Delirium's Dragon's Delve - Dungeon A Day Adventure


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Male Half Orc Fighter

”The carpets of Tral-Ferrer…………jus’ sumthin I heard once on a boat trip”


"How long ago was it that you were there Erlan?" Dresiro asks, bringing him over another mug.

Diplomacy 1d20 + 7 ⇒ (12) + 7 = 19


Osric wrote:
”The carpets of Tral-Ferrer…………jus’ sumthin I heard once on a boat trip”

There'sh carpetsh on boatsh now? That'sh odd..." mutters Erlan.


Dresiro wrote:

"How long ago was it that you were there Erlan?" Dresiro asks, bringing him over another mug.

Diplomacy 1d20 + 7

"Thanksh, paaalll..." Erlan smiles with crooked teeth at his other new best friend, Dresiro. "It wass...two daysh ago. I mean, two yearsh ago."

It's becoming apparent that Erlan is rapidly losing coherency.


"I believe this may be a losing battle. Goodnight Erlan, it was interesting talking to you." Dresiro then gets up and walks back to his original table and sits down.


Male Dwarf Rogue 1(Favored Class: Wizard)
Osric wrote:
”The carpets of Tral-Ferrer…………jus’ sumthin I heard once on a boat trip”

"The carpets of Tral-Ferrer? Didn't know they were supposed to be in the Delve. I did hear that the sorcerer-priest Orr was buried somewhere in the depths along with his treasure."


Fredrick will take a different tactic in all of this, motioning the barmaid over and flashing her a warm smile, speaking quietly enough that the dwarf hopefully won't hear. "Sweet Tamran, if our friend Erlan has truly been to the Dragon's Delve, then I should suspect it would be very helpful for us to speak to him, however it doesn't look like he is in any condition to be helpful tonight. Since we appear to be intending to leave tomorrow, I would hoping that perhaps you could give us direction to where his home may be so that we can ask some questions while he is more coherant."


Rurik Ungart wrote:
Osric wrote:
”The carpets of Tral-Ferrer…………jus’ sumthin I heard once on a boat trip”
"The carpets of Tral-Ferrer? Didn't know they were supposed to be in the Delve. I did hear that the sorcerer-priest Orr was buried somewhere in the depths along with his treasure."

Fredrick glances over to the others, taking interest in the mention of a sorcerer's treasures. "There were several great mages who lived in the delve some time ago. They performed many strange experiments, and I have hopes that we may encounter some of their treasures in our explorations. Much knowledge would be there. Perhaps these carpets are among them?"


Fredrick 'Flash' Williams wrote:
Fredrick will take a different tactic in all of this, motioning the barmaid over and flashing her a warm smile, speaking quietly enough that the dwarf hopefully won't hear. "Sweet Tamran, if our friend Erlan has truly been to the Dragon's Delve, then I should suspect it would be very helpful for us to speak to him, however it doesn't look like he is in any condition to be helpful tonight. Since we appear to be intending to leave tomorrow, I would hoping that perhaps you could give us direction to where his home may be so that we can ask some questions while he is more coherant."

Taran smiles sadly. "Well, talking to him will likely just get you more of the same, no matter when it is. When sober, he's good for an entertaining tale, but I don't know how much truth there is in them. But if you like, I can give you directions to his home."


Male Half Orc Fighter
Rurik Ungart wrote:
Osric wrote:
”The carpets of Tral-Ferrer…………jus’ sumthin I heard once on a boat trip”
"The carpets of Tral-Ferrer? Didn't know they were supposed to be in the Delve. I did hear that the sorcerer-priest Orr was buried somewhere in the depths along with his treasure."

"It's why I ask"


Male Human Bard 1

"I know nothing of carpets or magic swords. I can here for gold and loot and little else. I'll not begrudge a man his quest, nor his object of obsession but as now I have none. I came here for things that glisten of gold and maybe to kill a few goblins along the way."

He stands up after finishing his meal, be for looking at Osric "And friend you waste your time with one deep into drink.Now if you will excuse me, I wish to spend what little coin I have left on the first warm soft bed I have seen in many weeks. To adventure!' He says with a wiry smile as he raised his cup and drains it before heading over pay for what may well be the last soft bed he sees for a long time

Liberty's Edge

Fredrick nods to Tamran. "Thank you for the assistance in this, Sweet Tamran. You have been quite a help to us tonight."

He then will glance at the others, casting an eye towards the drunken dwarf with a small shrug. "He doesn't sound like he will be of any particular use to us. Perhaps if we run into some difficulty down there it will be worth purchasing a potion to sober him up so we can get some information out of him, but right now when we don't have any actual questions it hardly seems worth it."

With that he will stand. "I think our friend may be right though that it is time to rest for me as well. I'd hate to enjoy too much of this fine mead and end up like our dwarven friend over there before setting out. I will see you gents in the morning when we set out. Bright and early?"


Male Half Orc Fighter

"hmmpf"


"My Elven heritage requires me to need little sleep, so I will be at the temple helping who I can and will meet you gentlemen here in the morning. Good night." Dresiro then rises from the table and leaves the inn for the temple of Vune.


Male Half Orc Fighter

Osric looks over to the barmaid asking, "How much for a room?"


Wolf-Sark stalks off to his room and rests up for the expedition tomorrow.


Osric wrote:
Osric looks over to the barmaid asking, "How much for a room?"

Taran answers, "Five silvers a night for a room. Nothing fancy, but they're clean and well-kept. If you want to rent a padlock for the door, that's another five."

Hi all, good weekend I trust! I'll get you along to the dungeon a little later this afternoon.


Call it fate, destiny, or just random chance, a new adventuring company has been formed in the taproom of the Lost Shepherd. United by a dsesire to plumb the depths of the infamous dungeon known as the Dragon's Delve the six adventurers soon take their leaves for the evening, agreeing to gather together once again the following morning.

The two-mile journey to the delve entrance is uneventful, even pleasant. The sun shines overhead, and songbirds call out their sweet melodies, adding a spring to the step of even the most hardened member of the company. The ruins of Chordile Keep lie at the center of the land known as The Fallen Duchy, atop a long, gentle hill known as Bryson's Look.The area grows thick with silver maples, boxelders, and the occasional firethorn.

The ruin offers no intact structures--only vine-grasped piles of stones, overgrown outlines of foundations, and the furtive hint of walls and arches. The entrance to the Delve is easily found...various explorers and treasure seekers have left it well-cleared. The entrance to the dungeon itself is little more than a twenty-foot wide open pit with an exposed stone stair that descends into darkness. The more observant explorers among the party notice the remnants of cooking fires and other signs that previous delvers have made camp near this pit. Clearly, this company is not the first to test the Delve's perils.

The silent stair down beckons...who will answer the call?

Okay, the stair down is dark, so you'll need a light source. Also, if you could establish a general marching order, that will be appreciated. Then, in you go!


Fredrick will look down the dungeon stairs and then around at the others with a smile. "Worry not, Sparks here is well supplied for such a contingency."

With that said he'll turn to the donkey he has brought along with him and spend a moment digging through his heaping saddlebags. He retrieves a sunrod and offers it out to whichever one would be in front. "I have more if we need them."

Fredrick will likely take the rear of the group along with Sparks. For all his bravado, he's not going to be too good at taking a hit. He will also wait until the last moment before walking down the stairs and will then cast mage armor on himself.


Dresiro steps up to Fredrick motioning for the sunrod. "I will take the rear, as I am able to see better in dimly lit areas, staying far enough away Rurik, if you want to scout. Osric should be second and Wolf-Sark and Fredrick in front of me. I believe this will use our senses to our advantage and keep our backs covered."
Dresiro then steps down one step. "Are we ready?"


Male Dwarf Rogue 1(Favored Class: Wizard)

Rurik loads his crossbow as he steps forward to lead the party into the dungeon. "I'm ready."


Wolf-Sark pulls back his hood, revealing a face mottled with the marks of some horrifying disease. Unhealthy pale splotches disfigure his skin, and in the centre of his forehead the splotches form the shape of a strange rune.

"One moment, let me produce my own light so that our foes will have no shadow to hide in."

Cast Light on a javelin.


Male Human Bard 1

Karth, seeing other garbing light, does not worry with it, but keeps both his torches and his flint and steel close. He takes the middle, with his bow out, taking time to string it, as the group gets ready for the decent."Ready when you are" He says, arrows close and hand, and bow ready


Male Half Orc Fighter

Osric will take his morning star and his buckler and set them at the ready. He also adjusts the straps on his back for his sword, making sure it will be easy to reach.
"Hmmpf, as you say. Let us be off then"


Osric wrote:
"Hmmpf, as you say. Let us be off then"

"You don't say much, do you, orc? That's fine -- actions speak louder than words," Wolf-Sark comments with a wolfish grin.


Looks like the general consensus for order is something like...Rurik and Osric in front, Karth and Wolf-Sark in the middle, Dresiro and Fredrick toward the back. Works for me. Off you go...

In the combined light of Wolf-Sark's gleaming javelin, and Fredrick's glowing sunrod, the party has plenty of light to see. With all feasible preparations now made, the group begins its descent into the unknown.

The party proceeds 20' down the old staircase of simple masonry stone, and then emerges into a simple 20x20 square crossroads room. Additional stairs continue downward to the north, east, and west. The area is quiet, with little to recommend one direction over another. A decision is at hand.

Please note that the scale for the dungeon maps is 10' per square, so the place is bigger than it might first appear. One additional word of advice: Perception and Knowledge checks are your friends in this place. But, if you lean too much on the old 'Take 20' searching stratagem, some nasty wandering monsters might just come your way. Sorry, it's a pet peeve of mine. Please stick to Taking 10 unless there's particular reason to suspect danger, or there's something very specific you're looking for. That said...which way, gents?

Level 1 Map


"My gut tells me we should head down the northern staircase." Dresiro recommends, waiting for the rest of the group to speak.


Wolf-Sark checks the ground for footprints or other marks of recent activity.

Perception: 1d20 + 3 ⇒ (8) + 3 = 11


Male Dwarf Rogue 1(Favored Class: Wizard)
Dresiro wrote:

"My gut tells me we should head down the northern staircase." Dresiro recommends, waiting for the rest of the group to speak.

"As good a direction as any."

Also helping look for tracks: 1d20 + 5 ⇒ (15) + 5 = 20


Wolf-Sark can't make out much on the ground, but Rurik fares somewhat better. It looks like there is definitely traffic through this entry area, because the dust has not settled much. There are no specific tracks, though, so it's not clear whether the movement in and out is from other groups of dungeon delvers, inhabitants of the dungeon, or something else entirely.


Traffic through all three entrances, or one more than others?


Wolf-Sark wrote:
Traffic through all three entrances, or one more than others?

Difficult to determine specifics; likely traffic in all three directions.


"North is fine for me as well. We should be wary though if there are other tracks here though, we know not if they are monsters or other adventurers. Even if they are other adventurers we should keep our guard up. I suspect that for some the rules of the town are lost out here in the wilderness, particularly when treasure is involved."

Fredrick then will glance towards Rurik. "You may wish to keep your eyes peeled ahead if you have the skills of a treasure hunter. That dwarf spoke of many dangers, we should be on guard for traps."


"North it is, then. Blood will spill from all four corners of the world by the time we're through, I warrant!"


"Let us move out then. Adventure and treasure awaits!" Dresiro says excitedly pointing the sunrod toward the northern stair.


We haven't heard from everyone on the matter, but there seems to a good consensus, so north it is.

The party quickly arrives at the decision to proceed down the north stair, and descends cautiously. The group emerges into an ancient hall of mortared stone that stretches before them, littered with small bits of rotten, splintered wood and grimy tatters of cloth. A dim torch in a sconce ahead reveals a number of wooden doors, all closed. It stinks of urine and sweat here.

Perception Checks please, gentlemen. Also, please note that to make life easier for myself, I have actually extended the map to include the entire length of the room, even though it would actually be beyond the range of PC vision for now. So, for in-character purposes please just interact with what you'd be able to see according to current lighting conditions.

Dungeon Map Level 1


Wolf-Sark throws his light-javelin into the darkness as far as he can.

Perception: 1d20 + 3 ⇒ (18) + 3 = 21


Dresiro stands at the bottom of the stair trying to decide which door to suggest.

Perception 1d20 + 3 ⇒ (14) + 3 = 17


Wolf-Sark wrote:

Wolf-Sark throws his light-javelin into the darkness as far as he can.

Perception: 1d20+3

Wolf-Sark squints in the darkness, watching his lighted javelin sail down the hall...

Wolf-Sark:
As the javelin sails down the hallway to the north, its bright glow illuminates a string that runs between the east and west walls, some 40' north of the entrance. Wolf-Sark clearly sees a number of small metal bells tied to the string, gleaming in the javelin's light before it sails further and lands with a soft clatter.


Wolf-Sark chuckles. "Some clever boy has set up an alarm; there's a string of bells about a dozen yards north of here. So watch your steps, gentlemen..."


1d20 + 0 ⇒ (16) + 0 = 16 Perception

Fredrick raises a brow a bit at the way Wolf laughs at the line with bells on it, glancing towards the saddlebags where he has his own rope and a few bells with the same idea in mind for when they camp.

"Should we snip the line so we don't accidentally trip it later? Or do you wish to just step over it for now so that whatever set the trap isn't alerted to our presence if they come by again."


"We will deal with the bells when we get there. For now, we have a few doors to explore behind."


Some of the doors can't be reached without dealing with the string/bell alarm first. To clarify, I marked its location with a red line on this updated map.

Level 1 Map with Alarm Location


Delirium wrote:

Some of the doors can't be reached without dealing with the string/bell alarm first. To clarify, I marked its location with a red line on this updated map.

Level 1 Map with Alarm Location

Cool, I meant those first two doors anyway.


Male Half Orc Fighter

"Beware my allies, many a times the obvious trap is there to keep you from seeing the other traps that are many times close by."


Male Dwarf Rogue 1(Favored Class: Wizard)

Oh, this room brings back so many memories. In retrospect, I think both of my previous games went this way before dying a slow death.

Rurik reaches to his belt before Dresiro decides. "Good point." He then sneaks to the left door and begins to inspect it.

Stealth: 1d20 + 7 ⇒ (3) + 7 = 10 Perception: 1d20 + 5 ⇒ (18) + 5 = 23, +1 if to find traps.


Rurik Ungart wrote:

Oh, this room brings back so many memories. In retrospect, I think both of my previous games went this way before dying a slow death.

Rurik reaches to his belt before Dresiro decides. "Good point." He then sneaks to the left door and begins to inspect it.

Stealth: 1d20+7 Perception: 1d20+5, +1 if to find traps.

The simple wooden door looks perfectly safe to Rurik, and he doesn't hear any sound from behind it.


"Fredrick, can your mule hold the sunrod? I need both hands for my mighty sword." Dresiro asks stuffing the sunrod between the mule and one of it's packs. He then draws his curve blade and holds it ready.


Fredrick will look to sparks, considering. "I suppose he can, yes. Though I wouldn't count on him doing anything fancy with it. I tried to use him in my act a few times and he isn't very talented."

He will then leave Fredrick back at the base of the stairs where he will be away from any combat that may come, but close enough the sunrod sheds its light. Then he positions himself just back behind everyone as they open the door. "If we meet more then one creature that are gathered, that live and have eyes, give me some room and I should be able to handle it. They must be close together for me though. If there are less, then your blades will function more effectively than my spell."


Male Dwarf Rogue 1(Favored Class: Wizard)

"It's safe. So, who wants to open it?" Rurik steps back and readies his crossbow.

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