14
Sharee shivers in the cold but says nothing. Following Ordrud, she moves north.
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 nods in agreement to Ordrud's suggestion. "Let me lead the way and check to see if there are any more surprises for us," he says as he searches for traps as they move.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
The passage north is not long and twists east... and creates another junction.
The way east appears to be a long dark corridor.
The way north ends in a long room.
Twenty raised stone platforms line the walls of this room, 10 to either side. Upon each platform lies a figure, each clasping something on their chests.
Marcus can see they are grasping the curved swords common to the Ethengarians from the entrance into the room.
HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)
"Even odds some of them start moving if we enter." Vothe looks to see if there is an exit from that room.
Perception: 1d20 + 2 ⇒ (10) + 2 = 12
No exit. It's a rectangular room.
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
"Well then, let's head east and stay out of this room if you think that's best."
Kat looks down the dark hall and shivers.
HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)
"I do. That just smells like Golems murdering our faces. I like my face alive."
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 nods in agreement. "From here it doesn't look like there's much for us in that room anyway. We can always come back if we need to," he says as they move on.
You push on down the corridor, heading west... it opens into a large room, at which you stand at its northern end. Your light only illuminates part of it, which continues in darkness to the south. There is also a twist in the area you are at, an intersection, that jinks north again, then continues west.
Into the dark or along the corridor?
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 into the room with uncertainty. "I like walking into large dark rooms that I can't see what's in them about as much as I like walking into rooms with a bunch of bodies laying on tables," he says with a slight chuckle as to try to break the silence. "Sticking to the perimeter has seemed to work well for us so far, I say keep going down the corridor."
@GM - are we heading east or west? Wednesday's post said there was a long corridor to the east but Friday's post you said we were heading west. Just trying to picture where we are going.
South is into the dark, west is a new stretch of corridor
Finally updated Map in Roll 20... apologies
The corridor turns and then continues west... and opens into a hall, much like the one you entered when you descended the stairs. It is lined with carvings of statues of warriors that also serve as columns that support the ceiling... it stretches deep into the dark with an exit at the far western end of the room.
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 warily eyes the statues. "Hopefully these are just columns like in the first room," he says as he searches for traps before beginning to slowly move into the room, continuing to search as he goes.
Perception: 1d20 + 6 ⇒ (5) + 6 = 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
Kat also examines the room, ensuring that it is safe for the party to continue further.
Perception: 1d20 + 3 ⇒ (15) + 3 = 18
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 offers Marcus moral support and helpful suggestions for his searching for traps. Take advantage!
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
Vothe Rowan wrote: Vothe offers Marcus moral support and helpful suggestions for his searching for traps. Take advantage! I'm still learing the system. Is that the 5e version of "Aid Another"?
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