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If you all hadn't dropped them, it would have hurt... ;)
You all make your way around to the remaining wing of the fortress. As you enter you see a long room, divided in the middle by two open doorways, stands empty. In the far southwest corner, an iron lever sticks out of the wall.

Khitt |

More confident now that the grey dwarf that Baldrick had “befriended” may have just skidaddled, Khitt’s focus is now more ahead of the group than behind. Just to be safe though, he keeps Khat by his side at the rear of the party for some extra support. JUST in case.
Investigation (disadvantage) to determine the purpose of the lever.: 2d20 + 1 ⇒ (14, 11) + 1 = 26

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What is everyone else doing while Khitt moves into the adjoining chamber to investigate the lever?

Baldrick Longhall |

Baldrick will move into the room, following Khitt.
Depending whether that's a door or an open doorway to the south, next to the lever, Baldrick will look or listen to see what's beyond
Perception: 1d20 - 1 ⇒ (9) - 1 = 8

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Going to move it along... We can say that the others go to take care of the Zombie Ogre... This portion of the adventure is actually rated for tier 1.
As Khitt moves into the area, Baldrick and Umikh following behind, the lever across the way suddenly moves and spikes shoot up from the doorways between rooms!
Umikh and Baldrick, please make a DC 12 Dex save or take:
Spike Trap: 2d6 ⇒ (2, 6) = 8 If you fail, you are also restrained.
The spikes isolate Khitt (and any of you that make the save)...
A low gravelly voice can be heard from somewhere in the room,
Khitt: 1d20 + 4 ⇒ (3) + 4 = 7
Umikh: 1d20 + 1 ⇒ (12) + 1 = 13
Nildar: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative Order Round 1
Baldrick -> Umikh -> Baddie -> Khitt
So, let's resolve Baldrick and Umikh's saving throws first. If either of you are caught by the trap, the spikes actually puncture you and can only be escaped if 1) someone resets the lever or 2) you break the spike (AC 15, 18 hp; immune to poison and psychic damage).

Baldrick Longhall |

DEX save: 1d20 + 2 ⇒ (7) + 2 = 9
Tides of Chaos
DEX save, advantage roll: 1d20 + 2 ⇒ (11) + 2 = 13
If anyone could see it, they would laugh at the look of shock on Baldrick's face as spikes jump out at him. Dodging to the right, it looks as though the spikes will trap him -- sharp metal pierces through his armour and into his leg -- but, as you cringe in anticipation of the flow of blood, Baldrick appears to just phase through the spikes, appearing unharmed on the other side.
Cocking his head to one side in curiosity: "Hey, is there a dragon gathering up the Charda-grin, stuff? Who's this 'father'? Oh! Hey, are you Nilgar? We wanted to talk to you about the stuff stolen from the town. Or... actually maybe that Dragonborn guard wants to arrest you, seeing as we found the missing stuff already..."
Does Baldrick take damage regardless, or only on a fail?
Also, can he see who's talking to him?

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No, the source of the voice is not visible. And successful save is for no damage and not restrained. And before we forget, go ahead and roll a d20 for the Tides...
As you continue in Common, the voice erupts again...

Baldrick Longhall |

@Khitt: I think you said Khatt was bringing up the rear, so probably not with us.
@Aeshuura: I think Tides just goes off automagically the next time I cast a spell (which will likely be this round or the next). But happy to roll now if you prefer.
Baldrick's head swings wildly back and forth, looking for the voice.
Oh shoot -- I forgot you mentioned that my Sleep / Careful Spell combo doesn't work. Hmm... I guess I'll have to trade out either the spell or the Metamagic feat next level. Okay, since I don't think Baldrick would fancy swinging wildly with his hammer, I'll try something different:
Deception: 1d20 + 5 ⇒ (11) + 5 = 16

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Khitt, it's up to you. I think you mentioned that, but you were also taking up the rear, so it stands to reason that she would 'heel', sticking with you.
@Baldrick, sorry, my bad, you get the first time free. It was the second time (before the long rest) and on that we have you roll off.
Disadvantage: 1d20 ⇒ 1
The voice seems to scoff,
Any other angles, or was that your attempt? The reasoning for the disadvantage on your deception is in his retort. Umikh up next, if no bonus actions for Baldrick. Umikh resolve your Dex save first, please.
Rodalas initiative: 1d20 + 3 ⇒ (18) + 3 = 21 Rodalas can go too. He is outside of the spikes and no target is visible, with his voice echoing in the chamber, confounding location. It will take a DC 14 Perception check to get an idea to make an attack at disadvantage. The spikes are also granting cover.
Initiative Order Round 1
Rodalas -> Baldrick -> Umikh -> Baddie -> Khitt

Khitt |

@Khitt: I think you said Khatt was bringing up the rear, so probably not with us.
I had her by Khitt’s side in the rear of the party. Lol. So since I rolled the investigate, I can see why Khitt’s in front, just checking if she moved up with me. Not wanting to assume.

Khitt |

“As much as I hate ta admit it, Baldy isn’t lying. He’s been real nice to you folk. Let the lass on guard duty live. She was s’pose to be bringing us to you to talk but she slipped away. You’re boys down the hall attacked us first. “ Khitt backs himself up to the others putting Khat between himself and the voice of Nildar assuming they are still relatively close to the lever that they threw.

Khitt |

Khitt will take the dodge attack. Khat automatically has it as well if memory serves. Only issue is you need to see the attack coming which may be problematic with invisible opponents. Not sure if the dropping of invis happens after the attack or just before the attack in time enough to dodge if the action is taken.

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I am assuming that you are speaking Dwarvish? If he is invisible and attacks, you will not gain the benefit. If he has multiattack, you will benefit from any subsequent attacks.
If you want to defuse the situation, it will take Persuasion, not Deception. It does not seem that this direction is working... Once Umikh posts, we will get into it.

Baldrick Longhall |

Baldrick looks confused:
If Khitt doesn't speak Dwarvish, then Baldrick will reiterate what he said so that Nildar understands it. But... yeah, I've rolled and lost, I don't think there's much else I can do here. If he doesn't attack, I'll try Persuasion next round -- I thought Deception might be better to get around the fact that Baldrick doesn't really want to give up the chardalyn, as well as the earlier battles. But oh well, I guess that's not going to work.

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If I am remembering correctly, Khitt took Dwarvish as one of his languages, which was why you ran into him at Kelvin's Cairn when you were visiting Stokely's Boys...
Not arguing the point, Deception makes perfect sense. It all depends on your intent here. If it is to diffuse the situation, Deception only works if they buy in. It is a higher risk, though. If they discover that you were lying it can blow up in your face. If you are more trying to get him to let his guard down, it is perfectly valid. ^_^

Baldrick Longhall |

lol - oh yeah, I forgot: since he seemed hostile in the first place, part of the deception was to see if he would reveal his position. Uhh... these are things I probably should have mentioned a couple of hours ago :P
That's what I get for trying to post while I'm at work!

Khitt |

yeah, it was good n Dwarvish, but Khitt is no fool, he sees where this is going.

Umikh Ironbender |
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We’re in Canada! Ontario actually. So being on vacation posts may be delayed.
Dex save: 1d20 + 1 ⇒ (14) + 1 = 15
Umikh whoa’d at nearly being shanked by the trap. He listens to everyone speaking, and seeing as Baldy’s translating he doesn’t have anything to add yet. Upon hearing the Barb about having weapons out and ready, he relaxes his stance but he ain’t putting it away.

Umikh Ironbender |

Kind of hoping Baldrick’s sincerity will mean dialogue rather than fight. But Nildar sounds like he wants a fight, so no action just ready to stab anything that tries to stab us first.

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Gotcha.
Only the hum that pervades Khitt's mind gives away the incoming attack!
Soulblade: 1d20 + 5 ⇒ (3) + 5 = 8
Advantage: 1d20 + 5 ⇒ (3) + 5 = 8
Khitt ducks as a blade of pure psychic energy fills they area his head once was! I cannot believe that he missed with advantage! As if water draining off of a duck's back, the cloak of invisibility falls to reveal a huge Duergar, well armored with a large psychic blade in hand!
Map updated!

Khitt |

Ducking low, Khitt looks back up at the imposing grey dwarf. ”’mora’s grace!” he exclaims toward the Goddess of luck. ”That was close.”
The lithe goblin then quickly spins around under the armoires dwarf’s sword arm, easily stepping away from Nildar to allow for bow distance.
”Let him have it Khat, he had his chance.” Khitt says as he sends missiles back in retaliation of Nildar’s attack.
Bow: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 7 ⇒ (6) + 7 = 13
Bow: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 + 7 ⇒ (1) + 7 = 8
bonus action to disengage, Khat will move up to him and engage him in base to base
Crit Damage: 1d8 ⇒ 4
hard for me to position with mobile on the map. If you could adjust my tokens pls.

Baldrick Longhall |

Looks like the map got moved around a bit -- I think I set it back correctly, but Aeshuura should check that. I also moved Khitt one step north, and placed Khat next to Nildar. Hope that's all okay.
Seeing Khitt dodge a blade that appears out of nowhere, Baldrick's eyes narrow in anger:
Baldrick rushes forward:
Warhammer: 1d20 + 6 ⇒ (4) + 6 = 10
damage, 1H: 1d8 + 3 ⇒ (3) + 3 = 6
Baldrick swings for the fences, missing his target, but as he twists to regain his balance, dim bolts of light fly toward the duergar:
Quickened Spell = 2 SP
Magic Missile, 2nd level: 4d4 + 4 ⇒ (2, 2, 4, 3) + 4 = 15
oh, right: magic surge: 1d100 ⇒ 45 = "You cast Levitate on yourself."
The air around Baldrick's feet crackles with magical energy, and the young dwarf suddenly begins to rise from the ground!

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In a matter of seconds, the Duergar lay dead at your feet, the little sparking motes punching little holes in his chest... Black blood spilling out on the floor. He gasps out as the last of life leaves...
--
The lever easily moves to cause the spikes to recede into the floors and ceiling.
The door that Nildar must have come from is to the South and remains closed, but a cursory check finds that it is not trapped and unlocked. Within, a stone-carved bed and desk occupy this drab room. Atop the desk are several shards of dark crystal, as well as a crumpled-up piece of paper and a burlap sack draped over a glowing object that emits colored light that shifts from blue to green to red.

Baldrick Longhall |

Baldrick, eyes wide, feet scrabbling for purchase on the air, heaves an enormous sigh of relief as, with the death of Nildar, he slowly sinks back to the ground. He slumps to the floor, panting, tapping at the stone with his fingers: "Magic... always with the magic..."
After a minute or two, Baldrick recovers and joins the others in inspecting the rooms to the south: "That must be the magic lantern from the tavern, and I supposed we can add those shards-a-lyn to our collection. What's on the paper?"
Depending how they react to Baldrick's antics, the others might have had a chance to look around before he got there, so I'll let Khitt or Umikh decide if they want to look at the paper and sack. Otherwise, Baldrick will open both up to look.
Investigation: 1d20 + 0 ⇒ (8) + 0 = 8

Donal the Seeker |

You will find me on the frozen ferry in Easthaven. From this new base, the search for chardalyn continues. Long may our father reign over this dark land!
Durth

Khitt |
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** spoiler omitted **
Your other avatar is showing

Khitt |

As Baldrick rises from the ground and motes of magic pelt into the grey dwarf, Khitt shakes his head, mumbling to himself. ”How will he explain this one away.”
An arrow trained on the dwarf just in case, Khitt calls up to the floating Baldrick. ”Will you get down here. You can’t do much with your axe from up there, less you intend to drop it on someone’s head.”
After searching the expired dwarf, Khitt will move to the lever and then closed door. After reading the note, ”Well, this leads us back to your friends from Easthaven. What do you think he meant by “doom and dragon wings?” the goblin asks, ending with a deep vocal impression of a dwarven accent.

Umikh Ironbender |

When Khitt mutters “how’s he going to explain this one” Umikh taps him on the arm with a laugh, Aye!. Otherwise he does as any adventurer would do - look around and check for hidden things. So now we have the note linking the other baddies. What’s next?

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Essentially, this wraps up the dungeon. We will assume that the others return and tell you that the ogre zombie has been taken care of. Anything else before I start with the epilogue?

Baldrick Longhall |

Sorry -- I was out of town yesterday.
Personally, I'm curious how the trapdoor in the guard tower links back to the rest of the dungeon, but I don't think Baldrick even knows about it, so as far as he's concerned, we've looked everywhere and retrieved all the stolen items. I'm happy to head to the epilogue from here.
Baldrick will continue to gather whatever small bits of Chardalyn that the others leave behind.
"Do you think there's a dragon behind all of this?? I've never met a dragon before..."

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Entry Hall
Two goats (stolen from Caer-Konig)
Dogsled
Armory
Two sets of Dwarf-sized scale mail
Two steel shields
Three war picks
Nine javelins
Two climber's kits
Four mess kits
Nildar & Office
Magic lantern (stolen from Caer-Konig)
Four fist-sized pieces of chardalyn
Small coin purse with 24 gp, 17 sp
Duergar Barracks
Twenty-five pearls carved into decorative beads (stolen from Caer-Konig)
Three daggers
Set of woodcarver's tools
Set of navigator's tools
Fishing tackle
potion of healing
leather pouch containing 73 sp
Here is the breakdown of what is lootable. In the armory, you find the other end of the trapdoor that leads into the lookout bunker.
As you head out, back into the freezing cold, you look out to the lights of the town below. In the dim and gloomy sky, it is not difficult to imagine a dark form flying overhead...
Aside from a howl heard over the wind, the descent from the Cairn is relatively uneventful. Soon, you see the welcome sight of the Northern Light and the dragonborn investigator thanks you for handling and solving the mystery with so much skill.
What are you all keeping, and what are you returning?

Baldrick Longhall |

Baldrick plans to return all the stolen items: goats, lantern, and beads -- he will be quite adamant about this.
He doesn't like to leave stuff behind, so he would also vote to gather up everything else (maybe it could be sold / used by the shop?), but would see the logic in not over-burdening ourselves, depending what the others want to do. Unless any of the stuff is magical, he's not interested -- he has more than enough mundane gear for now. (no magic in the party means nobody to cast Detect Magic :( ...)
As above, make a noise if you want to keep one of the pieces of chardalyn. Baldrick has two larger pieces and a bunch of small bits already, but he'll also take these pieces rather than leave them behind.
I think there are 6 of us? That means the cash (98gp, 7sp) comes out to 16.45gp each, but maybe we should wait to see if we can / want to sell the other stuff first...?

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All of the armor is sized for Dwarves and likely a tough sell, as any Dwarf worth their salt would recognize the make. The weapons could make a bit. You have a few picks and warhammers that might make you another 20 gp.

Umikh Ironbender |

Same idea as Baldrick. Return it all, and probably try to sell or even donate items and just take a share of gold. Umikh, too, has about all he needs. If everyone else is okay with that, that's what roughly 100gp each? Pretty nice!
Also, no dragons! 8-0

Baldrick Longhall |
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@Aeshuura: Not sure if you want to wait for any others to chime in. If you're ready to move on, let's go with this:
- Dog sled: Party treasure for now (minimally, we'll use it to carry our stuff on the return to town)
- Goats, lantern, beads: Return to rightful owners
- Armour / shields: The dwarves decide it's of inferior quality and leave it behind
- Javelins: Netzer restocks his ranged weapon of choice
- Picks / warhammers / daggers: Sell in town for 20gp (Baldrick will claim one dagger)
- Kits / tools / fishing gear: If nobody wants them and they can't be sold, we'll leave them behind
- Healing potion: Baldrick has 3 already, but he'll take it if nobody else is interested
- Chardalyn: If nobody else wants to carry them, Baldrick will add them to his collection for now
Cash = 19gp, 7sp, 8cp each

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If no one objects... The only thing of note is that the General Store will happily purchase the Toolkits and Fishing gear from you. The militia / Town guard will purchase the weapons off you. I think Netzer may also like the chardalyn, but I am not sure...
When you return to the Northern Light, Allie and Cori welcome you back each in their own way, Allie cheerfully, Cori in a stoic, I'll get you somethin' warm for yer bellies. kind of way.
Trovus, the dragonborn guard ambles to an armchair near the fireplace and promptly passes out, while Allie asks you about your adventures, surprised at your success. The young pretty woman admits to know little to nothing about the Grey Dwarves.
Unable to offer much in terms of reward, Allie provides you all with free drink and a hot meal. In addition, though she sounds like she is grumbling, Cori tells you all that she supposes that you need rooms for the night... with the unspoken agreement that you have free food and lodging for the night.
As you return the goats to the Hook, Line, and Sinker, the barkeep is overjoyed and invites you back for a feast of a dinner in an hour or so. Then, going to the Frozenfar Expeditions to return the pearls and possibly sell some toolkits, etc. Atenas (the primary shopkeep) warms himself over a hot brew and is elated at the return of the pearls. He offers you a 25% discount on anything in the shop (anything worth 25 gp or less can be found in there.)
This marks the end of this section. I think I need to either take a break or give it up entirely. I have been working on my Yapon Campaign, as well as some game design. I am taking on the ambitious task of trying to retool 5e to present 4 basic classes and everything else is archetypes and all classes get access to archetypes from level 2.
Greycastle want to pick this one up again?

Umikh Ironbender |

Might take Khitt/Greycastle a day or two to reply, he's been busy with work and we've been busy after work.
I, too, have 3 potions of healing, so if anyone else needs it, take it, otherwise Baldrick can just be Holder Of The Things :-). And I'll add that cash cut to my character.
Anything else we need to do in-between? Did we lose folks (do we want to recruit an additional person or two??)?

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Depends on what you are buying. As this was actually aimed at quite a few levels lower than you were, it is lower than you would normally expect to receive, but given the threat level, yeah, it is substantial. You would live for a few months off that.

Rodalas Windrace |

Not much one can go with 19 gp and magic items, lol, how much is magical leather? Are we leveling?

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Let's hold off for now, as this was not very challenging.
EDIT: Buying magic items is not really baked in, though they added DT rules for trying to buy but usually it takes a check of some sort. I will let the next DM decide what to do with that.

DM Paguroid |

Having received your accolades and rewards for returning what the duergar stole, some of you celebrate into the night. Baldrick joins in with the rest, but also makes time for several quiet, earnest conversations with Umikh and Turq (freshly arrived in Caer Konig with his new friend, Quominor, and eager to hear how the company has fared).

Baldrick Longhall |

At breakfast the next morning, Baldrick’s bags are packed tightly and neatly. While most of you are breakfasting, he announces: ”I planned to wait until we were all together, but... well, we’ll be here all day if we wait on Rodney to wake up, eh!? Anyway, I want to go while the weather’s calm. Friends, these last few weeks... well, I have a lot to think about. I’ve spoken with Turq, and I think I’m going to head over to Good Mead for a bit -- fire up that forge, like Umikh and I talked about.” Looking down at his warhammer with slight dismay: ”Do some good for people with a different sort of hammer for a bit. *ahem* Well! Good luck, come to visit, and let’s travel again together soon.”
Coming back from a hiatus of a couple of weeks, plus the introduction of a new character, we can probably take it slow as people get back into posting for this game again. I'll try to be on here at least once/day to check on things and respond where needed. Feel free to RP a bit, either for the evening party or the morning farewell (or both!) -- I have another post prepared for when Baldrick leaves and things get started, but I'll leave that until early next week (timing dependent a bit on how things go).