Session 2: Return to the Citadel

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Re: Session 2: Return to the Citadel

#121 Post by GreyWolfVT »

Kelben will try to stealthily move up to the intersection in the hallway before him to check all directions as far as he can see for the source of the scurrying noise. The gnome looks happy to be away from the cold door of death.
“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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Re: Session 2: Return to the Citadel

#122 Post by dmw71 »

Dry Fountain
While Klilxuac, Sky, and Meepo remain back in the chamber with the cold door and dry fountain, Hargrem and Kelben turn their attention to the hallway leading out of the room, and the sound emanating from it.

The cleric remains fixed at his spot at the doorway, listening intently to identify the sounds coming from the corridor beyond, and is confident that rats are responsible for it -- whether the rats are of the normal or giant variety is too difficult to tell. The man of faith calls upon Tymora to assist him in sensing the location of any undead creatures in the area, and while he is not certain, Hargrem has a suspicion that the door of cold should be avoided.

The rogue carefully creeps forward and quickly notices that the side branches to the crossing hall are short. To his right, the passage ends after 10-feet with a mostly destroyed wall; the floor filled with rubble. The passage to his left also ends after 10-feet, but the wall terminating the passage is in much better condition, and a familiar stone door with iron pull ring occupies the center of it:
Hallway.jpg
Hallway.jpg (84.94 KiB) Viewed 427 times
The passage continues beyond this intersection and appears to be lined with wooden doors -- at least three pairs lining either side -- all of them ajar. These doors appear to be made of a white, birch wood, and warping and cracks indicate they are not in the best condition.

This area beyond the intersection smells musky.


---



Actions?

---


Date: 13 Flamerule 1489
Time: 15:33 (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 @ 16:03)
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): 2 | HP: 17 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes ---
  • Monsieur Rose | Sky | Tabaxi | Bard (2) | CN | HD (1d8): 2 | HP: 15 | AC: 14 | SP: 30' | Initiative: +3 | Perception: 13 | Darkvision: Yes | Inspiration: Yes ---
  • Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (2) | CG | HD (1d6): 2, 1 | HP: 14-5 = 9-4 = 5-4 = 1+6 = 7+4 = 11 | AC: (15) 12 | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
    • Languages: Common, Draconic, Elvish, Abyssal
      Spell Slots: 0: 4, 1st: 3, 2, 1
      Breath Weapon: 1 (DC: 11 | Damage 2d6; save for half)
      Features:
    ---
  • Shaede | Hargrem | Human (Variant) | Cleric (2) | NG | HD (1d8): 2, 1 | HP: 17 | AC: 17 | SP: 30' | Initiative: +1 | Perception: 15 | Darkvision: No | Inspiration: Yes
---

Marching Orders
Scout
  • Kelben
5-foot
  • Hargrem
    Kelben
    Sky
    Klilxuac
    Meepo
10-foot
  • Kelben | Hargrem
    Meepo
    Klilxuac | Sky
Rolls
  • None.

-- Games --
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-- 2025 --
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.
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Re: Session 2: Return to the Citadel

#123 Post by GreyWolfVT »

Kelben looks for anything that might be a trap on the floor on the room with the collapsed wall and the door to the left. Then he'll move over to inspect the door to the left for any potential traps after checks are completed he will signal the others to advance if safe.
“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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Re: Session 2: Return to the Citadel

#124 Post by Scott308 »

Qelgrax Klilxuac

The sorcerer walks over to the cold door and, without touching it, attempts to listen for any sounds coming from the other side. We are searching for a white dragon, remember, and they like the cold.
On November 2nd I will 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

#125 Post by GreyWolfVT »

Kelben briefly heads back to the others and adds his concern for that cold door "Dragons like cold but undead not care about it either. That thing was something about dead and I don't care to relive that troll thing. Let's press forward and deal with that cold death door later."
“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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

#126 Post by dmw71 »

Doors
Kelben scouts ahead, looking first to the area of rubble off to the right, being wary of any potential traps. The ruined section, which is completely impassable, appears to have been completely destroyed when the citadel was swallowed into the earth. A large pile of debris, consisting of rocks of all sizes, are strewn about randomly, but there is no hint of anything buried underneath or otherwise out of place.

Turning his attention to the opposite side of the passage, the rogue inspects the new section which is in a much better state. The familiar stone door with iron pull ring does not appear to be trapped, and no noise is heard coming from the other side.
Doors.jpg
Doors.jpg (61.73 KiB) Viewed 408 times
"We are searching for a white dragon, remember, and they like the cold," Klilxuac says as he draws closer to the cold door. Without allowing his ear to make contact with its surface, the dragonborn listens carefully for any hint of sound coming from the other side. There is none.

The sorcerer does, however, manage to notice the tiny area between the bottom of the door and the surface of the floor goes dark ever so briefly. It's rare, and very intermittent, but Klilxuac is convinced there is a light on the other side that flickers occasionally.

Kelben, having returned from his search and relayed his findings, remembers the uneasy feeling Hargrem had. "Dragons like cold, but undead do not care about it either," the rogue cautions.
Cold Door.jpg
Cold Door.jpg (34.46 KiB) Viewed 408 times
"I don't care to relive that troll thing, so I suggest we press forward and deal with that cold death door later."

Meepo remains silent on the matter, seemingly not wanting to interfere in the decisions of his host party.





---



Actions?

---


Date: 13 Flamerule 1489
Time: 15:35 (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 @ 16:03)
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): 2 | HP: 17 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes ---
  • Monsieur Rose | Sky | Tabaxi | Bard (2) | CN | HD (1d8): 2 | HP: 15 | AC: 14 | SP: 30' | Initiative: +3 | Perception: 13 | Darkvision: Yes | Inspiration: Yes ---
  • Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (2) | CG | HD (1d6): 2, 1 | HP: 14-5 = 9-4 = 5-4 = 1+6 = 7+4 = 11 | AC: (15) 12 | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
    • Languages: Common, Draconic, Elvish, Abyssal
      Spell Slots: 0: 4, 1st: 3, 2, 1
      Breath Weapon: 1 (DC: 11 | Damage 2d6; save for half)
      Features:
    ---
  • Shaede | Hargrem | Human (Variant) | Cleric (2) | NG | HD (1d8): 2, 1 | HP: 17 | AC: 17 | SP: 30' | Initiative: +1 | Perception: 15 | Darkvision: No | Inspiration: Yes
---

Marching Orders
Scout
  • Kelben
5-foot
  • Hargrem
    Kelben
    Sky
    Klilxuac
    Meepo
10-foot
  • Kelben | Hargrem
    Meepo
    Klilxuac | Sky
Rolls
  • None.

-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
.
.
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

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Re: Session 2: Return to the Citadel

#127 Post by GreyWolfVT »

Kelben having said his feelings about the death door move back up to the next closed door and opens it slowly peering through it when it is about half open if nothing is seen directly he will open the door fully and draw his sword out.
“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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Re: Session 2: Return to the Citadel

#128 Post by dmw71 »

Storage Closet
Kelben, clearly of the opinion that the cold door should remain closed, exits the room and turns the corner to the left. There, he opens it slowly and peers inside and reveal a largely empty chamber. Some broken racks or shelves lie splintered on the floor, along with some rat droppings, crumbled flagstone, and various stains.
Storage Closet.png
Storage Closet.png (535.02 KiB) Viewed 404 times
Another stone door with iron pull ring lies near the corner of this new room in the wall to his right.

Meepo, anxious to leave the room with the dry fountain and cold door, follows behind the gnome rogue.


---



Actions?

---


Date: 13 Flamerule 1489
Time: 15:36 (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 @ 16:03)
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): 2 | HP: 17 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes ---
  • Monsieur Rose | Sky | Tabaxi | Bard (2) | CN | HD (1d8): 2 | HP: 15 | AC: 14 | SP: 30' | Initiative: +3 | Perception: 13 | Darkvision: Yes | Inspiration: Yes ---
  • Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (2) | CG | HD (1d6): 2, 1 | HP: 14-5 = 9-4 = 5-4 = 1+6 = 7+4 = 11 | AC: (15) 12 | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
    • Languages: Common, Draconic, Elvish, Abyssal
      Spell Slots: 0: 4, 1st: 3, 2, 1
      Breath Weapon: 1 (DC: 11 | Damage 2d6; save for half)
      Features:
    ---
  • Shaede | Hargrem | Human (Variant) | Cleric (2) | NG | HD (1d8): 2, 1 | HP: 17 | AC: 17 | SP: 30' | Initiative: +1 | Perception: 15 | Darkvision: No | Inspiration: Yes
---

Marching Orders
Scout
  • Kelben
5-foot
  • Hargrem
    Kelben
    Sky
    Klilxuac
    Meepo
10-foot
  • Kelben | Hargrem
    Meepo
    Klilxuac | Sky
Rolls
  • None.

-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
.
.
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

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Re: Session 2: Return to the Citadel

#129 Post by GreyWolfVT »

Kelben takes his usual precautions and checks the floor in the empty room before moving towards the other door in it. If the floor appears to be safe he will walk over to the other door and check to see if it is locked or trapped. If neither he will open it slowly.
“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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

#130 Post by Monsieur Rose »

Sky

As Meepo creeps forward, Sky does the same. As she peers down the corridor with the birch doors, she remarks: "That would be an excellent place for an ambush. You could use the doors as cover and shoot intruders stuck in the tight space." She looks around, realizing she is in that tight space and quickly moves to follow Kelben. She gently guides Meepo out of the corridor as well.
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Re: Session 2: Return to the Citadel

#131 Post by Shaede »

Hargrem

Sensing that danger may be present, the cleric followed the others into the large room. He was worried for their safety, firstly. Secondly, he did not want the group wandering too far away from each other. Hargrem recalled the story the others had told of the dragonpriest, and he swore that the same fate would not befall them on this foray back into the Sunless Citadel.

Hargrem walked up to the gnome and looked over his shoulder, easily given the height difference of the two. What do you see, Kelben? Looks pretty empty as far as I can tell. Though, I heard some rats out in the hall earlier. Maybe they did not want to mess with the mighty ratkillers from Oakhurst! Hargrem laughed a little.
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Re: Session 2: Return to the Citadel

#132 Post by GreyWolfVT »

Kelben replies to Hargrem "Empty save for that other door that might lead into the room ahead with the open door that is on the left."
“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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

#133 Post by dmw71 »

Trap Detected, and Caltrops
Deeming the floor in the storage closet to be safe, Kelben cautiously moves towards the door in the corner and, taking his usual precautions, inspects it for locks or traps. The rogue finds the door to be unlocked, and not trapped, so he slowly begins to open the door... which is when the gnome suddenly stops the process of opening the door and rifles through his pack as the others watch on. Producing a small mirror from his set of thieves' tools, Kelben holds it and sticks his arm into the narrow opening. After a few slight adjustments, the rouge is able to catch the reflection of a small bell attached to the door, about 3-feet off the ground. Realizing it may not be possible to easily remove the bell from the opposite side of the door to which it's attached, the rogue is confident that the door can be opened without triggering an alarm if done so slowly.

Behind the rogue, Sky guides Meepo into the room, and they are followed by Hargrem and Klilxuac who settle into this new room as well. The cleric easily peers over the Kelben's shoulder as the gnome works and asks he what he sees.


The gnome slowly finishes opening the door to reveal a 10-foot-wide hall, the floor of which is liberally strewn with hundreds of sharp caltrops. On the opposite end of this new passage, progress into another area beyond is partially blocked by a roughly mortared, 3-foot-high wall, complete with crenelations.
Caltrops.png
Caltrops.png (241.08 KiB) Viewed 386 times
A foul stench emanates from the open area beyond this makeshift barrier at the end of the new hallway.




---

Happy 4th of July, all.



Actions?

---


Date: 13 Flamerule 1489
Time: 15:37 (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 @ 16:03)
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): 2 | HP: 17 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes ---
  • Monsieur Rose | Sky | Tabaxi | Bard (2) | CN | HD (1d8): 2 | HP: 15 | AC: 14 | SP: 30' | Initiative: +3 | Perception: 13 | Darkvision: Yes | Inspiration: Yes ---
  • Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (2) | CG | HD (1d6): 2, 1 | HP: 14-5 = 9-4 = 5-4 = 1+6 = 7+4 = 11 | AC: (15) 12 | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
    • Languages: Common, Draconic, Elvish, Abyssal
      Spell Slots: 0: 4, 1st: 3, 2, 1
      Breath Weapon: 1 (DC: 11 | Damage 2d6; save for half)
      Features:
    ---
  • Shaede | Hargrem | Human (Variant) | Cleric (2) | NG | HD (1d8): 2, 1 | HP: 17 | AC: 17 | SP: 30' | Initiative: +1 | Perception: 15 | Darkvision: No | Inspiration: Yes
---

Marching Orders
Scout
  • Kelben
5-foot
  • Hargrem
    Kelben
    Sky
    Klilxuac
    Meepo
10-foot
  • Kelben | Hargrem
    Meepo
    Klilxuac | Sky
Rolls
  • None.

-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
.
.
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

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Re: Session 2: Return to the Citadel

#134 Post by Scott308 »

Qelgrax Klilxuac

The dragonborn follows along with the rest of the party.
On November 2nd I will 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

#135 Post by GreyWolfVT »

Kelben looks the situation over shaking his head but still thinking if it is worth giving this a run or trying to deal with all the open doors down the other hallway.....eventually he concludes "I don't think we wish to take this path then again that is likely what the goblins want us to think...." still thinking the situation over the gnome takes his time hoping the others will chime in.
“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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

#136 Post by Scott308 »

Qelgrax Klilxuac

Responding in a low voice, the sorcerer gives his two coppers. I think they are relying on anyone coming through here to open the door quickly and ring the bell, while an ambush is likely set up in the inviting hallway. If we can get through the door quietly and shuffle our feet so as to not step on the caltrops, we may be able to turn the tables on the goblins and catch them unaware.
The hallway seems too...obvious a route to take.
On November 2nd I will 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

#137 Post by GreyWolfVT »

Kelben nods as Qelgrax says his bit. "I do agree both ways feel a trap the open doors in the hallway out there surely is a setup to that I completely agree." hesitant at first the gnome decides to give the dragonborn's suggestion a go. Trying to slide his feet between the caltrops and to make it over to where the bell is. Then once at the bell he attempts to disable the bell as quietly as he can. Using one hand to hold the bell and clapper so it cannot make noise and his other hand to take out his dagger and cut the string/rope it is tied to.
“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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

#138 Post by dmw71 »

Caltrop Hallway
Kelben holds at the end of the 10-foot-wide caltrop passage and considers the group's options: Deal with this current route and deal with the bell and caltrops and foul stench, or turn back and press on down the main hall, where there are open doors, its own foul rotting smell, and a scurrying sound.

"I think they are relying on anyone coming through here to open the door quickly and ring the bell," Klilxuac says quietly of their current progress. "While an ambush is possible, if not likely, if we can get through the door quietly and shuffle our feet so as to not step on the caltrops, we may be able to turn the tables on the goblins and catch them unaware."

Kelben nods as the dragonborn says his piece. "Both ways feel a trap," the gnome starts, before ultimately concluding that their current route may be the safer decision. The rouge cracks open the door and, sliding his feet so as to avoid stepping on one of the many pronged nuisances covering the surface of the floor in this hallway, circles around to the opposite, interior side the door. There, the rogue slowly and quietly pinches the clapper against the side of the bell as to prevent it from clanging and, using his blade, successfully snips the bit of coarse string fastening the clapper in place.

With the bell disabled, the door is freely opened without worry of an alarm being triggered and the group is able to proceed.
Caltrop Hallway.jpg
Caltrop Hallway.jpg (59 KiB) Viewed 373 times
At the end of the hall, a crudely mortared, 3-foot-high wall, complete with crenelations stands as a barrier between the current strip of hallway and the area beyond, from which, a foul stench emanates.



---

FYI: Caltrops
"Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage.

Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point.

A creature moving through the area at half speed doesn't need to make the save."



Actions?

---


Date: 13 Flamerule 1489
Time: 15:38 (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 @ 16:03)
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): 2 | HP: 17 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes ---
  • Monsieur Rose | Sky | Tabaxi | Bard (2) | CN | HD (1d8): 2 | HP: 15 | AC: 14 | SP: 30' | Initiative: +3 | Perception: 13 | Darkvision: Yes | Inspiration: Yes ---
  • Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (2) | CG | HD (1d6): 2, 1 | HP: 14-5 = 9-4 = 5-4 = 1+6 = 7+4 = 11 | AC: (15) 12 | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
    • Languages: Common, Draconic, Elvish, Abyssal
      Spell Slots: 0: 4, 1st: 3, 2, 1
      Breath Weapon: 1 (DC: 11 | Damage 2d6; save for half)
      Features:
    ---
  • Shaede | Hargrem | Human (Variant) | Cleric (2) | NG | HD (1d8): 2, 1 | HP: 17 | AC: 17 | SP: 30' | Initiative: +1 | Perception: 15 | Darkvision: No | Inspiration: Yes
---

Marching Orders
Scout
  • Kelben
5-foot
  • Hargrem
    Kelben
    Sky
    Klilxuac
    Meepo
10-foot
  • Kelben | Hargrem
    Meepo
    Klilxuac | Sky
Rolls
  • None.

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-- 2025 --
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Re: Session 2: Return to the Citadel

#139 Post by GreyWolfVT »

Kelben continues moving towards the short wall sliding his feet so as not to step on any sharp caltrops along the way.
“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Scott308
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Re: Session 2: Return to the Citadel

#140 Post by Scott308 »

Qelgrax Klilxuac

The sorcerer slowly and quietly shuffles down the hallway behind the rogue.
On November 2nd I will 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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