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 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 ]

Taking liberties, boss... Is not far from here, why not? Turq shifts the weight of his shield on his back. Did they say what kind o' lead?


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 swings his warhammer over a shoulder, and shrugs: "Sure - whatever's closest!"


"She didn't say. She just noticed activity which would be unusual given the frozen lake," Lumen adds.


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 ]

Well, then, Turq subconsciously sniffs, Let us go and check it out. At worst, it is another trouble that we solve fer this town, eh?

Dark Archive

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

a pickpocket told me there was some activity there despite it being closed Netz says


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 ]

Turq nods and tapping the new axe hanging from his belt, Let us go then.

Gathering his friends, he heads out toward the lake.


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 fallows along. Humming a marching song.

Dark Archive

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

Netz says these towns are particular. Any other place that information on the pickpocket might be fifty/fifty, but this place if you follow the code of catch and release you get something for your trouble. he says as they walk down to the lake.


Game Map DCI# 4318637857

It’s been a relatively mild day as you’ve all went about your work but as evening draws near, you can sense a change in the weather. The wind blowing down off of the lake seems to be trying to stop you as you walk the frozen docks. The ferry’s dock stands alone, with no other boats moored to its weathered planks. The snow build up on the ferry’s dock is more than the other docks due to its inactivity, but faded from weather, a keen eye can see recent tracks in the snow leading out toward the ferry.

how would you like to approach?

Survival DC 15:
Upon inspecting the tracks, you would say that these are dwarven boots. It is difficult to say, but people haps two to three separate tracks leading to and fro the small shack toward the end of the dock.


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'

Survival: 1d20 + 4 ⇒ (6) + 4 = 10
Where did the people go, and why aren't there more'n just this boat here? Should we call out or keep quiet?


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:

Survival: 1d20 - 1 ⇒ (2) - 1 = 1

Baldrick tramples through the pre-existing tracks, oblivious, turning only when he's gone 20' and nobody else is following him: "Aren't we going to the dock?"

Dark Archive

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

Netz bends down as he sees something that catches his eye to take a closer look

survival: 1d20 + 3 ⇒ (12) + 3 = 15

there are Dwarven shaped tracks here. Shall we?


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 ]

Turq nods to the Ancestral Guardian, Aye, let's...

Expecting the more stealthy to keep a respectable distance, but still within striking range, Turq is going to approach the ferry as if looking for the ferryman.

Charisma, if necessary: 1d20 + 1 ⇒ (17) + 1 = 18


RODALAS

Survival 1d20 + 3 ⇒ (12) + 3 = 15


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

Survival: 1d20 + 4 ⇒ (9) + 4 = 13


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'

Umikh slows to let the stealthy folk creep ahead


Game Map DCI# 4318637857

You walk the dock along the frozen waters, little traveled snow packing below your feet. Between the echo of boots one the dock and the crunch of compressing snow, it’s impressive how anyone can employ stealth through this form of terrain.

The Easthaven ferry is a keel boat, currently trapped in the ice at the end of the dock. A small cabin is situated toward the aft end of the hull. Turq calls out after arriving at the end of the dock, but he receives no answer.


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:

Unless someone else has another more cautious approach, Baldrick will clamber on board and head toward the cabin, intending to knock on the door with his warhammer.

Dark Archive

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

Netz grins at the full frontal assault plan a bit and moves with Baldrick to the far side of the door with his large axe ready.


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 ]

Turq, likewise, nods and flanks the stout soldier...


Game Map DCI# 4318637857

The boat frozen in the waters doesn’t move when Baldrick leaps and n board and heads directly to the cabin door. The door appears to be unlocked and upon further examination when more time is spent, a Brocken lock is found at on the deck not far from the door.

Sliding the door to the side, Baldrick sees four sleeping bags strewn on the floor of the pilots cabin but nothing else.

The others of the party surrounding the cabin can peer through cloudy portholes to confirm the same thing.


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:

Investigation: 1d20 + 0 ⇒ (5) + 0 = 5

Baldrick kicks over a corner of one sleeping bag before concluding "Well, nothin' here. Town Hall?"


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 ]

Turq stands behind Baldrick, looking over his head, in on the cabin, Look as if, we got a few squatters, eh?

Intelligence (Investigation): 1d20 ⇒ 20 Whoa.

Dark Archive

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

these guys could be coming back here and we can set a trap for them Netz says scratching his beard.


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 ]

Do we think these might be the guys? Any evidence of the chardalyn?


Lumen looks around at all the footprints that the group left in the snow and then over to Nezter. "We could try, but if they are paying attention at all, they might notice we have been here," he says, pointing at the tracks.


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'

Lumen's right, they'll know we been snoopin'. We might as well take a good look around. Meaning Turq's nat 20


RODALAS

Rodalas would like to see if the door is trapped or locked.


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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:
Rodalas Windrace wrote:
Rodalas would like to see if the door is trapped or locked.

Door's open now - if there are traps, Baldrick will probably find them with his hit points :P


Game Map DCI# 4318637857

There were signs that the door had been locked but broken into previously to your arrival. Baldrick notices nothing as he barrels through it though in his haste to suprise the occupants of the boat shack. Unfortunately the room is empty.

Turq steps in shortly after and although Baldrick is sure he’s tossed the room, Turq notices a fairly full bag laying in the far corner and a scroll case next to it. The bedroll Baldrick had picked up first had been tossed on top of it.

As Turq reaches for the bag and scroll case however, his his keen eyes did not detect the second dwarf in the room. This one, a thinner dwarf with ashen skin and a grey beard streaked with black, seems to materialize from no where and appears to have a blade. A blade that cuts into Turq’s skin, and just as it does Turq’s mind is flooded with noise causing the warrior the real momentarily. A second slash of the blade finds no purchase however. ”Keep yer hands to yerself, or you might lose it.” the dwarf says in dwarven with a thick accent.

Knife: 2d20 + 5 ⇒ (18, 11) + 5 = 34
Second Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Piercing: 1d4 + 3 ⇒ (2) + 3 = 5 and Psychic: 3d6 ⇒ (1, 6, 3) = 10

Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
everyone can roll initiative, just keep in mind that it’s a small shack that is already 3/4 full lol.


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 ]

Ouch! What? You Grey dwarf piece of slag! Turq reaches for the Duergar (assuming that is what it is) and tries to grapple it!

Initiative: 1d20 + 2 ⇒ (10) + 2 = 12

Strength (Athletics): 1d20 + 5 ⇒ (9) + 5 = 14

If it works, and only if it works...

Action Surge, Shove for Prone: 1d20 + 5 ⇒ (10) + 5 = 15

Hopefully, he is prone and still grappled.

EDIT: I am going to use Second Wind as a bonus action. 1d10 + 4 ⇒ (5) + 4 = 9


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:

Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

Baldrick, already heading back to the door of the cabin, turns back to tell Turq to stop messing around: "I already looked there - let's just..." he stops, confused "Wha-?"

Not sure what's going on or what to do, Baldrick just stares at the grappled pair.

When it rolls around to Baldrick's turn:
Sleep, 2nd level: 7d8 ⇒ (5, 6, 1, 2, 6, 6, 4) = 30

Careful Spell = 1 SP

Magic Surge: 1d20 ⇒ 14


Game Map DCI# 4318637857
Baldrick Longhall wrote:


nice roll. Technically they are not grappled yet until we determine initiative.

Dark Archive

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

init: 1d20 + 2 ⇒ (9) + 2 = 11


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'

Init: 1d20 + 1 ⇒ (18) + 1 = 19

Umikh readies his axe, waiting to see who wins the tussle.


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

Init: 1d20 + 3 ⇒ (15) + 3 = 18


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'

So if the grapple hasn't happened yet, but Umikh saw the attack AND could maneuver in, he'd swing his axe at the grey dwarf.

Att: 1d20 + 5 ⇒ (11) + 5 = 16
Dam: 1d10 + 3 ⇒ (5) + 3 = 8

Ye best stand down there, yer outnumbered!


Initiative: 1d20 + 1 ⇒ (16) + 1 = 17

Lumen strains to see inside to see what is going on. "I thought you said nobody was in there? Was there a hidden hatch in the floor?" Lumen asks.


Game Map DCI# 4318637857

Rodney, you were higher than my initiative, take an action. If Rodalas hasn’t rolled by then I’ll remote them.

Turq, the deuregar has initiative over you due to his higher Dex.


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

As he see the knife flashes, Rodney says to the gray dwarf"How do you make an artichoke? You strangle it."

Wis. Save DC 13
Vicious Mockery: 1d4 ⇒ 4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.


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:
Greycastle wrote:
nice roll. Technically they are not grappled yet until we determine initiative.

lol - looks like everyone is going before Baldrick. He might be the only other person in the room, but he's not very perceptive :P


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 ]

That is acceptable. ^_^


RODALAS

is there a map?

Dark Archive

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

Netz will stand at the door and wait for the guy to be dragged out with his axe at the ready.


Assuming I can see the target ...

With limited options on how to help, Lumen calls on Lathander to cleanse the creature with his sacred flame.

Sacred Flame: 1d8 ⇒ 8 Dex save to avoid (DC13)


Game Map DCI# 4318637857
Rodalas Windrace wrote:
is there a map?

no map. It’s just a 10 by 10 shack with one door and unless you beat Umikh on initiative is full currently. You’re only option is finagling a ranged attack. He would currently have some cover but as the others used Save spells thier are Gucci. Those rolls btw… nice!


Game Map DCI# 4318637857

DEX: 2d20 ⇒ (11, 10) = 21
WIS: 2d20 ⇒ (16, 12) = 28

Umikh steps into the room and makes the Grey dwarf regret showing himself. At the same time Lumen illuminates the room briefly but the dwarf deftly dodges out of the way. He can’t avoid the terrible joke though.

Dwarven Language:
”Ech! That’s the worst joke I’ve ‘eard top side.”
The dwarf physically cringes as he takes stock of his adversaries.

Grey Dwarf -12 hps
Initiative for Rodalas: 1d20 ⇒ 17

Insight DC 13 Turq, Umikh, and Baldrick only:
The dwarf’s eyes flash to the rucksack on the ground behind Turq and you can tell he seems to be having a dilemma.

With a dwarven curse, the Dueregar quickly begins to shrink and the last you see of him, he disappears through a tiny sized hole in the floorboard below him.

Turq, reaches out to tackle the dwarf but his sudden change of size causes the warrior to over reach and slightly stumble into the dwarf’s previous space.

Im ruling due to how he escaped the threatened area, there is not a chance for an attack of opportunity. Everyone that was after his initiative may go ahead and amend your actions, including Turq. Those who have acted previously can react but your reaction will come after the other have had their chance.

[ooc]So the dwarf has disappeared to those outside the cabin. You’re not positive what happened. Those inside the cabin saw and understand the dwarf has gone somewhere below deck.

Recharge: 1d6 ⇒ 1


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 ]

Wisdom (Insight): 1d20 + 3 ⇒ (2) + 3 = 5

Is there a lower deck to the ferry?


Game Map DCI# 4318637857

So I double posted and deleted my first post not thinking but apparently the double posting had a second set of numbers rolled. So Rodalas original roll was a 7 and DEX WIS roll resulted in the above text. The recharge roll was also a 4 and not a 1. Please disregard the additional rolls and I’m sorry for any confusion. Sometimes posting via mobile has it’s challenges.

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