Session 2: Return to the Citadel

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dmw71
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Session 2: Return to the Citadel

#1 Post by dmw71 »

Oakhurst
You all wake shortly after sunrise and gather at the rickety wooden tables in the deep corner of the inn where you all first met. There, you all enjoy a meal and drinks while discussing your plans. It is while breaking fast that Farador, to the surprise of no one, shares that he has no intention of returning, and refuses to discuss what happened to him during the period of his disappearance. Auborn, feeling indebted to the holy man, elects to remain behind as well.

At a nearby table, a human man of faith happens to overhear your situation and, looking to take advantage of the situation, introduces him has Hargrem. He accepts your offer to join your table and enjoy a shared meal, and eventually manages to work himself into your ranks as a replacement for the two members you just lost.

After finishing your breakfast, Garon mentions that your rooms and meals have been provided complements of Kerowyn, and the lady requests an audience with you at the 'General Store.'

Lady Kerowyn can't conceal her disappointment when she learns that you've returned with no word about her missing children. "Here," she starts. "May you accomplish more on your next venture... " she continues, passing each of you a small vial of red liquid, informing you that they're healing potions. As she reaches Hargrem, she looks at him quizzically. "You're... new?" she says rhetorically, but passes the man a potion as well after being assured that he is joining the rest in an effort to locate her lost ones.

The group is able to resupply as needed before departing.

---

Tower Shell
The trek back to the sunken citadel is a familiar one, which makes the roughly seven hours seem to pass more quickly. The group descends into the ravine, down the stairs, across the rough courtyard, and into the shell of what was once a proud tower.

The granite floor of this tower, while not nearly as treacherous as the courtyard you just passed, is still littered with cracked patches.

The four goblin bodies can still be seen where they were left, with the last still pinned against the far wall

Two wooden doors lead from this area flank either side of the goblin shish kabob on the far wall; the unexplored one off to your right, and one you previously took off to your left.
Tower Shell.jpg
Tower Shell.jpg (105.37 KiB) Viewed 3505 times
No noise can be heard coming from beyond the unexplored door.


---

I added Hargrem into the marching orders below; feel free to let me know if any changes need to be made. Also, please make sure to add a Potion of Healing to your character sheets.


Actions?

---


Date: 13 Flamerule 1489
Time: 13:33 (Sunrise: 05:54, Sunset: 20:09)
Temp: 62°F
Conditions: Cool.
Light Sources:
  • None.
Known Conditions/Spells in Effect:
  • None.

D&D Beyond Content: Campaign, Player's Handbook, Xanathar's Guide to Everything


Character Status
  • GreyWolfVT | Kelben | Rock Gnome | Rogue ( 2) | NG | HD: 1d8 (5) | HP: 17 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes
    • Languages: Common, Gnomish, Thieves’ Cant
      Spell Slots: None
    ---
  • Monsieur Rose | Sky | Tabaxi | Bard (2) | CN | HD: 1d8 (5) | HP: 15 | AC: 14 | SP: 30' | Initiative: +3 | Perception: 13 | Darkvision: Yes | Inspiration: Yes
    • Languages: Common, Infernal
      Spell Slots: 0, 1st: 3
    ---
  • Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (2) | CG | HD: 1d6 (4) | HP: 14 | AC: 12 | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
    • Languages: Common, Draconic, Elvish, Abyssal
      Spell Slots: 0, 1st: 3 (Note: Wild Magic)
    ---
  • Shaede | Hargrem | Human (Variant) | Cleric (2) | NG | HP: 17 | AC: 17 | SP: 30' | Initiative: +1 | Perception: 15 | Darkvision: No | Inspiration: Yes
    • Languages: Gnomish, Common, Celestial
      Spell Slots: 0, 1st: 3
---

Marching Orders
Scout
  • Kelben
5-foot
  • Hargrem
    Kelben
    Sky
    Klilxuac
10-foot
  • Kelben | Hargrem
    Klilxuac | Sky
Rolls
  • None.
-- Project --
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-- DM --
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Re: Session 1: The Citadel

#2 Post by GreyWolfVT »

Kelben checks the door for any hidden traps it might contain if finding none he will proceed to open the door. If a trap is found the gnome will work on disarming it.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Session 1: The Citadel

#3 Post by dmw71 »

Hallway
After Kelben determines the door to be safe, the rogue cracks it open and peers beyond.

The gnome relays that his view is filled with a 10-foot wide by 40-foot long stone hallway. A wooden door with pull ring is centered on the far wall at the corridor's end, and similar doors, these made of stone, are found roughly 15-feet before the end of the hall on either side of the passage.
Hallway.jpg
Hallway.jpg (83.25 KiB) Viewed 3505 times
Unlike the previous area explored, which was coated in thick layers of dust, this dust in this new hallway is the expected thin layer with some occasional sections of rocky debris.



---
  • I'm going to assume that Klilxuac casts his 'Light' spell on a pebble before entering.
  • If you haven't already done so, please make sure to add a Potion of Healing to your character sheets.
    Note, a regular potion of healing is considered 'other gear' and not a magic item:
    Potion of Healing.jpg
    Potion of Healing.jpg (67.89 KiB) Viewed 3505 times

Actions?

---[/ooc]

Date: 13 Flamerule 1489
Time: 13:33 (Sunrise: 05:54, Sunset: 20:09)
Temp: 62°F
Conditions: Cool.
Light Sources:
  • Klilxuac: 'Light' spell (purple; 20' radius + 20' dim) on small pebble (Extinguished: 13 Flamerule @ 14:32)
Known Conditions/Spells in Effect:
  • Klilxuac: 'Light' spell (Detailed in 'Light Sources' section, above.)
Character Status
  • GreyWolfVT | Kelben | Rock Gnome | Rogue ( 2) | NG | HD: 1d8 (5) | HP: 17 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes
    • Languages: Common, Gnomish, Thieves’ Cant
      Spell Slots: None
    ---
  • Monsieur Rose | Sky | Tabaxi | Bard (2) | CN | HD: 1d8 (5) | HP: 15 | AC: 14 | SP: 30' | Initiative: +3 | Perception: 13 | Darkvision: Yes | Inspiration: Yes
    • Languages: Common, Infernal
      Spell Slots: 0, 1st: 3
    ---
  • Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (2) | CG | HD: 1d6 (4) | HP: 14 | AC: 12 | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
    • Languages: Common, Draconic, Elvish, Abyssal
      Spell Slots: 0, 1st: 3 (Note: Wild Magic)
    ---
  • Shaede | Hargrem | Human (Variant) | Cleric (2) | NG | HP: 17 | AC: 17 | SP: 30' | Initiative: +1 | Perception: 15 | Darkvision: No | Inspiration: Yes
    • Languages: Gnomish, Common, Celestial
      Spell Slots: 0, 1st: 3
---

Marching Orders
Scout
  • Kelben
5-foot
  • Hargrem
    Kelben
    Sky
    Klilxuac
10-foot
  • Kelben | Hargrem
    Klilxuac | Sky
Rolls
  • None.
-- Project --
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-- DM --
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Re: Session 1: The Citadel

#4 Post by GreyWolfVT »

Kelben examines the hallway before proceeding forward looking for anything out of the normal that indicates a trap might be in place. If he determines the hallway to be safe he will move up and check out the door on his left first then the one on the right. But before doing so he will wait for the others to follow.

Perception [1d20+1] = 17+1 = 18
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Session 1: The Citadel

#5 Post by Scott308 »

Qelgrax Klilxuac

Before proceeding down the hallway, Klilxuac will take a moment to cast Mage Armor on himself.

He'll now have an AC of 15 for the next 8 hours.
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson

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Re: Session 1: The Citadel

#6 Post by Monsieur Rose »

Sky

Grateful for a new day, Sky bounds about with energy. She quickly scampers up behind Kelben as he examines the southern door. "What is it? What do you see? A trap? Where?"

Without waiting for an answer, she moves to the northern door and mimics Kelben's inspection. "Hmm, yes...I see."

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Re: Session 2: Return to the Citadel

#7 Post by dmw71 »

Hallway and Doors
Kelben carefully studies the looming hallway before proceeding, keeping an eye out for anything untoward. In the dirt and dust that cover the passage, the gnome spies many sets of overlapping footprints left by small humanoids which, when he tracks these prints with his eyes, appear to form a scattered path that ultimately continues to the door on the far wall. Otherwise, the passage is deemed to be safe.

Entering the hall, he begins to make his way to the 5-foot wide stone door on the left, waving the rest of the group on behind him. Sky, filled with exuberance, quickly scampers up behind Kelben as the rogue begins his examination. "What is it? What do you see? A trap? Where?" she praddles excitedly. Without waiting for an answer, the tabaxi moves to the door across the hall, on the right wall, and mimics Kelben's techniques. "Hmm, yes...I see."


Slight cracking in the solid stone door in the left wall suggest that it has been in place for some time, but otherwise appears solid. A relief of a swimming, dragon-like fish is carved into the face of this door. The door has a fairly elaborate keyhole lock, which appears to be set, and an iron pull ring.

The door on the right which Sky is inspecting is more simple. The stone is in the same relative condition, and there is an iron pull ring, but no lock.
Doors.jpg
Doors.jpg (30.8 KiB) Viewed 3503 times

No noises are heard coming from beyond either door.

While not carefully examined, the group can tell that the door on the far wall is made of simple wood construction with an unlocked handle.




---
  • Scott, please make a Wild Magic roll for your 'Mage Armor' spell. ;)
  • Ed, if your plan is to unlock the door, please make a simple Dexterity check (+6) against a DC 20, per the 'Locked Doors' details created after your first attempt.
  • I will leave this note here until everyone is able to add the Potion of Healing to their character sheets (Hargrem, Kelben, Klilxuac, Sky).
    Note, a regular potion of healing is considered 'other gear' and not a magic item:
    The attachment Potion of Healing.jpg is no longer available

Actions?

---[/ooc]

Date: 13 Flamerule 1489
Time: 13:34 (Sunrise: 05:54, Sunset: 20:09)
Temp: 62°F
Conditions: Cool.
Light Sources:
  • Klilxuac: 'Light' spell (purple; 20' radius + 20' dim) on small pebble (Extinguished: 13 Flamerule @ 14:32)
Known Conditions/Spells in Effect:
  • Klilxuac: 'Light' spell (Cantrip) (Detailed in 'Light Sources' section, above.) (Detailed in 'Light Sources' section, above.)
  • Klilxuac: 'Mage Armor' spell (1st-level) (Ends: 13 Flamerule @ 21:33)
Character Status
  • GreyWolfVT | Kelben | Rock Gnome | Rogue ( 2) | NG | HD: 1d8 (5) | HP: 17 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes
    • Languages: Common, Gnomish, Thieves’ Cant
      Spell Slots: None
    ---
  • Monsieur Rose | Sky | Tabaxi | Bard (2) | CN | HD: 1d8 (5) | HP: 15 | AC: 14 | SP: 30' | Initiative: +3 | Perception: 13 | Darkvision: Yes | Inspiration: Yes
    • Languages: Common, Infernal
      Spell Slots: 0, 1st: 3
    ---
  • Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (2) | CG | HD: 1d6 (4) | HP: 14 | AC: (15) 12 | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
    • Languages: Common, Draconic, Elvish, Abyssal
      Spell Slots: 0, 1st: 3, 2 (Note: Wild Magic)
    ---
  • Shaede | Hargrem | Human (Variant) | Cleric (2) | NG | HP: 17 | AC: 17 | SP: 30' | Initiative: +1 | Perception: 15 | Darkvision: No | Inspiration: Yes
    • Languages: Gnomish, Common, Celestial
      Spell Slots: 0, 1st: 3
---

Marching Orders
Scout
  • Kelben
5-foot
  • Hargrem
    Kelben
    Sky
    Klilxuac
10-foot
  • Kelben | Hargrem
    Klilxuac | Sky
Rolls
  • None.
Last edited by dmw71 on Thu May 24, 2018 4:03 am, edited 2 times in total.
Reason: Edit: Added "door" after in the following sentence: "Slight cracking in the solid stone in the left wall..."
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Re: Session 1: The Citadel

#8 Post by GreyWolfVT »

Kelden attempts to open his door merely testing to see if it is locked or not.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Session 1: The Citadel

#9 Post by dmw71 »

The door is locked.
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Re: Session 1: The Citadel

#10 Post by GreyWolfVT »

Kelben digs out his picks and gets to work on the lock for his door.

Sleight of Hand [1d20 +4] = 10+4 = 14
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Session 1: The Citadel

#11 Post by Scott308 »

Qelgrax Klilxuac

The sorcerer will hang back, allowing those investigating the doors to do their thing.
Wild Magic Surge: [1d20] = 2; Result (if a 1 was rolled): [1d100] = 39
Close, but nothing strange happens...this time.
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson

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Re: Session 2: Return to the Citadel

#12 Post by Monsieur Rose »

Sky

The promise of an openable door without a lock is too great. Sky slowly pushes on the door to open it slightly and peeks inside.

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Re: Session 2: Return to the Citadel

#13 Post by dmw71 »

Left Door, Right Door
Kelben fetches his trusty lockpick set from his pouch and begins to work on the tumblers. The rogue hears one click, then a second, but the lock gets stuck before finally releasing and the gnome stops his efforts before his pick snaps from strain.

Across the hall, Sky succumbs to her curiosity and, grabbing hold of the pull ring on the door she's examining, gives it a light tug, slowly opens it a foot or so and peeks her head inside.
Right Door.jpg
Right Door.jpg (43.5 KiB) Viewed 3484 times
The door opens to a small, 20-foot square chamber that lies mostly in ruin and, with the exception of scattered piles of rocky debris and fragments of wooden furniture, lies mostly empty. Very few of the small humanoid footprints appear to have entered the area, but their progress was limited as they do not appear to have ventured far inside before seeming to have turned around and exited.

Unable, at least for the moment, to get into the room with the fish-dragon relief, the door of simple wood construction on the far wall appears to be the only option.



---
  • I will leave this note here until everyone is able to add the Potion of Healing to their character sheets (Hargrem, Kelben, Klilxuac, Sky).
    Note, a regular potion of healing is considered 'other gear' and not a magic item:
    The attachment Potion of Healing.jpg is no longer available

Actions?

---[/ooc]

Date: 13 Flamerule 1489
Time: 13:35 (Sunrise: 05:54, Sunset: 20:09)
Temp: 62°F
Conditions: Cool.
Light Sources:
  • Klilxuac: 'Light' spell (purple; 20' radius + 20' dim) on small pebble (Extinguished: 13 Flamerule @ 14:32)
Known Conditions/Spells in Effect:
  • Klilxuac: 'Light' spell (Cantrip) (Detailed in 'Light Sources' section, above.) (Detailed in 'Light Sources' section, above.)
  • Klilxuac: 'Mage Armor' spell (1st-level) (Ends: 13 Flamerule @ 21:33)
Character Status
  • GreyWolfVT | Kelben | Rock Gnome | Rogue ( 2) | NG | HD: 1d8 (5) | HP: 17 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes
    • Languages: Common, Gnomish, Thieves’ Cant
      Spell Slots: None
    ---
  • Monsieur Rose | Sky | Tabaxi | Bard (2) | CN | HD: 1d8 (5) | HP: 15 | AC: 14 | SP: 30' | Initiative: +3 | Perception: 13 | Darkvision: Yes | Inspiration: Yes
    • Languages: Common, Infernal
      Spell Slots: 0, 1st: 3
    ---
  • Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (2) | CG | HD: 1d6 (4) | HP: 14 | AC: (15) 12 | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
    • Languages: Common, Draconic, Elvish, Abyssal
      Spell Slots: 0, 1st: 3, 2 (Note: Wild Magic)
    ---
  • Shaede | Hargrem | Human (Variant) | Cleric (2) | NG | HP: 17 | AC: 17 | SP: 30' | Initiative: +1 | Perception: 15 | Darkvision: No | Inspiration: Yes
    • Languages: Gnomish, Common, Celestial
      Spell Slots: 0, 1st: 3
---

Marching Orders
Scout
  • Kelben
5-foot
  • Hargrem
    Kelben
    Sky
    Klilxuac
10-foot
  • Kelben | Hargrem
    Klilxuac | Sky
Rolls
  • None.
-- Project --
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-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Re: Session 2: Return to the Citadel

#14 Post by GreyWolfVT »

Kelben sighs having failed to completely pick the door lock and having almost broken his pick. "Guess this door is out of the question unless we try and force it open. I nearly broke my picks trying to unlock it." he admits his defeat.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Session 2: Return to the Citadel

#15 Post by Shaede »

Hargrem

Oh Hargrem, how in the world did you get yourself into this one? the cleric thinks to himself as they charge through a door. He remembers bits and pieces of the night before. He was enjoying his beer in the comfort of the tavern in Oakhurst when a motley crew of odd folks entered and shared stories of undead dragonpriests, apples, and something about children, maybe. It was all a slight blur. But, his duty was to Tymora - the goddess of luck, and if there were some evil presence nearby that was preying on innocent townspeople, Hargrem felt that he needed to be a part of it. Additionally, he was running low on gold, so if he was going to have another drink, then he needed to earn a little bit more.

He woke the next morning with a bit of a headache. Nothing that a nip of whiskey wouldn't cure. When he finished up, he met the others at some lady's house. He guessed that she was the benefactor of this little mission. While the others were talking, he took them in one by one. A dragonborne, a kitty cat, and a gnome all walked into a bar...and the cleric started laughing to himself. He kindly took up his place amongst the party for the journey to the Sunless Citadel. It sounded ominous to him. Along the journey, he shared his tale with his companions. A former acoloyte of Tymora, he was sent out to see the world and risk it all for her. His mission was to rid the world of all those who would willingly instill misfortune and trickery on unsuspecting souls. These goblins seemed to fit the bill, and so he firmly believed in this righteous cause.

As they approached the stairway down, he peered over the edge. It was a long way down, but Hargrem had no fear. He was fueled either by the whiskey or his faith. He didn't really knew. The cleric followed the others down and into the courtyard. Climbing the stones and making his way into the room with two doors. Their luck ran out, he said looking at the dead goblins on the floor. Good riddance. He then watched as the gnome's luck seemed to be in his favor as he opened the doors beyond and proceeded down the hallway. Hargrem was a bit awed at the age of this place. A sunken citadel that fell into ruin. Oh the stories these walls could tell, he said as the others were examining the doors. Finally, the Kelben was able to to open one of the doors and peer in. Hargrem, excited at what could be on the other side, walked into the room ever so slightly and looked around himself.

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Re: Session 2: Return to the Citadel

#16 Post by dmw71 »

Supply Closet
Hargrem decides a closer inspection of the small room Sky exposed is in order, and steps inside to find the air dank and dusty. Klilxuac, realizing their new human companion lacks the ability to see in the dark, steps to the door and shines the purple light from his glowing pebble into the room.
Room.jpg
Room.jpg (43.86 KiB) Viewed 3470 times
The dust and dirt in the room suggest that the area seems to be largely ignored. Scraps of splintered wood lie randomly in sections of the floor; likely remnants of what were once racks, or desks, or similar type of furniture that has been removed or no longer exists.

There are no other exits, and nothing else of interest is detected.




---



Actions?

---


Date: 13 Flamerule 1489
Time: 13:36 (Sunrise: 05:54, Sunset: 20:09)
Temp: 62°F
Conditions: Cool.
Light Sources:
  • Klilxuac: 'Light' spell (purple; 20' radius + 20' dim) on small pebble (Extinguished: 13 Flamerule @ 14:32)
Known Conditions/Spells in Effect:
  • Klilxuac: 'Light' spell (Cantrip) (Detailed in 'Light Sources' section, above.) (Detailed in 'Light Sources' section, above.)
  • Klilxuac: 'Mage Armor' spell (1st-level) (Ends: 13 Flamerule @ 21:33)
Character Status
  • GreyWolfVT | Kelben | Rock Gnome | Rogue ( 2) | NG | HD: 1d8 (5) | HP: 17 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes
    • Languages: Common, Gnomish, Thieves’ Cant
      Spell Slots: None
    ---
  • Monsieur Rose | Sky | Tabaxi | Bard (2) | CN | HD: 1d8 (5) | HP: 15 | AC: 14 | SP: 30' | Initiative: +3 | Perception: 13 | Darkvision: Yes | Inspiration: Yes
    • Languages: Common, Infernal
      Spell Slots: 0, 1st: 3
    ---
  • Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (2) | CG | HD: 1d6 (4) | HP: 14 | AC: (15) 12 | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
    • Languages: Common, Draconic, Elvish, Abyssal
      Spell Slots: 0, 1st: 3, 2 (Note: Wild Magic)
    ---
  • Shaede | Hargrem | Human (Variant) | Cleric (2) | NG | HP: 17 | AC: 17 | SP: 30' | Initiative: +1 | Perception: 15 | Darkvision: No | Inspiration: Yes
    • Languages: Gnomish, Common, Celestial
      Spell Slots: 0, 1st: 3
---

Marching Orders
Scout
  • Kelben
5-foot
  • Hargrem
    Kelben
    Sky
    Klilxuac
10-foot
  • Kelben | Hargrem
    Klilxuac | Sky
Rolls
  • None.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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GreyWolfVT
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Re: Session 2: Return to the Citadel

#17 Post by GreyWolfVT »

Kelben gives the locked door another attempt....
hmm i hope that is good.... :?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

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Shaede
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Re: Session 2: Return to the Citadel

#18 Post by Shaede »

Hargrem

Hargrem looked around the room, and was less impressed. A lot of destruction occurred here, and he wondered what would posses someone to take their frustrations out on wooden furniture. The cleric is a bit of a softie, so random acts of violence are strange to him. While he was investigating the room, he noticed that Kelben was working on the door across the hall. Thanking the dragonborn as he walked by him for the light, Hargrem went up to the door and looked towards Kelben. Did you fare a bit better this go around? Well done! and then he opened the door with his shield at the ready.

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dmw71
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Re: Session 2: Return to the Citadel

#19 Post by dmw71 »

Keg
Just as Hargrem gives up on the neglected supply closet across the way, Kelben renews his determination and puts his picks to the lock again. Three clicks later, the rogue backs away proudly, and allows Hargrem, and Klilxuac with his light, to assume the lead.

The cleric, possibly still trying to prove himself to his new travel companions, boldly grabs hold of the iron ring on the now unlocked door with the dragon-like fish swimming carved in relief upon it and gives it a pull. The door opens into a 10-foot square chamber hewn of stone.

In the far corner of he room rests a solid iron keg with rusted lead pipes feeding into it from the floor.
Keg.jpg
Keg.jpg (32.14 KiB) Viewed 3473 times
There do not appear to be any other exits.



---

I'll accept the roll, but a lockpick attempt is a simple Dexterity check and doesn't use the slight of hand skill, per the 'Locked Doors' rules.
Multiple Ability Checks wrote:"Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task. However, no amount of repeating the check allows a character to turn an impossible task into a successful one."



Actions?

---


Date: 13 Flamerule 1489
Time: 13:37 (Sunrise: 05:54, Sunset: 20:09)
Temp: 62°F
Conditions: Cool.
Light Sources:
  • Klilxuac: 'Light' spell (purple; 20' radius + 20' dim) on small pebble (Extinguished: 13 Flamerule @ 14:32)
Known Conditions/Spells in Effect:
  • Klilxuac: 'Light' spell (Cantrip) (Detailed in 'Light Sources' section, above.) (Detailed in 'Light Sources' section, above.)
  • Klilxuac: 'Mage Armor' spell (1st-level) (Ends: 13 Flamerule @ 21:33)
Character Status
  • GreyWolfVT | Kelben | Rock Gnome | Rogue ( 2) | NG | HD: 1d8 (5) | HP: 17 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes
    • Languages: Common, Gnomish, Thieves’ Cant
      Spell Slots: None
    ---
  • Monsieur Rose | Sky | Tabaxi | Bard (2) | CN | HD: 1d8 (5) | HP: 15 | AC: 14 | SP: 30' | Initiative: +3 | Perception: 13 | Darkvision: Yes | Inspiration: Yes
    • Languages: Common, Infernal
      Spell Slots: 0, 1st: 3
    ---
  • Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (2) | CG | HD: 1d6 (4) | HP: 14 | AC: (15) 12 | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
    • Languages: Common, Draconic, Elvish, Abyssal
      Spell Slots: 0, 1st: 3, 2 (Note: Wild Magic)
    ---
  • Shaede | Hargrem | Human (Variant) | Cleric (2) | NG | HP: 17 | AC: 17 | SP: 30' | Initiative: +1 | Perception: 15 | Darkvision: No | Inspiration: Yes
    • Languages: Gnomish, Common, Celestial
      Spell Slots: 0, 1st: 3
---

Marching Orders
Scout
  • Kelben
5-foot
  • Hargrem
    Kelben
    Sky
    Klilxuac
10-foot
  • Kelben | Hargrem
    Klilxuac | Sky
Rolls
  • None.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Scott308
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Re: Session 2: Return to the Citadel

#20 Post by Scott308 »

Qelgrax Klilxuac

The sorcerer wanders into the room, looking at the pipey contraption. What the heck is this?
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