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The Palace Of The Silver Princess / the-story-so-far
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Ancient legends of the land speak of a beautiful young princess called Argenta who lived in a wonderful enchanted palace made of every type of marble known. Her palace was in the heart of a rich, fertile valley filled with gentle creatures that could do no harm. Exotic flowers and plant life grew everywhere, water ran sweet and clear and the skies were always clear and warm.
7:23 AM
Mica flickered in all the rocks and was often found in the streams making them glisten like diamonds in the bright sunlight. Early morning dew drops clung gently to leaves of small trees and grass, appearing like fairy jewels scattered from wild dance the night before. Wild birds with long, colorful tails and bright faces filled the air with the sweet sounds of their love songs. Tiny animals freely darted in and out of the underbrush, fearing nothing, as there were no enemies anywhere to be found. The dwarves that lived in the valley loved Princess Argenta very much. They worked her silver and ruby mines so that the elves who shared the valley with them could make beautiful jewelry and weapons. Everything in the valley was peaceful.
7:23 AM
One day, according to legend, a ruby the size of an apple was found. A perfect ruby. The dwarves cut the ruby carefully so that its size would not be diminished. The elves polished the ruby until it shone so that it was almost impossible to gaze upon. They presented it to the princess and told her that it was as lovely as she, and they called it “My Lady’s Heart”. So pleased was the princess that she decided to honor her friends, the elves and dwarves, with a grand party; a masquerade ball. Everyone was invited to come.
7:23 AM
One the eve of the grand ball, people poured into the valley from everywhere. How so many people had heard about the party no one knew, but the princess did not mind. She was proud of the ruby and wanted everyone to see “My Lady’s Heart”. She should not have been so eager to show the ruby, as one guest was interested in more than its beauty alone. He had come to steal it. His eyes also roamed freely to the princess, and he gazed upon her as much as he gazed upon the brilliant gem. Princess Argenta saw this, and in her innocence smiled backed at him. Two dwarves and an elf saw this, and when they challenged him after the party, they were never seen or heard from again.
7:24 AM
Many weeks after the party a red dragon was seen in the skies of the valley. The dragon burned the rich land with its breath and terrorized the gentle people of the valley. The land was left scorched and barren. Those valley people unfortunate to get close enough to the dragon (but fortunate enough to live) swore that they saw a man in silver and blue armor riding on its back. https://cdn.discordapp.com/attachments/973574523414806558/974658666563260486/unknown.png (edited)
7:24 AM
Some folks still say that they see a red dragon in the skies over the valley. Many say that they see a saddle on the dragon’s back and loose reins near its head. (edited)
7:24 AM
The valley is now dead, the palace is in ruins as 500 years have passed. No one knows exactly what happened to the princess. Some believe that the man on the dragon carried her away. Others think that he killed her and stole what treasure he could find. But all stories say that the ruby, “My Lady’s Heart,” is still hidden in the palace.
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I will start the story with your travel through the wilderness, which will not require your character to be complete right away, but you'll need to make some group decisions for the first few days. Next Step: Generate Characters, use a character from The Haunted Keep (with modified HP), or use a character from pre-gens. Have your character introduce themselves to the rest of the party here in #the-story-so-far. (edited)
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Your party formed in Darokin weeks ago, when you were approached by Millington Vonaday, a cleric, diplomat, and special assistant to Reynard Varsho, Historian of the Darokin Merchant’s Guild. Vonaday spends most of his time in the vast library of the Darokin Diplomatic Corps (DDC), and recently uncovered a document with a short description of the Palace of the Silver Princess and “My Lady’s Heart” (essentially the legend information I’ve already posted above). The DDC is willing to pay a 5000 gp reward for the recovery of the ruby, but Vonaday cannot personally accompany a party on the journey for two reasons. First, he is currently planning an expedition to Itheldown Island to investigate the now-lost merchant Ithel House, and this is his primary fascination. Second, the journey to the Palace of the Silver Princess requires traveling through the Principalities of Glantri, which is a country ruled by Magic-Users who have outlawed religions (and Clerics), and he does not wish to personally risk capture and punishment.
12:52 PM
12:52 PM
Vonaday has provided the party with some gold, supplies, rations, horses, and a pack mule for the journey. He has also given you a hand-drawn copy of a map of Gulluvia, the supposed location of the Palace of the Silver Princess, and the surrounding wilderness area. If you have any Clerics in your party, while you are traveling through the Principalities of Glantri you will need to dress in common clothing rather than religious robes, hide any holy symbols, and not speak of religion so as not to incur the wrath of the Glantrian authorities. (edited)
12:52 PM
12:53 PM
Your party has safely travelled north to Glantri City, then northwest following the Isoile River toward the Gullivia Plateau. You replenished your supplies at the last sign of Glantrian civilization a day ago at the Forteresse d’Ylourgne. Since then you have been journeying across the open plains following the northernmost fork of the Isoile to its source, and followed a rough path up the cliffs that lead to the canton of Velders.
12:53 PM
12:53 PM
At the small trading post in the center of Velders, you meet a tinker and his daughter, who are on their monthly trip to the villages around Gulluvia to pick up pots and pans to repair and to exchange gossip.
12:53 PM
12:54 PM
The tinker is a jovial fellow called Lamdomon, who, though aged, still retains his youthful thick white hair and clear steel blue eyes. His daughter, a shy girl, rather plain, but not unattractive, is called Zappora. Her fiery red hair falls just to her waist and her green eyes, says Lamdomon, shame even the brightest forest. When they travel, they do so in a wagon designed and built by him. This wagon has a 15’ square base supported by 4 sturdy spoked wheels. The front wheels are much smaller than the rear ones to provide easier turning ability. The top of the wagon is dome shaped, and covered in thick hides. A small opening in the top allows the smoke from the fire bowl to escape. In the rain, cold weather or when moving, this opening is usually closed. Entrance into the wagon is from the rear by way of a set of folding steps. These steps can be folded and tucked away under the wagon in order to save space and not hinder the movement of the wagon when not in use. The dome shape of the wagon allows complete freedom of movement without having to stoop except near the very edge of the wagon where the top connects with the wagon base. The entire structure is about three feet off the ground, is pulled by a team of oxen, and is capable of floating across rivers and lakes. Just before entering a village, bells are hung on the oxen and the wheels of the wagon to signal the arrival of the tinker.
12:54 PM
They had a bad trip from Gullivia to Velders. “I knew I should not have come here without hired protection,” he says to you. “Even the Gulluvian guards have stopped traveling this road through the Abbadon Woods lately. On our way here, we were attacked by a small group of kobolds, and just survived by dumb luck,” he says, gesturing toward a bloody bandage on his forearm. “We could really use some protection for our journey back through the woods. I don’t have a lot of money, but I can pay you 1 gold piece each if you’ll accompany and protect us. From the way you dress, I can see you are not from here, or even Glantri, so I can provide you with more information about Gulluvia and the surrounding area to supplement what little I can pay you.” He also lets slip that his next stop is Dead Mule, followed by N’Sau, then Thorold, then Mere, before returning to his shop at Gulluvia. Group Decision: Do you travel with the Tinker and his daughter to Dead Mule in exchange for 1 gp each and information, or travel on alone through the Abbadon Woods to the city of Gulluvia, or travel to another destination?
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Krislee Summershard nods to the Tinker and girl. Quietly, to her fellow travelers, she says, "This seems like a good option for this area. What say the rest of you?"
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OrganicNinja (Jason) 5/12/2022 9:40 PM
Hagar grunts and quietly replies "Agreed, Krislee, I'd rather have a little something to toss at the damn kobolds if the going gets tough, as opposed to going through the damnable forest on our own. We also stand to gain a good bit of knowledge from the likes of this tinker. In my experience, tinkers tend to have knowledge far beyond that of simply repairing things."
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I missed an illustration when I gave the legend information above, so here it is, showing the Palace, the dragon, and the rider:
7:05 AM
7:06 AM
You agree to accompany Lamdomon and Zappora on their journey to Dead Mule. They seem both relieved and happy to have you travel with them. You leave Velders early the next morning, traveling along the road through the Abaddon Woods. While everyone in your group is on high alert watching the road ahead and behind, as well as the trees to each side of the road for any sign of attack or ambush, Lamdomon seems to not have a care in the world and is laughing and talking almost non-stop. By the time you have left the deep woods behind you, and are camping for the night at the edge of the plains, you have learned the following from him:
  • The Abaddon Woods is a desolate place inhabited by evil beings, but it was once filled with unicorns, elves, faeries and other fair creatures. Many expeditions attempting to destroy the evil lurking there have ventured into the woods, but have never returned.
  • While Lamdomon’s shop and home is in the city of Gulluvia, he freely admits that it is a ruthless place filled with terror. The ruler of this chaotic nightmare is the evil Baroness, Lady D’hmis. She rules the barony with a firm and unforgiving hand. To gain supreme rulership of the tiny barony, she killed her husband. One of her laws is that all males, except for those in her service, are forbidden from being on the streets after sunset unless accompanied by a female who is age 15 or older.
  • Lady D’hmis has offered a reward to anyone who can bring to her the ruby known as “My Lady’s Heart”. Lady D’hmis claims to be the heir to the treasure, as she is the only living descendant of the Silver Princess.
As you camp for the night, you can see the bright lights of the city of Gulluvia about 18 miles ahead, the distant lights of the small village of Mere to the far north, and the lights of Dead Mule almost 40 miles to the west.
7:06 AM
7:06 AM
In the morning, Lamdomon seems anxious to move on to Dead Mule as soon as possible. Rather than follow the main road through Gulluvia, he opts to use a lesser known track that heads west to the village. This track is rougher and bumpier, but you encounter no major difficulties on the journey. As you travel, you ask about the Thunder Mountains to the south, which you can see are shrouded in dark, menacing clouds. Lamdomon tells you that there are often violent thunder storms there. He has never ventured into them, and doesn’t plan to, as it is rumored that an evil wizardess lives there. She lives in a giant hollow oak that she uses as a lab, and it is she who keeps the thunder storms alive partly because she fears the light and partly because it keeps away the curious. As you approach Dead Mule, Lamdomon tells you that it was named by the group of miners who settled there after their pack mule died. He advises you to keep your head down here and be careful what you say, as it is now occupied by Gulluvian soldiers. He doesn’t know why they are there, and none of his friends or customers who live there know why either. All they know is that the soldiers camp outside of town on the road to Gulluvia, and that they occasionally terrorize the surrounding countryside. If the mayor knows why the soldiers are there, he isn’t saying. In Dead Mule, Lamdomon pulls up to the local inn, and pays you your fee of 1 gp each. “I am very grateful to you all for the protection you provided, I am not sure I will return to Velders again unless the road is better secured,” he says. He suggests you stay the night in the Inn, rather than camping outside of town and risking the curiosity or wrath of the Gulluvian soldiers. You decide to take his advice.
7:07 AM
7:07 AM
Later that evening, over drinks with Lamdomon, Zappora, and some of their customers who brought their broken pots and pans to him, you hear a farmer state that he has heard that Lady Argenta is still alive and living with a band of elves that rescued her from the warrior in silver and blue armor. He maintains that she is still as fair as she was nearly 500 years ago. Lamdomon seems to really have taken a liking to you. The next morning, outside the Inn, Lamdomon urges you to continue to travel with them at least to N’Sau. “I cannot pay you any more for your services, but it would likely be best for you to continue to travel with locals, at least until you are out of the Shire of Dead Mule and away from the occupying forces.”
7:07 AM
7:08 AM
Group Decision: Do you continue to travel with Lamdomon and Zappora to N’Sau, or venture off on your own?
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You decide to stick with the tinker and his daughter. You start on your journey to N’Sau with lighter hearts, knowing that you are leaving a tense situation behind you. Lamdomon tells you it is a two day journey, and encourages you to still keep your heads down. “There are still many miles of road to travel in the Shire of Dead Mule, and we are likely to run into Gulluvian guards. If we do encounter some, please I implore you to let me do all the talking.” Later that day, in a rare moment, Zappora breaks through her normal shyness and speaks up in the conversation as you are discussing the Palace of the Silver Princess. “There is a rich treasure hidden in the Palace of the Silver Princess,” she says. “It is said to be even more valuable than My Lady’s Heart.” She then realizes that she has let her guard down and immediately clams up, and goes to hide inside the Tinker’s wagon for a while. You notice that the Tinker is keeping your pace slower than normal, as if Lamdomon is trying to project an attitude of leisurely travel, but you can feel that your slower pace is intentional and deadly serious. You discover why later that day as the sun is setting and you are approaching the crossroads. “Gulluvia keeps an entire garrison of guards at the bridge to the east, similar to bridges just outside of the city of Gulluvia,” the tinker says. “They are known to keep strangers that appear at their borders as prisoners for many days as they question them. We’ll camp tonight between the bridges and make no fires and show no light, as we don’t want to invite an investigation from the bridge.” When questioned about the bridge to your west, he states that he’s never run into Gulluvian guards there, but given recent events in the Shire, he is just being cautious. “We would not want to surprise Gulluvian guards after dark if there are any there. Best just to camp here for the night and if any are there, meet them refreshed and well rested in the morning.”
11:23 AM
11:23 AM
That evening, you do see lights at the bridge to the east, but you are not bothered the whole night through. The next morning, as you travel across the western bridge, you see no sign of Gulluvian guards anywhere. Once you reach the track that branches off the main road to the north toward N’Sau, Lamdomon seems to relax a little. He speaks more of his monthly round trip to the villages, and his love for news and gossip. “Not only are we supplying the villagers with needed repairs, but we are often the only source of news they have from other villages. In fact, I learned the last time I was in N’Sau that a fierce young female fighter called Aliegha has been seen in a few of the neighboring villages. Many folks say that she carries a sword of ruby and is accompanied by two dwarves and a cleric. Some believe that she might be a descendant of the Silver Princess. It is important for the villagers across the whole Barony to know information like this, in order to understand who is friend and who is foe.” Late in the day, you reach the river again at a shallow ford. As you are crossing, Lamdomon reveals more potentially useful information. “There is a great cleric called Cathrandamus who is roaming the country aiding the sick and defending the just. It is said that he cares not for riches, but only for spiritual gain. N’Sau ahead here seems to be relatively untouched by the cruel hand of D’hmis, I often wonder if Cathrandamus has something to do with that.”
11:23 AM
As you approach N’Sau, you notice a lot of wheat fields surrounding it. The tinker confirms that it is just a small farming village, and the main crop is wheat. You spend the night camped just at the edge of town, as N’Sau is so small, there is no tavern or inn. The tinker does his business with the locals at the small general store the next morning, then again implores you to travel with him to his next stop, Thorold, only a day’s ride to the north. You accept, as it appears to be the most direct route to your destination. Lamdomon is relieved, and tells you that Thorold is a bigger Gulluvian village, so you will still need to proceed with caution. He again advises that if you encounter more Gulluvian guards, to let him do the talking. “As far as the locals are concerned though, just be prepared for them to look down their noses at your mounts,” he says. “They pride themselves on raising the best thoroughbred horses in Gulluvia.”
11:24 AM
11:24 AM
As you are traveling, you learn more helpful information from him about Thorold. “Don’t be fooled by how Thorold looks to you, it is a lovely village and may appear peaceful, but it is just as chaotic as Gulluvia. The mayor of Thorold is a distant cousin of D’hmis, and follows her laws and orders to the letter.” As you enter the village, you encounter Gulluvian guards at the village gate. When they ask for you to explain your business in the area, the tinker immediately speaks with authority, “Their business is of no concern to you, it is enough for you to know that they are traveling with me. They are no threat to Gulluvia.” To your amazement, the guards defer to him and wave you on through the gates.
11:24 AM
11:25 AM
Later that night as you are drinking in one of the three local taverns, Lamdomon arranges a private meeting for you with the owner, Rowena, a woman of some power in the village. As the tinker escorts you into the private room, he tells you that he has known Rowena for many years, and trusts her implicitly. He has mentioned your destination to her, and she has some advice for you on your final leg of travel to the Palace. “You should follow the river northward, and not branch away from it,” she says. “First, it will ensure that you do not travel through the northern forests, where many strange beings have been sighted lately. These creatures, say survivors, have three heads, three arms, and three legs. So far five people have been killed by the horrible beasts. Farmers complain that their cattle, chickens, and other farm animals keep disappearing, and they are blaming the disappearances on these creatures they call Ubues.” Rowena also discusses the Moorfowl mountains. to the north. “You should be safe following the river and not venturing into the heights. The Moorfowls are an ugly, dead, tall range that keeps the mist from the Misty Swamp from spreading into the neighboring farmlands and valleys. Most folks don’t venture into the mountains much anymore, except to hunt for certain types of moss used by local healers. Evil creatures now roam the mountains freely and inhabit the mines once worked by the dwarves who served the Silver Princess. Those mines are now barren and not worth working.” As the conversation winds down, Rowena gestures toward a painting of the palace on the wall, of the Silver Palace dimly lit by a sunset. (edited)
11:25 AM
11:25 AM
“Note that the Palace will not look like what you see in this painting. Half of it was destroyed by one of Argentina’s magic users when he accidentally mixed the wrong magical components together. I was a very young girl when I travelled with my father and he showed it to me from a distance. I know not if you will even find a way through the rubble into the palace itself.” The next morning, you bid farewell to Lamdomon and Zappora, and even a few tears are shed. You have become surprisingly close in such a short time. “If you do come back through the city of Gulluvia, please stop by my shop. I would be glad to know if you are safe and sound, and to hear what you have learned and experienced of course,” he says with a wink. “You might also check with Rowena if you travel back through here, she may know my whereabouts if I’m not in Gulluvia. Safe travels!” Your travel is mostly uneventful. You follow the advice you have been given and stick to the river until you reach the headwaters in a low pass through the mountains. At the top of the mountain pass, you are suddenly surprised by the sound of hoofbeats coming down from the mountain to your left. You see a lone female centaur approaching, wielding a spear. As she pulls up in front of you, aiming the spear in your general direction, she gestures to the north and says, “I am Silverheart, the Guardian of the Ruins. State your name and business here!” Your eyes follow the direction she is pointing, and you realize that somehow you missed that the ruins of the Palace of the Silver Princess are very close nearby.
11:25 AM
11:25 AM
11:26 AM
Next Step: Respond to the centaur, describe your next actions, and roll .turn dice.
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The Dude (Steve) 5/15/2022 10:28 AM
Chase says “We are adventurers investing the myth of the silver princess. What information can you give us?”
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After hearing your response, Silverheart snorts derisively and states, “Foolish mortals! I can tell there is no pure evil in your hearts, just the foolishness of the pursuit of riches. Like I have done for those that have come before you, I will not stand in the way of your quest. Enter at your own risk! Beware though that few return from these ruins, and most that do come out barely alive, carrying nothing with them. You will find that the main entrance to the castle is impassable, the lower dungeon entrance is your only possibility.” She quickly turns her back to you and gallops off, returning to the heights to the west. Only a few minutes later you are at the rubble that remains of the main entrance, and you see that Silverheart was correct. The fallen blocks of stone and piles of rubble would be impossible to move in any short amount of time. You notice a faint track circling around and downhill to the west and decide to follow it. Circling halfway around the palace, you arrive at another rubble strewn entrance on the northern side, a cave carved out of a cliff in the mountain, but passage through the rubble is possible. Above you, you notice that there is a castle balcony with overgrown vines hanging down over the crenellation toward the cave opening. The vines are too high to reach from here, so you rule that out as a possibility for entrance. At first glance, this entranceway also seems to be impassable. A massive and forbidding portcullis blocks the entryway of a 30 foot wide corridor. A breeze is gently blowing from the palace corridor and it carries with it the dust of decayed stone and the smell of decaying bodies. Occasionally sounds of pain, fright, and hunger can be heard, but they are far away and sometimes muffled, so that all that may be heard is a short piercing scream and then total silence.
11:05 AM
Peering through the portcullis, with the bright sunlight behind you, you can see the wide corridor continues for some 50-odd feet, then splits into two openings, both leading south and also blocked by bars. Examining the portcullis more closely, you see that it is made of crossed iron bars, spaced about 3 inches apart. With your combined strength, you may be able to raise it enough to slip under it.
11:05 AM
11:05 AM
Next Step: Describe how you will proceed, and roll .turn dice.
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OrganicNinja (Jason) 5/15/2022 8:49 PM
“Chase grab the left side, Krislee take the right, I’ll grab the middle. On the count of three, lift. One… two… three!”
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Bogsy's Dice Bot BOT 5/15/2022 8:49 PM
@OrganicNinja (Jason) Turn Surprise/Environment/Activity/Save = 1d6 {1} + 1d20 {20🎈} + 1d20 {1💥} + 1d20 {14} = ✨ 36 ✨
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Weert will help lift the portcullis
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Bogsy's Dice Bot BOT 5/15/2022 9:29 PM
@spencer Turn Surprise/Environment/Activity/Save = 1d6 {1} + 1d20 {17} + 1d20 {20🎈} + 1d20 {14} = ✨ 52 ✨
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Krislee attempts to lifts with the others, a big smile on her face.
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Bogsy's Dice Bot BOT 5/15/2022 11:34 PM
@scigrrl Turn Surprise/Environment/Activity/Save = 1d6 {5} + 1d20 {17} + 1d20 {4} + 1d20 {11} = ✨ 37 ✨
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Bogsy's Dice Bot BOT 5/16/2022 8:15 AM
@Brucifer Turn Surprise/Environment/Activity/Save (rolling for Chase) = 1d6 {4} + 1d20 {7} + 1d20 {14} + 1d20 {4} = ✨ 29 ✨
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Brucifer
used /roll
Bogsy's Dice Bot BOT 5/16/2022 8:43 AM
@Brucifer 1d4 (portcullis) = 1d4 {3} = ✨ 3 ✨
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With your combined strength, you are able to lift the portcullis to above head height. Hagar's hands keep slipping off (he rolled a "1") and he wasn't much help, but with the combined strength of the rest of you, you are successful. There must be some sort of chain and weight system, because the portcullis remains open at about 7 feet off the floor, plenty of room for you, your horses, and the pack mule to move underneath it and down the entrance hall to the other end. You light lanterns and torches, and inspect the second set of portcullises at the end of the entrance hall. These are similar to the large one you just entered through, you don't see any mechanism to lift these either, so brute force will likely be your only option to lift them. The west side has two separate portcullises, and the halls beyond stretch as far as you can see to the west and south. The East side is very similar, with halls stretching south and east, the only difference is the corridor to the east drops almost immediately down a stairway, and you can feel that the air coming from that direction has a hint of moisture in the air and dampness can be felt on the wall just inside the portcullis. Next Step: Describe how you will proceed, and roll .turn dice.
8:56 AM
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"I'm not sure it matters which way we go, so long as we are thorough." Krislee points to the western-most portcullis,"How about this one?"
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Bogsy's Dice Bot BOT 5/16/2022 10:05 PM
@scigrrl Turn Surprise/Environment/Activity/Save = 1d6 {4} + 1d20 {5} + 1d20 {6} + 1d20 {2} = ✨ 17 ✨
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Weert agrees to proceed to the west portcullus
11:25 PM
/turn
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Bogsy's Dice Bot BOT 5/16/2022 11:25 PM
@spencer Turn Surprise/Environment/Activity/Save = 1d6 {3} + 1d20 {13} + 1d20 {11} + 1d20 {20🎈} = ✨ 47 ✨
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OrganicNinja (Jason) 5/17/2022 6:28 AM
“West it is! Sorry about my hands slipping back there, new adventures always get me nervous; my knees get weak and my palms get sweaty. This next one I’ll be calm and ready.”
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Bogsy's Dice Bot BOT 5/17/2022 6:28 AM
@OrganicNinja (Jason) Turn Surprise/Environment/Activity/Save = 1d6 {4} + 1d20 {17} + 1d20 {12} + 1d20 {17} = ✨ 50 ✨
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Bogsy's Dice Bot BOT 5/17/2022 12:58 PM
@Brucifer Turn Surprise/Environment/Activity/Save (Rolling for Chase) = 1d6 {5} + 1d20 {8} + 1d20 {5} + 1d20 {6} = ✨ 24 ✨
12:58 PM
@Brucifer Turn Surprise/Environment/Activity/Save (Rolling for Wirlt) = 1d6 {6} + 1d20 {18} + 1d20 {3} + 1d20 {15} = ✨ 42 ✨
12:59 PM
@Brucifer 1d4 (portcullis) = 1d4 {4} = ✨ 4 ✨
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You are able to successfully lift the west portcullis, which also stays up at about 7 foot height. As you venture down the hallway, you realize that your horses and pack mule are not exactly quiet, as the sound of their hooves on the stone floor echo all around you. It’s going to be hard to sneak up on anything or anyone. You find yourself thinking that perhaps you should have left your mounts in Thorold and walked here, or even paid Silverheart to tend for them while you were inside the palace ruins. You may need to find some safe space or friendly creature to tend for them before too long. The hallway stretches 60 feet westward before turning to the south. About 15 feet south from the corner is an iron-reinforced oak door on the east side of the hallway. The hallway continues out of sight to the south. Next Step: Describe how you will proceed, and roll .turn dice.
1:05 PM
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The Dude (Steve) 5/17/2022 4:40 PM
Sword in hand, Chase proceeds cautiously down the corridor. “Be ready for a fight. If there’s anything here, it’s sure to have heard us by now.”
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Should we open the oak door on the east?
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Bogsy's Dice Bot BOT 5/17/2022 11:29 PM
@spencer Turn Surprise/Environment/Activity/Save = 1d6 {5} + 1d20 {20🎈} + 1d20 {15} + 1d20 {6} = ✨ 46 ✨
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"Chase, let us explore what's behind this door," Krislee says, then turns to WirIt, "Would you mind listening at this door to see if anything is behind it?"
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Bogsy's Dice Bot BOT 5/18/2022 4:35 PM
@scigrrl Turn Surprise/Environment/Activity/Save = 1d6 {3} + 1d20 {15} + 1d20 {10} + 1d20 {14} = ✨ 42 ✨
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OrganicNinja (Jason) 5/18/2022 5:39 PM
Hagar stands sword and shield at the ready. “If it’s quiet, I say open it. If you hear anything, I say lets knock and try to catch them by surprise using the doorway as a choke point.”
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Bogsy's Dice Bot BOT 5/18/2022 5:40 PM
@OrganicNinja (Jason) Turn Surprise/Environment/Activity/Save = 1d6 {2} + 1d20 {19} + 1d20 {2} + 1d20 {12} = ✨ 35 ✨
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The Dude (Steve) 5/18/2022 6:11 PM
“That sounds a fair plan. I stand ready.”
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Bogsy's Dice Bot BOT 5/18/2022 6:12 PM
@The Dude (Steve) Turn Surprise/Environment/Activity/Save = 1d6 {2} + 1d20 {20🎈} + 1d20 {12} + 1d20 {13} = ✨ 47 ✨
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Bogsy's Dice Bot BOT 5/19/2022 6:49 AM
@Brucifer Turn Surprise/Environment/Activity/Save (rolling for Wirlt) = 1d6 {6} + 1d20 {3} + 1d20 {12} + 1d20 {6} = ✨ 27 ✨
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Wirlt listens at the door, but hears nothing of note. Chase then opens the door and you step inside. Reed pens, dried ink wells, and hundreds of scraps of paper litter this large room. This room appears to have been some kind of study, classroom, or library. There are no books or intact scrolls to be seen, although searching through the piles of paper may turn up some. At the edge of the light, you can see there are several huge oak tables overturned to the southeast. You hear what sounds like a child's whisper come from beyond the tables. Next Step: Describe how you will proceed, and roll .turn dice.
7:02 AM
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Krislee quietly steps inside whispering, "Leave the animals," and steps forward next to Chase into the room on the ready. "Something may be amiss here," she says quietly, "be on your guard and stay together." She stays alert while moving forward into the room and searching the papers.
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Bogsy's Dice Bot BOT 5/19/2022 9:42 PM
@scigrrl Turn Surprise/Environment/Activity/Save = 1d6 {6} + 1d20 {7} + 1d20 {7} + 1d20 {9} = ✨ 29 ✨
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Weert approaches the tables and peers over them
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Bogsy's Dice Bot BOT 5/19/2022 11:35 PM
@spencer Turn Surprise/Environment/Activity/Save = 1d6 {2} + 1d20 {4} + 1d20 {17} + 1d20 {13} = ✨ 36 ✨
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OrganicNinja (Jason) 5/20/2022 6:48 AM
Hagar stays by the door to guard the rear and animals.
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Bogsy's Dice Bot BOT 5/20/2022 6:48 AM
@OrganicNinja (Jason) Turn Surprise/Environment/Activity/Save = 1d6 {4} + 1d20 {16} + 1d20 {16} + 1d20 {18} = ✨ 54 ✨
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Bogsy's Dice Bot BOT 5/20/2022 12:04 PM
@Brucifer Turn Surprise/Environment/Activity/Save (Rolling for Chase) = 1d6 {5} + 1d20 {7} + 1d20 {14} + 1d20 {3} = ✨ 29 ✨
12:04 PM
@Brucifer Turn Surprise/Environment/Activity/Save (Rolling for Wirlt) = 1d6 {3} + 1d20 {3} + 1d20 {4} + 1d20 {7} = ✨ 17 ✨
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Krislee, Chase, and Wirlt move forward and the light from your lanterns and torches reveal the remainder of the 50 foot square room, with more broken tables and scattered papers. You start to methodically look through the papers, and find that most of the papers are either blank, or have handwritten notes of no importance. There are no whole or partial books or intact scrolls. As you continue your search further into the room, Weert strolls forward to the pile of tables, peeks over, and coils back in surprise. “Kobolds!”, he shouts.
12:07 PM
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Bogsy's Dice Bot BOT 5/20/2022 12:08 PM
@Brucifer 2d6 (Kobold morale) = 2d6 {6 6} = ✨ 12 ✨
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Two adult Kobolds jump up and place themselves in front of three unarmed kobold children, short swords ready to defend. The male Kobold states in broken Common language, “We not danger, let us live for children”. Next Step: Describe how you will proceed. If attacking, roll .combat and your .”weapon” damage dice. If not, then roll .turn dice.
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Krislee steps in front of the others, "We will not harm you or your kin," she says, eyeing the others. Looking into the eyes of the Kobold who spoke, she attempts to charm him.
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Bogsy's Dice Bot BOT 5/20/2022 1:25 PM
@scigrrl Turn Surprise/Environment/Activity/Save = 1d6 {6} + 1d20 {17} + 1d20 {3} + 1d20 {3} = ✨ 29 ✨
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OrganicNinja (Jason) 5/21/2022 7:07 AM
Not clearly hearing or seeing what is going on, Hagar wanders up behind Chase. “Guys, I don’t like this. These guys are in a room with flipped tables scattered papers. The seem to be hiding their young ones - we should try and get them to tell us what happened here and (if they value their skins) guide tell us how this place is laid out.” Hagar then turns and starts walking back towards the door calling out as he goes “I will watch our backs. I just have a bad feeling about this place.”
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Bogsy's Dice Bot BOT 5/21/2022 7:07 AM
@OrganicNinja (Jason) Turn Surprise/Environment/Activity/Save = 1d6 {5} + 1d20 {1💥} + 1d20 {11} + 1d20 {12} = ✨ 29 ✨
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Bogsy's Dice Bot BOT 5/21/2022 7:43 AM
@Brucifer Turn Surprise/Environment/Activity/Save (Rolling for Weert) = 1d6 {3} + 1d20 {18} + 1d20 {3} + 1d20 {3} = ✨ 27 ✨
7:43 AM
@Brucifer Turn Surprise/Environment/Activity/Save (Rolling for Chase) = 1d6 {5} + 1d20 {14} + 1d20 {8} + 1d20 {14} = ✨ 41 ✨
7:43 AM
@Brucifer Turn Surprise/Environment/Activity/Save (Rolling for Wirlt) = 1d6 {5} + 1d20 {12} + 1d20 {7} + 1d20 {12} = ✨ 36 ✨
7:45 AM
@Brucifer 1d20 (Kobold Save vs Spell) = 1d20 {1💥} = ✨ 1 ✨
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The Charm spell works! The male Kobold now believes Krislee to be his best friend. Without waiting to be asked anything, he says "Please friend, family hungry! No food days now. Share food with friend?" His mate looks at him, slightly confused, and asks of him, "Svabol re wux yentair?" He says back quickly to her "Nomenoi re thurirli, astahii shilta letoclo udoka." She and their young are clearly intimidated by your party and have nowhere to go to escape, so they cower back into the corner, their eyes darting between the male kobold, Krislee, and the rest of your party. Next Step: Describe how you will proceed. If attacking, roll .combat and your .”weapon” damage dice. If not, then roll .turn dice.
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Krislee gives some of her food to the Kobold. "Now tell me what happened here, my friend. We are trying to find "My Lady's Heart," a red gem that shines bright. We have heard it's here. What can you tell us about this place?"
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Bogsy's Dice Bot BOT 5/21/2022 5:22 PM
@scigrrl Turn Surprise/Environment/Activity/Save = 1d6 {5} + 1d20 {19} + 1d20 {19} + 1d20 {11} = ✨ 54 ✨
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OrganicNinja (Jason) 5/22/2022 7:19 AM
Hagar stands ready
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Bogsy's Dice Bot BOT 5/22/2022 7:19 AM
@OrganicNinja (Jason) Turn Surprise/Environment/Activity/Save = 1d6 {5} + 1d20 {7} + 1d20 {6} + 1d20 {7} = ✨ 25 ✨
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Bogsy's Dice Bot BOT 5/22/2022 11:11 AM
@Brucifer Turn Surprise/Environment/Activity/Save (Rolling for Weert) = 1d6 {6} + 1d20 {3} + 1d20 {18} + 1d20 {12} = ✨ 39 ✨
11:11 AM
@Brucifer Turn Surprise/Environment/Activity/Save (Rolling for Chase) = 1d6 {2} + 1d20 {10} + 1d20 {15} + 1d20 {5} = ✨ 32 ✨
11:11 AM
@Brucifer Turn Surprise/Environment/Activity/Save (Rolling for Wirlt) = 1d6 {4} + 1d20 {14} + 1d20 {3} + 1d20 {1💥} = ✨ 22 ✨
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The Kobold states, "Don't know Lady Heart. Tribe lair in valley, steal food for family, tribe almost kill me, run away! Find broken building, squeeze through rocks, looking for food. Find nasty Goblins! Run away, hear horses and see torches, hide. Lucky friend find us!" At this point, you hear a loud noise some distance away, of metal clanging on stone with a loud "Boom!". This startles the Kobolds and they cower back into the corner. The Kobold says urgently, "Quick, hide!" Hagar at the door has his hands full keeping the horses and mule from bolting. Hagar is able to tell that the noise comes from back they way you came, and is likely the first big portcullis that you left open that fell closed again. Next Step: Describe how you will proceed and then roll .turn dice.
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The Dude (Steve) 5/22/2022 8:08 PM
“I think we ought to keep moving. Whatever is closing the portcullis seems to be heading this way.”
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Bogsy's Dice Bot BOT 5/22/2022 8:08 PM
@The Dude (Steve) Turn Surprise/Environment/Activity/Save = 1d6 {6} + 1d20 {12} + 1d20 {20🎈} + 1d20 {16} = ✨ 54 ✨
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Krislee whispers, "Friend, where are the goblins?" She looks to the others, "It's probably a good idea to keep moving. We should watch our backs though."
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Bogsy's Dice Bot BOT 5/22/2022 9:31 PM
@scigrrl Turn Surprise/Environment/Activity/Save = 1d6 {5} + 1d20 {17} + 1d20 {5} + 1d20 {1💥} = ✨ 28 ✨
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OrganicNinja (Jason) 5/23/2022 6:25 AM
Hagar shouts “Chase! Weert! Quickly, help me get the horses inside the room!”
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Bogsy's Dice Bot BOT 5/23/2022 6:25 AM
@OrganicNinja (Jason) Turn Surprise/Environment/Activity/Save = 1d6 {5} + 1d20 {3} + 1d20 {10} + 1d20 {6} = ✨ 24 ✨
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Bogsy's Dice Bot BOT 5/23/2022 7:49 AM
@Brucifer Turn Surprise/Environment/Activity/Save (Rolling for Weert) = 1d6 {6} + 1d20 {8} + 1d20 {3} + 1d20 {5} = ✨ 22 ✨
7:49 AM
@Brucifer Turn Surprise/Environment/Activity/Save (Rolling for Wirlt) = 1d6 {3} + 1d20 {2} + 1d20 {16} + 1d20 {18} = ✨ 39 ✨
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In response to Krislee’s question, the Kobold whispers, “In the halls. Quickly, you must hide!” The kobolds crouch down behind the tables again. Chase and Weert help Hagar lead the horses into the room, and Hagar closes the door quietly. As everyone settles down, you strain to hear any more distant noises. A couple of minutes later, you hear the sound of boots approaching in the hall. Hagar and Chase are waiting by the door, ready to attack if needed. They guess that it is a small group that approaches down the hallway from the south, the direction you have not travelled yet. They pass by the door with no pause at all, and turn the corner. A minute or so later, you hear the second smaller portcullis slam down, followed by a squeal of pain, and a few shouts. You hear a portcullis opening, and slamming back down after a very short pause. The sound dies down a few minutes later and then the dungeon is silent again. The group that marched by the door to this room did not return through the hallway outside the door. Throughout all of this, the Kobolds remained silent, hidden behind the tables. Next Step: Describe how you will proceed and then roll .turn dice.
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Weert proposes investigating the noises in the hallway
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Bogsy's Dice Bot BOT 5/24/2022 2:45 AM
@spencer Turn Surprise/Environment/Activity/Save = 1d6 {3} + 1d20 {9} + 1d20 {7} + 1d20 {1💥} = ✨ 20 ✨
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OrganicNinja (Jason) 5/24/2022 6:53 AM
Hagar calls the group over to he and Chase. When they arrive he whispers “Let’s offer the Kobolds some food and a bit of coin to keep an eye on our mounts. If they agree we will be free to sneak back towards the portcullis and see if the group we heard go by stayed inside or left out the portcullis. Either way, we can’t just leave our back unprotected. The sooner we find that damn gem the sooner I can get back to the comfort of my hearth. “
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Bogsy's Dice Bot BOT 5/24/2022 6:53 AM
@OrganicNinja (Jason) Turn Surprise/Environment/Activity/Save = 1d6 {3} + 1d20 {3} + 1d20 {7} + 1d20 {12} = ✨ 25 ✨
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Krislee nods to Weert and Hagar. She turns to the Kobolds and says to her charmed one, "Would you take care of our animals for us? We will leave you some coin and more food?"
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Bogsy's Dice Bot BOT 5/24/2022 2:16 PM
@scigrrl Turn Surprise/Environment/Activity/Save = 1d6 {6} + 1d20 {18} + 1d20 {15} + 1d20 {8} = ✨ 47 ✨
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Bogsy's Dice Bot BOT 5/24/2022 5:16 PM
@Brucifer Turn Surprise/Environment/Activity/Save (Rolling for Chase) = 1d6 {5} + 1d20 {1💥} + 1d20 {6} + 1d20 {17} = ✨ 29 ✨
5:16 PM
@Brucifer Turn Surprise/Environment/Activity/Save (Rolling for Wirlt) = 1d6 {6} + 1d20 {6} + 1d20 {6} + 1d20 {2} = ✨ 20 ✨
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