Session 3: Day Two in the Citadel
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33183
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: Session 3: Day Two in the Citadel
Kelben "Oh sorry." the gnome sheepishly replies about the stick. "Yes I am of similar mind with my friend here what if we offer to help get you your tribe back would you aid us?"
“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
DM - GreyWolf's Mystara Adventures - AD&D 2e
― 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
- Scott308
- Guy Who Gamed With The Famous People
- Posts: 7147
- Joined: Thu Oct 02, 2014 3:13 am
- Location: Oregon, WI
Re: Session 3: Day Two in the Citadel
Qelgrax Klilxuac
Surprised that nobody has claimed the healing potion, the dragonborn sighs as he gathers that up as well. Erky has been helpful, but Klilxuac doesn't really want the gnome taking a potion that could come in handy if they end up fighting Belak and these twig blight creatures.
Surprised that nobody has claimed the healing potion, the dragonborn sighs as he gathers that up as well. Erky has been helpful, but Klilxuac doesn't really want the gnome taking a potion that could come in handy if they end up fighting Belak and these twig blight creatures.
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
https://www.extra-life.org/participant/Scott Peterson
Re: Session 3: Day Two in the Citadel
Final Decisions
"So, Grenl," Sky starts. "We're going down there, probably to retrieve the humans." the tabaxi asks, sensing -- correctly -- that the goblin shaman has no interest in joining the group when they enter the Grove. "How can you help us?"
The shaman simply stands there with a confused look on its face. "You already took my scrolls," he sighs. "I don't like Belak any more than I did Durnn... when you go down, my plan was to go there --" he says, pointing at the goblin "lair," through which you entered earlier. "I gave you all the information I had..." he says flatly, letting his voice trail off, realizing it may not be enough.
As the discussion is taking place, Erky simply shrugs as he watches Klilxuac adds the unclaimed healing potion to his collection.
---
No change from previous map.
Actions?
---
Date: 14 Flamerule 1489
Time: 06:41 (Sunrise: 05:54, Sunset: 20:09)
Temp: 57°F
Conditions: Cool.
Light Sources:
Marching Orders
Scout
"So, Grenl," Sky starts. "We're going down there, probably to retrieve the humans." the tabaxi asks, sensing -- correctly -- that the goblin shaman has no interest in joining the group when they enter the Grove. "How can you help us?"
The shaman simply stands there with a confused look on its face. "You already took my scrolls," he sighs. "I don't like Belak any more than I did Durnn... when you go down, my plan was to go there --" he says, pointing at the goblin "lair," through which you entered earlier. "I gave you all the information I had..." he says flatly, letting his voice trail off, realizing it may not be enough.
As the discussion is taking place, Erky simply shrugs as he watches Klilxuac adds the unclaimed healing potion to his collection.
---
No change from previous map.
Actions?
---
Date: 14 Flamerule 1489
Time: 06:41 (Sunrise: 05:54, Sunset: 20:09)
Temp: 57°F
Conditions: Cool.
Light Sources:
- Klilxuac: 'Light' spell (purple; 20' radius + 20' dim) on small pebble (Extinguished: 14 Flamerule @ 7:20)
- Klilxuac: 'Light' spell (Cantrip) (Detailed in 'Light Sources' section, above.) (Detailed in 'Light Sources' section, above.)
- Klilxuac: 'Mage Armor' spell (1st-level) (Ends: 14 Flamerule @ 14:21)
- GreyWolfVT | Kelben | Rock Gnome | Rogue (3) | NG | HD (1d8): 3 | HP: 24 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Gnomish, Thieves’ Cant
Spell Slots: None
Features:- 1st: Sneak Attack (2d6)
2nd: Cunning Action
3rd: Roguish Archetype: Scout
- 1st: Sneak Attack (2d6)
- Languages: Common, Gnomish, Thieves’ Cant
- Monsieur Rose | Sky | Tabaxi | Bard (3) | CN | HD (1d8): 3 | HP: 21 | AC: 14 | SP: 30' | Initiative: +4 | Perception: 13 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Infernal
Spell Slots: 1st: 4, 3, 2nd: 2
Spells Known: 6 Cantrips Known: 2 (Minor Illusion, Vicious Mockery)
Features:- 1st: Bardic Inspiration: 3, 2 (Rest: Long)
2nd: Jack of All Trades, Song of Rest
3rd: Expertise (Deception, Persuasion), Bard College: College of Lore
- 1st: Bardic Inspiration: 3, 2 (Rest: Long)
- Languages: Common, Infernal
- Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (3) | CG | HD (1d6): 3 | HP: 19-7 = 12 | AC: 12 (Mage Armor: 15) | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
- Languages: Common, Draconic, Elvish, Abyssal
Spell Slots: 1st: 4, 3, 2, 1, 0, 2nd: 2
Spells Known: 4- 1st: Detect Magic, Mage Armor, Magic Missile
- 2nd: Scorching Ray
Breath Weapon: 1, 0 (DC: 11 | Damage 2d6; save for half) (Rest: Short)
Features:- 1st: Sorcerous Origin: Wild Magic
- 1st: Wild Magic Surge, Tides of Chaos (Rest: Long)
3rd: Metamagic
- Languages: Common, Draconic, Elvish, Abyssal
- Shaede | Hargrem | Human (Variant) | Cleric (3) | NG | HD (1d8): 3 | HP: 24-6 = 18 | AC: 18 | SP: 30' | Initiative: +2 | Perception: 15 | Darkvision: No | Inspiration: Yes
- Languages: Gnomish, Common, Celestial
Spell Slots: 1st: 4, 3, 2, 2nd: 2, 1
Spells Known: 6- 1st: Bane, Healing Word, Inflict Wounds, Sanctuary, Shield of Faith
- 2nd: Aid
- Life Domain Spells (Automatically Prepared)
- 1st: Bless, Cure Wounds
- 2nd: Lesser Restoration, Spiritual Weapon
Features:- 1st: Divine Domain: Disciple of Life
2nd: Channel Divinity (Rest: Short) (Turn Undead: 1, Preserve Life: 1)
3rd: None
- Languages: Gnomish, Common, Celestial
Marching Orders
Scout
- Kelben
- Hargrem
Kelben
Sky
Klilxuac
Erky
- Kelben | Hargrem
Erky
Klilxuac | Sky
- None.
Re: Session 3: Day Two in the Citadel
I know Scott is out this week, but does anyone else have anything?
What is the plan here?
What is the plan here?
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33183
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: Session 3: Day Two in the Citadel
Kelben looks to the others "Well whats out plan here are we just simply going to go down or do we have some sort of plan of attack here?"
“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
DM - GreyWolf's Mystara Adventures - AD&D 2e
― 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
- Monsieur Rose
- Rider of Rohan
- Posts: 6134
- Joined: Thu Oct 22, 2015 4:26 pm
Re: Session 3: Day Two in the Citadel
Sky
"Well. I think we go get the ring. And the humans, I guess." Sky moves to Durnn. "But first, this armor doesn't belong to him." Sky starts removing the personalized armor from Durnn.
She turns to Grenl. "I'm going to leave this here for when we get back. Make sure it is still here."
"Anyone have rope? Wait. How do people come and go in this well?"
"Well. I think we go get the ring. And the humans, I guess." Sky moves to Durnn. "But first, this armor doesn't belong to him." Sky starts removing the personalized armor from Durnn.
She turns to Grenl. "I'm going to leave this here for when we get back. Make sure it is still here."
"Anyone have rope? Wait. How do people come and go in this well?"
Re: Session 3: Day Two in the Citadel
The Shaft
The trio of bolt blasts on Durnn still smolder gently, leaving the deceased hobgoblin leader in no position to resist Sky when the tabaxi begins to remove the personalized armor belonging to the Hurcule family. "I'm going to leave this here for when we get back," the bard says, turning to Grenl. "Make sure it is still here." The goblin shaman nods enthusiastically, sensing it is about to be left behind.
"Anyone have rope?" Sky asks, then is informed by Kelben that the shaft is lined with vines that are sturdy enough to function as built-in rope. But, literally everyone else in the party confirms they have a length of hempen rope if needed.
---
Actions?
---
Date: 14 Flamerule 1489
Time: 06:42 (Sunrise: 05:54, Sunset: 20:09)
Temp: 57°F
Conditions: Cool.
Light Sources:
Marching Orders
Scout
The trio of bolt blasts on Durnn still smolder gently, leaving the deceased hobgoblin leader in no position to resist Sky when the tabaxi begins to remove the personalized armor belonging to the Hurcule family. "I'm going to leave this here for when we get back," the bard says, turning to Grenl. "Make sure it is still here." The goblin shaman nods enthusiastically, sensing it is about to be left behind.
"Anyone have rope?" Sky asks, then is informed by Kelben that the shaft is lined with vines that are sturdy enough to function as built-in rope. But, literally everyone else in the party confirms they have a length of hempen rope if needed.
---
Actions?
---
Date: 14 Flamerule 1489
Time: 06:42 (Sunrise: 05:54, Sunset: 20:09)
Temp: 57°F
Conditions: Cool.
Light Sources:
- Klilxuac: 'Light' spell (purple; 20' radius + 20' dim) on small pebble (Extinguished: 14 Flamerule @ 7:20)
- Klilxuac: 'Light' spell (Cantrip) (Detailed in 'Light Sources' section, above.) (Detailed in 'Light Sources' section, above.)
- Klilxuac: 'Mage Armor' spell (1st-level) (Ends: 14 Flamerule @ 14:21)
- GreyWolfVT | Kelben | Rock Gnome | Rogue (3) | NG | HD (1d8): 3 | HP: 24 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Gnomish, Thieves’ Cant
Spell Slots: None
Features:- 1st: Sneak Attack (2d6)
2nd: Cunning Action
3rd: Roguish Archetype: Scout
- 1st: Sneak Attack (2d6)
- Languages: Common, Gnomish, Thieves’ Cant
- Monsieur Rose | Sky | Tabaxi | Bard (3) | CN | HD (1d8): 3 | HP: 21 | AC: 14 | SP: 30' | Initiative: +4 | Perception: 13 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Infernal
Spell Slots: 1st: 4, 3, 2nd: 2
Spells Known: 6 Cantrips Known: 2 (Minor Illusion, Vicious Mockery)
Features:- 1st: Bardic Inspiration: 3, 2 (Rest: Long)
2nd: Jack of All Trades, Song of Rest
3rd: Expertise (Deception, Persuasion), Bard College: College of Lore
- 1st: Bardic Inspiration: 3, 2 (Rest: Long)
- Languages: Common, Infernal
- Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (3) | CG | HD (1d6): 3 | HP: 19-7 = 12 | AC: 12 (Mage Armor: 15) | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
- Languages: Common, Draconic, Elvish, Abyssal
Spell Slots: 1st: 4, 3, 2, 1, 0, 2nd: 2
Spells Known: 4- 1st: Detect Magic, Mage Armor, Magic Missile
- 2nd: Scorching Ray
Breath Weapon: 1, 0 (DC: 11 | Damage 2d6; save for half) (Rest: Short)
Features:- 1st: Sorcerous Origin: Wild Magic
- 1st: Wild Magic Surge, Tides of Chaos (Rest: Long)
3rd: Metamagic
- Languages: Common, Draconic, Elvish, Abyssal
- Shaede | Hargrem | Human (Variant) | Cleric (3) | NG | HD (1d8): 3 | HP: 24-6 = 18 | AC: 18 | SP: 30' | Initiative: +2 | Perception: 15 | Darkvision: No | Inspiration: Yes
- Languages: Gnomish, Common, Celestial
Spell Slots: 1st: 4, 3, 2, 2nd: 2, 1
Spells Known: 6- 1st: Bane, Healing Word, Inflict Wounds, Sanctuary, Shield of Faith
- 2nd: Aid
- Life Domain Spells (Automatically Prepared)
- 1st: Bless, Cure Wounds
- 2nd: Lesser Restoration, Spiritual Weapon
Features:- 1st: Divine Domain: Disciple of Life
2nd: Channel Divinity (Rest: Short) (Turn Undead: 1, Preserve Life: 1)
3rd: None
- Languages: Gnomish, Common, Celestial
Marching Orders
Scout
- Kelben
- Hargrem
Kelben
Sky
Klilxuac
Erky
- Kelben | Hargrem
Erky
Klilxuac | Sky
- None.
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33183
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: Session 3: Day Two in the Citadel
Kelben sighs sheaths his sword and finds a good spot and uses the "natural rope" to begin his climb down 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
DM - GreyWolf's Mystara Adventures - AD&D 2e
― 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
- Monsieur Rose
- Rider of Rohan
- Posts: 6134
- Joined: Thu Oct 22, 2015 4:26 pm
Re: Session 3: Day Two in the Citadel
Sky
Sky joins Kelben in his descent. "You ok there Kelben? I can't quite make out your emotion. Gnomes are hard to read, you know." Sky starts humming a tune, upbeat and jaunty.
She is having way too much fun climbing down crumbling vines into darkness.
Sky joins Kelben in his descent. "You ok there Kelben? I can't quite make out your emotion. Gnomes are hard to read, you know." Sky starts humming a tune, upbeat and jaunty.
She is having way too much fun climbing down crumbling vines into darkness.
Re: Session 3: Day Two in the Citadel
Down the Shaft
Clinging to the sickly white and gray vines that coat the walls of the shaft, Kelben begins the descent first. The gnome is followed closely by Sky, Hargrem, Klilxuac, and finally Erky.
Grenll watches with curiosity until Erky drops out of view.
---
Moving action here: The Grove.
---
Date: 14 Flamerule 1489
Time: 06:48 (Sunrise: 05:54, Sunset: 20:09)
Temp: 57°F
Conditions: Cool.
Light Sources:
Marching Orders
Scout
Clinging to the sickly white and gray vines that coat the walls of the shaft, Kelben begins the descent first. The gnome is followed closely by Sky, Hargrem, Klilxuac, and finally Erky.
Grenll watches with curiosity until Erky drops out of view.
---
Moving action here: The Grove.
---
Date: 14 Flamerule 1489
Time: 06:48 (Sunrise: 05:54, Sunset: 20:09)
Temp: 57°F
Conditions: Cool.
Light Sources:
- Klilxuac: 'Light' spell (purple; 20' radius + 20' dim) on small pebble (Extinguished: 14 Flamerule @ 7:20)
- Klilxuac: 'Light' spell (Cantrip) (Detailed in 'Light Sources' section, above.) (Detailed in 'Light Sources' section, above.)
- Klilxuac: 'Mage Armor' spell (1st-level) (Ends: 14 Flamerule @ 14:21)
- GreyWolfVT | Kelben | Rock Gnome | Rogue (3) | NG | HD (1d8): 3 | HP: 24 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Gnomish, Thieves’ Cant
Spell Slots: None
Features:- 1st: Sneak Attack (2d6)
2nd: Cunning Action
3rd: Roguish Archetype: Scout
- 1st: Sneak Attack (2d6)
- Languages: Common, Gnomish, Thieves’ Cant
- Monsieur Rose | Sky | Tabaxi | Bard (3) | CN | HD (1d8): 3 | HP: 21 | AC: 14 | SP: 30' | Initiative: +4 | Perception: 13 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Infernal
Spell Slots: 1st: 4, 3, 2nd: 2
Spells Known: 6 Cantrips Known: 2 (Minor Illusion, Vicious Mockery)
Features:- 1st: Bardic Inspiration: 3, 2 (Rest: Long)
2nd: Jack of All Trades, Song of Rest
3rd: Expertise (Deception, Persuasion), Bard College: College of Lore
- 1st: Bardic Inspiration: 3, 2 (Rest: Long)
- Languages: Common, Infernal
- Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (3) | CG | HD (1d6): 3 | HP: 19-7 = 12 | AC: 12 (Mage Armor: 15) | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
- Languages: Common, Draconic, Elvish, Abyssal
Spell Slots: 1st: 4, 3, 2, 1, 0, 2nd: 2
Spells Known: 4- 1st: Detect Magic, Mage Armor, Magic Missile
- 2nd: Scorching Ray
Breath Weapon: 1, 0 (DC: 11 | Damage 2d6; save for half) (Rest: Short)
Features:- 1st: Sorcerous Origin: Wild Magic
- 1st: Wild Magic Surge, Tides of Chaos (Rest: Long)
3rd: Metamagic
- Languages: Common, Draconic, Elvish, Abyssal
- Shaede | Hargrem | Human (Variant) | Cleric (3) | NG | HD (1d8): 3 | HP: 24-6 = 18 | AC: 18 | SP: 30' | Initiative: +2 | Perception: 15 | Darkvision: No | Inspiration: Yes
- Languages: Gnomish, Common, Celestial
Spell Slots: 1st: 4, 3, 2, 2nd: 2, 1
Spells Known: 6- 1st: Bane, Healing Word, Inflict Wounds, Sanctuary, Shield of Faith
- 2nd: Aid
- Life Domain Spells (Automatically Prepared)
- 1st: Bless, Cure Wounds
- 2nd: Lesser Restoration, Spiritual Weapon
Features:- 1st: Divine Domain: Disciple of Life
2nd: Channel Divinity (Rest: Short) (Turn Undead: 1, Preserve Life: 1)
3rd: None
- Languages: Gnomish, Common, Celestial
Marching Orders
Scout
- Kelben
- Hargrem
Kelben
Sky
Klilxuac
Erky
- Kelben | Hargrem
Erky
Klilxuac | Sky
- None.