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Lord Danbell
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I would like to play through this independent module. It will give me time to be familiar with the system. Being my first time dming it will be simple with enough paths to keep it interesting but without ending up in alternate dimensions and the like. After a few sessions, we may decide to go back to the old story once i've mastered the mechanic and have done more research into the worlds. We could all meet up and do chars this weekend if you guys wanted.

 

Also I have too much invested in Orist for a shamalan twist.

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Still on for Sunday at 8:30 AM CST - listed on our roll 20 page.

Previously...on the campaign which we never partook in before...

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Our story opens on a well travelled forest road. Our adventurers are on the road from completing their first mission together. They answered the call of Alexi Traven, the ruling noble of Travensburg. The town has had a rough winter, and although the promise of spring was just around the corner, the town was forced to purchase food from a nearby village. As peaceful as the area seems, small bands of humanoids have been driven to search for food outside their normal territory. The shipment of food, escorted by four guards, had gone missing and our adventurers answered the call to find it. In investigating the disappearance our adventurers stumble upon the plot of the Trember Brothers – Marsem and Aldin. It turns out they were behind the attacks, seeking supplies for their operation in ancient Dwarven ruins. No bargain would be had, and the brothers were slain. Our adventurers found and opened a secret door that the brothers were attempting to open. In the secret room, our adventurers found 2 tapestries  depicting an ancient citadel, the Sunless Citadel. Gathering the tapestries, as well as a few other trinkets, our adventurers returned the food cart, collected their reward of 100 gold, sold the tapestries for 50 gold each, and decided to continue on to investigate the Sunless Citadel.

 

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This week on the Hapless Adventures of MaSoRS DnD team...

 

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Our adventurers were on their way to the town of Oakhurst, which they knew lay close to the Sunless Citadel. They happened across a not too wide river, and after much conversation and deliberation with the guard posted there, made their way along, after turning down ideas to try and kill the guard. Outside of town, our heroes happened upon a bloody corpse laying across three graves, which they later learn to be the daughter's family of Garon, the bartender in the Ol' Boar Inn. Our heroes attempted to gather much information, learning about some random attacks against solitary individuals and cattle as well as four adventurers who ventured out and never came back - Talgen (fighter), Sharwyn (wizard), Sir Bradford (a paladin of Pelor), and Karakas (ranger). It was worth noting that Sir Bradford carried a sword he called Shatterspike. 

With this wealth of knowledge, our adventurers set out for the Ashen Plain, mistakenly thinking this is where the adventurers went. Arriving at the Ashen Plain, they discovered that it was an ashen plain with no discernible landmarks. Having no way to map out their course, and having no real direction on which way the previous adventurers went, our heroes headed back to town. In town they found that the Mayor had closed for the night, so they got rooms at the Ol' Boar Inn. In the morning, our heroes went to the Mayor, got the directions to the Sunless Citadel, not the Ashen Plain, as the previous adventurers had gone to the Sunless Citadel and also learned some intersting facts about fruit the goblins come to sell 2x a year - an apple that can cure disease (summer solstice), and a sickly looking apple that poisons on contact (winter solstice).

Thus, being better informed, our heroes made their way along the road to the Sunless Citadel. Coming across the ruins that were spoken of, our adventurers investigated further, finding Dwarven runes no one could read, and a sturdy rope leading down into a deep, dark, chasm. Tits McGee climbed quietly down the rope to check things out, realizing at the bottom that she had not let the party know how to communicate, so then she had to climb back up to report. Our adventurers then climbed down the rope, but the first person down was rather noisy in his armor and was attacked by three dire rats upon hitting the floor. Aid soon came, after our second adventurer made it down and roundhousekicked a rat to the face, obliterating it. A mace smash and punch later and the rats were dead, but not before poor Eslop contracted filth fever from the rats. 

Our other adventurers made it safely down the rope and with 80xp a piece in hand, our adventure will continue...

 

... on the 27th of December at the same time. 

 

The DM promises he will get better each week. 

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  • 2 weeks later...

Some weeks even DM fudging can't save the party...

This week on MaSoRS DnD run by Mango the learner...

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Our adventurers delve ever further into the chasm, pressing onward to the Sunless Citadel. They took the stairs from the ledge they left off on last week. Traversing the stairs proved treacherous, so our adventurers chose to be careful with their exploration, sending Aang, tied securely to a rope, down the stairs to investigate. After the first switchback, Aang motioned to the others to traverse the stairs, but the human companions proved as graceful as pigs on rollerskates and tumbled to their demise. Eslop proved a bit more resourceful than Ghengis, grasping the rope, but the rope ended up breaking. Thankfully, Ghengis cushioned his fall. He still died though. 

Our surviving heroes, quickly rushed to the aid of their fallen companions. Trish administered a healing potion to Eslop, who, having recently visited the gods, used his temporary healing boons to bring Ghengis back from the DM. The players suspect some DM magic at play, but it was truly just divine intervention. Having time to survey the surroundings, Aang noticed they were in an ancient courtyard of Dwarven design. He wished he could have seen it from the steps, because it seemed truly magnificent from this vantage point. Our heroes took a much needed respite, and set up camp for the night, sensing that to the west was a living creature, squeaking and gnawing. 

With a new morning comes new success! Trish, the clever rogue she is, tried to disarm a trap, and failed. Letting loose a dire rat that was lurking below. Trish took a mighty draw of her composite bow and pinned the animal through the head to the ground. It lay there squeaking for sweet release (having only 1 hp left), and after Aang pummeled the ground next to it, Eslop showed everyone up by shooting it in the ass and pinning it to the wall of trap. After making quick work of the rat, and not coming down with any fevers like last time, our adventurers looted the recently dead goblin corpse in the pitfall trap of 23sp, 4gp, and a belt pouch. They then crossed the narrow walkway and opened the massive doors to the Sunless Citadel.

Inside, they found themselves in a circular tower. Four recently goblins lay strewn on the floor with a fifth pinned to the wall. The upper levels seemed inaccessible, as what were one proud stairs are now crumbled remains. The once beautiful granite floor was covered in many cracks and rubble. Aang decided he wanted a spear, so he set out to rip the spear holding the goblin to the wall out. His first attempt failed, and after getting his second wind, he lay into it with all his strength, putting one massive foot on the wall for leverage. He succeeded in ripping the spear from the wall and the goblin, but not without embarrassing himself by falling on his ass in the process. Eslop then recognizes the carving on the wall where the body once was. Written in Draconic was one word, Ashardalon, which our adventurers immediately remembered as the dragon who laid ruin to what is now known as the Ashen Plain.

Meanwhile, Trish the elf had a sense of urgency drawing herself southward. There she found a hidden door that was booby trapped...pun intended. Being a resourceful rogue, she attempted to disarm the trap and again failed. Thankfully, no one was in the path of the darts that came shooting forward. Without giving it a second thought, she walks into the room, without even looking inside, and skeletons reanimated around her. Not wanting to get caught with her skirt up, she leapt passed the skeletons to the tower room, handily evading all of the opportunity attacks. 

Another brawl breaks out. Aang shows everyone what he's made of by finishing off all of the skeletons, nearly single-handedly... pun intended.  Beldak, formerly Eslop, who decided to change his name right before the battle, gave one of the skeletons a really good smashing. The others were too poorly equipped to do much damage to the skeletons. The skeletons couldn't hit the players either, and this was not DM magic. This frustrated the DM greatly. With the skeletons dead, our adventurers walk away with 40 xp and find 3 xbow bolts (1 per skeleton), 3 bows (if the want them), and 140sp, and 60gp. 

Tune in next week for the next exciting chapter of the Sunless Citadel.

Normal time of 8:00 AM CST.

The DM thinks he's getting better at this! 

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  • 2 weeks later...

I apologize for not getting the summary up sooner. 

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We join up with our fearless adventurers, having just conquered the undead skeletons. The adventurers attempted to venture deeper into the citadel using the southern door of the tower, but after battling with a dire rat, found that the next door was sturdily locked. Attempts to pick the lock ended in failure. Their only clue is that the lock mechanism was in the mouth of a dragon carving on the door. 

Backtracking to the tower, our adventurers ventured through the northern door. Behind this door was ... an empty hall with three more doors! The north door led to an empty room, with the remains of a camp. The southern door revealed a tiny room with a kettle inside. Aang, the ever bold one, ripped the top off the kettle, encountering a Water Mephit. After running out the door like a little girl and closing it, Aang consulted with the party and agreed that they should kill the thing. Opening the door, the mephit rushed passed them, hoping to dodge their opportunity attacks. This did not go as the DM intended, and our adventurers ended up critting and double critting on the creature, killing it handily.

This peeved the DM greatly. 

After defeating the mephit, our adventurers continued through the western door, encountering a large room with an altar, a cage, and a kobold in a bedroll. Trish attempted to communicate with the obviously frightened creature, but was thoroughly unsuccessful. Perhaps a diplomatic approach would have been better? They successfully scared him into another room. Before running after him, our adventurers found 5 jade dragon statues and pocketed them quickly. Having increased their loot, our adventurers chased after him, encountering a room with 3 kobolds with another kobold, their quarry, cowering in the corner. A battle quickly ensued, where Trish showed off her marksmanship by shooting a wall dead, and Beldak showed his ferocity with a mace by smashing Ghengis across the belly. Despite these great feats, our adventurers slew the kobolds, and the cowering kobold again ran off, this time back to his bedroll.

A diplomatic approach was finally taken, and the adventurers learned the Kobold's name to be Meepo and that a small white dragon was stolen by the goblins. Meepo agreed to take the adventurers to meet the leader, Yusdrayl. After some very long pauses in conversation, it was decided that the adventurers would hunt down the missing dragon in exchange for a reward! Thankfully, Meepo would travel with the companions to prevent any future mishaps with kobolds.

Then, our weary adventurers decided to make camp for the night, finding a nice safe room to set up camp. 

 

 

Our next game is scheduled for Sunday January 10, 2016 at 8:00 CST (normal time). 

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