DDEP 10-01: Terror in Ten Towns (Inactive)

Game Master Aeshuura

A Four-Hour Epic Adventure for 1st through 4th-Level Characters


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Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Baldrick hands Turq a "magic rock" Light before they begin their approach to the caves.

Stealth: 1d20 + 2 ⇒ (12) + 2 = 14

Assuming they manage to get to the cave undisturbed, Baldrick will take a few seconds to inspect the entrance, trying to determine if it's natural and/or how old it might be:

History: 1d20 + 4 ⇒ (5) + 4 = 9


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Rather than ruin the others' chance to sneak in, Turq will follow along with a hand on the right wall. Figuring that the others that CAN see will let him know if he is branching off...

Dexterity (Stealth): 1d20 + 2 ⇒ (11) + 2 = 13

EDIT:With the magic rock, Turq will put it in a pouch, much akin to a hooded lantern with the hood down. (Dim light in a 5 foot radius)

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netzer will move up at the rear moving with Turq with a hand on his shoulder in a comforting and strating fashion keeping his eyes forward for threats.


RODALAS

Does someone have a sleep spell?

He will activate his magic boots and make his feet look like orc tracks in case they are tracked.


RODALAS

Sneaky 1d20 + 6 ⇒ (9) + 6 = 15


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

I will say I know this dwarf will fail his stealth rolls but here we go anyways....
Stealth: 1d20 + 1 ⇒ (11) + 1 = 12
Umi has disadvantage: 1d20 + 1 ⇒ (4) + 1 = 5


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

Stealth: 1d20 + 4 ⇒ (13) + 4 = 17


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:
Rodalas Windrace wrote:
Does someone have a sleep spell?

Baldrick has Sleep but it sounds like we won't need it right away - this cave (where I've placed Baldrick's icon) doesn't have sentries (or... not obvious ones, anyway).


Lumen searches in his pack. "Hmm, I thought I had some candles in here but can only find incense. Hopefully, light on a rock in a pouch will help without giving us away. Perhaps one of you with a free hand can grab the other end of my mace to steer me through the cave," he says as the group proceeds to the cave.

Stealth: 1d20 + 1 ⇒ (17) + 1 = 18


Game Map DCI# 4318637857
Baldrick Longhall wrote:
Rodalas Windrace wrote:
Does someone have a sleep spell?
Baldrick has Sleep but it sounds like we won't need it right away - this cave (where I've placed Baldrick's icon) doesn't have sentries (or... not obvious ones, anyway).

FYI where you have Baldrick is the cavern entrance with light, leading to the Orcs. The first two entrances from the left are dark.


Game Map DCI# 4318637857

The party creeps up the tunnel trying as best as you can to muffle the noise of your passing. The sound of ice cracking as you move over what seems to be a frozen rivulet of water.

place yourselves and n your desired marching order pls.


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Am mobile and can’t adjust my guy. Umikh should be near the front as he’s got the armor and the dark vision.


Game Map DCI# 4318637857

blue text for V6 now visible By Rodalas and whoever is sneaking into this tunnel.

To the north along the frozen stream, the tunnel splits, with one way continuing north and the other veering east. The stream follows the dark northward tunnel. Light from a distant fire is visible in the eastern tunnel.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Remember that Turq has the light in a pouch, so that the light is peeking out through the flap. Turq would be further back with Lumen.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Apologies - I must have gotten my right and left mixed up

Baldrick will tap Umikh on the shoulder, gesture toward the dark tunnel leading north, and shrug.


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RODALAS

I figure he would be a little bit ahead of the group since he is sneaky sneaky and can see in the dark


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

I think with Rodalas leading, we'd lead the others to that first fork on our right. See what we see there. Questions for DM: (1) That stream running through our path, is that like we floor or knee-deep? (2) Any dwarfy stone cunning type things we dwarves can do to help navigate?


RODALAS

I concur


Game Map DCI# 4318637857

Umikh’s best guess is that the water is maybe a foot deep.

As the party creeps up to the intersection, those with darkvision see the tunnel open into a larger room to the north where there appears to be the warm spring of water feeding the small creek of water. To the east, the flickering firelight brightens and the guttural voices of the Orcs can be heard in the distance. There does seem to be other tunnels before reaching the Orcs though.

Move your character ta to where you’d like them to be on the map and what would you like to do next?


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Moved myself closer to V9 on the map, assuming I don't see anything that can see me. The idea is to see what's there and go back and help the non-darkvision users to come up to that point. So if anyone else who doesn't have darkvision wants to move up to where I am, as long as DM is ok with it I'd have helped you get there. And now I guess we have wet feet.

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netzer has no sneak in him and follows Turq as quietly as he can

stealth: 1d20 + 2 ⇒ (18) + 2 = 20


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Moved up behind Umikh...


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

Rodney moves up.
Stealth: 1d20 + 4 ⇒ (4) + 4 = 8

But he slips on some ice on the way up.


Lumen follows along as quietly as he can in the dark when he is led forward. He didn't like not being able to see, but agreed that it was better than fighting the orcs if they could avoid it.

Stealth: 1d20 + 1 ⇒ (20) + 1 = 21


Game Map DCI# 4318637857

Essentially, as we keep moving forward, just keep making stealth rolls with your movements (you’ve all been doing this already). As long as I don’t see a ton of massive failures, I think you guys have made enough of an effort to not run into the Orcs that I will not force the issue. I like to encourage non-combat solutions to problems rather than discourage them.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Dexterity (Stealth): 1d20 + 2 ⇒ (9) + 2 = 11

Shall we move ahead a bit? Turq whispers to Umikh, maybe a little too loud...


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Seeing Umikh and the others instead head over to the east, Baldrick hops over the stream and follows close behind.

Stealth: 1d20 + 2 ⇒ (12) + 2 = 14


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Noisy metal dwarf: 1d20 + 1 ⇒ (6) + 1 = 7
Umikh will always fail this roll: 1d20 + 1 ⇒ (15) + 1 = 16

Even Umnikh winces after he takes a couple of steps to see around the corner. DM, what do I/we see? Assuming east gets lighter and more orc-filled.

He whispers to Turq and the others about whatever he sees, and asks if we should continue east or head up this new tunnel.


Game Map DCI# 4318637857

Umikh notices this area of the cave has turned to worked stone. Intentional alcoves hide ancient secrets and the arc of the cave wall forma an interesting circular shape. The size of the alcoves and the overall feel of the place leads you to believe that you have entered some type of burial crypt.

Umikh does spot some figures in the distant cave huddled near a large fire. They still seem to have not noticed the party.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Is the fire in the alcoved area? The alcoves kind of either remind me of settings for statues or maybe a crypt area. Since a ghost is involved, is there anywhere that might be a crypt?


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

After he moves enough to see the crypts and the fire, he doubles back and explains what he sees.

Where we putting this dag-burn cursed item at exactly? I get the feelin' it ain't just anywhere in this place.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Damn it all. I somehow missed the fact that you actually used the term 'burial crypt'... >.<

Let us check out the crypts, and see if we can find where this bloody wand is from, eh? Turq whispers to Umikh.

Dexterity (Stealth): 1d20 + 2 ⇒ (3) + 2 = 5 Hahah, here it comes...


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

Rodney moves with the group.
Stealth: 1d20 + 4 ⇒ (10) + 4 = 14

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netzer moves into the burial crypt with the group looking for a way to save the boy back in town.

sneaky dwarf?: 1d20 + 2 ⇒ (10) + 2 = 12


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Sounds like the group is moving forward together to the V9 area to take a first-hand look at the area Umikh described.

As the area changes from natural to worked stone, Baldrick moves up close to the wall to take a look at the stone - who made this place, he wonders, and when?

History: 1d20 + 4 ⇒ (11) + 4 = 15

Stealth: 1d20 + 2 ⇒ (11) + 2 = 13

Moving along the face of the wall, Baldrick gently taps at the stonework with his warham... wait! use your finger, Baldrick - you're trying to be quiet!


RODALAS

That is interesting. I added a post about 2 hours ago and it looks like it is gone
Sneaky 1d20 + 6 ⇒ (11) + 6 = 17


RODALAS

That was the roll too! I wonder if I never hit the submit button?


I know there have been plenty of times when I hit preview and then forget to hit submit.

Lumen continues to follow along. He notices the surface of the wall changing and can see some light up a head.

Stealth: 1d20 + 1 ⇒ (11) + 1 = 12


Game Map DCI# 4318637857

sorry all I’ll get a post up soon. Weare nearing the conclusion.


Game Map DCI# 4318637857

Umikh and Baldrick move ahead and notice a set of weathered stairs leading up to a raised dias. Atop the elevated platform is a stone crypt. It’s lid, leaning the small tomb from the ground. The dwarves quickly surmise from expansive caving experience, that shape of the surrounding cave network is causing an eerie hollow wail to emanate from this particular burial chamber.


Game Map DCI# 4318637857

Upon entering the chamber, Baldrick notices faded paintings on the wall. His initial best guess is that this is an ancient burial chamber for one of the tribes of the glacier, long forgotten due to their migrating nature. The paintings on the wall could tell more of the story of those souls laid here to rest, but due to the one dimensional nature of the paintings more light will be needed to fully comprehend their story.

Together, you all decide, this must where you need to return the wand to.

If you wish to know more of the painted story and more light is shed into the room, it could alert the Orcs. I will need a roll associated with a plan on how to conceal the brighter light somehow. If someone has an idea on how to assist, that roll can be made with advantage. I will take the first roll of this nature so be cautious on who rolls. When you roll, roll the advantage dice and depending on the posts I will determine if advantage applies or not.

Also, DM recommends replacing the lid on top of the crypt after returning the wand. This will require a strength check. Someone helping the person who rolls will grant advantage. This could also alert the Orcs if it goes wrong. I will also take the first roll of this nature so be cautious who rolls.

GOOD LUCK! May Tymora smile upon your rolls


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Don't remember, do I have the wand?

Turq moves toward the wall, gesturing for some of the others to crowd around him, and gently lifts the flap to allow a little more light (somewhat akin to lifting the hood of a lantern) and takes in the painting... I am guessing Stealth?

Dexterity (Stealth): 1d20 + 2 ⇒ (18) + 2 = 20 If Wisdom makes more sense, the bonus is +1 instead. You can let me know if my plan will help grant advantage.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:
Turquoise 'Turq' Barreltap AL wrote:
Don't remember, do I have the wand?

I looked back and I don't think we made a final decision about who was carrying it. Rodney suggested putting the wand in his map case, so I was just running with that.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Sounds good to me.


RODALAS

I don't remember any one claiming the wand either


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

I recall thinking someone had put the wand into something, must've been what you saw, Baldrick. We'll say Rodney has it then?

Umikh helps with being quiet by standing perfectly still. He also quietly suggests that maybe we cover the cave opening with a blanket or a tent to shield the light source?

Should I still roll something if my action is no action? In case: 1d20 ⇒ 5

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netzer unties his blanket from his backpack and slowly rolls it out and attempts to block the entrance to the crypt

stealth: 1d20 + 2 ⇒ (12) + 2 = 14


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Following Turq's instruction (and Netzer's example), Baldrick will stand next to Turq, holding up his winter blanket to block some of the light from escaping.

Stealth? Sleight of Hand?: 1d20 + 2 ⇒ (5) + 2 = 7

Unfortunately, he gets tangled up while trying to spread out the blanket and ends up just spinning in circles trying to get it right...


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Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

Squinting his eyes he tries to make out the pictures on the wall.

"Well this looks to be the place. Lets put this thing back and make like a tree and get out of here." he whispers.

Stealth: 1d20 + 4 ⇒ (10) + 4 = 14

He open the case so all he has to do is pour the wand out into the tomb.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

After viewing the paintings, provided that we do not draw the attention of the orcs, Turq will gesture to Netzer to help him replace the lid (Help Action for Netzer)...

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