“Hmmpf.. might be needn’ a party fer this venture,” he mumbles to himself.
As Balrog surveys the room his storm grey eyes fall upon a group around a table. They look lively and hardy.. but, there’s an orc. “Bah, orcs!” Balrog mutters to himself.
Never mind the orc Balrog! Stick to the plan.. yes, the plan! You know what you need to do!
”Arghh”.. Balrog shakes his head, stands, and drains his horn in an attempt to shake the voice and cloudy sensation in his head. “Mmm.. I’ll work with thee bleedin’ orc... but, only til’ I reach me goal,” Balrog mumbles as he puts a handful of coppers on the bar for Garon, gets up and begins to move towards the party, keeping a sharp grey eye on the orc as he stalks across the tavern.
Judas senses a lost soul approaching. He raises his right hand in greeting, two fingers up, the rest cupped. “Hail and well met, friend. You look lost, young man?”
Balrog approaches and pulls his hood further down across his face, he grunts “Young man? I’m a’ hundred and fifty years old elf... bah been well over a’ hundred years since I were a youngling.. ye better watch yerself.”
”But, I’ll forgive yer mistake... I be needin’ a parley with some fellow travelers... Balrog Grimgold’s me name and I’ve been hearin’ murmurs around hear lately ‘bout some citadel. You lot look sturdy enough.. might ye be interested in discussin’?”
When you all are conversing, you hear a loud shout coming from a booth next to yours, and a figure being bodily thrown out of said booth. A goat man, Satyr, is laying in a crumpled mess on the floor right in front of you before he gets up, and indignately brushed imaginary dust off his ratty white blouse like shirt.
“Don’t blame the dealer, you sore loser bastards! I’ll come back later with my crew, and if you’re still sitting in that there booth, prepare for a world of pain and considerably lighter pockets!”
He turns around to shoot you all an apologetic look, when he gets a good look at all of you. He blinks, wipes his eyes, then blinks again. He then flings himself into the chair next to Ugg and theatrically groans.
“I couldn’t help but hear your all your dream shit from over where I was sitting, not explicitly my fault, the Half-Orc talks loud enough for people the next town over to hear, and despite my firm disbelief in the subject, I happen to have the outstanding odds to somehow have shared a dream with you lot.”
"It would seem that by the fate of the ancients, we have all shared something in common among us... save for this dwarf over here. This is a sign I would think. Perhaps we share other commonalities as well? If I am not mistaken, you were talking about a citadel mister... Balrog was it? Yes, well, I am also interested in studying some nearby ruins. Perhaps what we both seek is one and the same?"
Varth then takes out a book bound in green. On the cover are curls, leaves and vines that seem to be made of gold leaf. He opens it and begins skimming a chapter entitled "Known Ruins in the Sword Coast".
“Yes, Balrog Grimgold and ‘tis the Sunless Citadel I be searchn’ for,” Balrog grumbles, “Don’t know if ye be findn’ ought in yer book though, don’t seem to be a place many seek...”
It is early morning as you set off, for various reasons, to the area known to contain the Sunless Citadel. You take The Old Road winding through rocky downs, near stands of old-growth oak, and past abandoned farms. It is 7 miles from Oakhurst to the Sunless Citadel.
AREA 1: THE LEDGE
The Old Road passes to the east of a narrow ravine. At the road's closest approach to the cleft, several broken pillars jut from the earth where the ravine widens. Two of the pillars stand straight, but most lean atop sloped earth. Others are broken, and several have apparently fallen into the dark depths. A few similar pillars are visible on the opposite side of the ravine.
A sturdy, knotted rope is tied to one of the leaning pillars on this side of the ravine.
You are currently at location #1 on the map above. A sandy ledge overlooks a subterranean gulf of darkness to the west. The ledge is wide but rough. Sand, rocky debris, and the bones of small animals cover it. A rough-hewn stairwell zigs and zags down the side of the ledge, descending into the darkness.
RULES UPDATE:
Some things you guys should know:
- I like to play my PbP adventures area by area. This adventure has about 56 areas. Some will go fast, some will involve more time. All in all, it shouldn't take us long to complete this adventure. But I do like to take it step by step and describe one area at a time. So, now that I've set the scene for the first area, in this case, area #1, you are free to describe what your character wants to do. If you want to do anything that would any chance of failure, you're going to have to roll with an appropriate attribute or skill.
- Someone should act as a "leader". This mean that he or she will speak for the group, and, for the most part, give me a sign when I can continue on to the next area. While we are all free to make decision and choices, of course, this person will act as the voice of the group. However, if I feel like we're spending too much time in an area, or if I wish to steer you in a different direction, I will and we will move on regardless. Don't stress too much about this, one thing you should know about me is that fun is the most important rule.
- Remember my earlier rule about natural 1s and 20s. They are in full effect as of this moment.
DC5 Intelligence (Investigation) RESULTS: The ravine runs for several miles in either direction, with an average depth and width of 30 feet. The pillars at the edge of the ravine are worn and broken, and there is graffiti written in Dwarvish with what appears to be a warning to trespassers. The area in and around the pillars has hosted many small campfires, and those who made them went through some effort to hide evidence of them. The rope tied to one of the leaning pillars hangs down into the darkness of the ravine. It is in good condition. You can see around the immediate area older and weathered handholds and footholds carved into the cliff face. One could easily climb up and down the rope.
The lollipop was your imagination.
RULES UPDATE:
Here are the rolls you need to make to discover more information about the area, they may or may not reveal more details. I'll list them for each area so you have an idea of how many points of interest are in each area. You can attempt to discover each piece of information in the list, but you can only make one attempt. You either spot it, or you don't. But someone else can, so the chances of finding all the information in each area are good.
DC5 Intelligence (Investigation): Judas. Information above. DC10 Wisdom (Survival): ?????
This post has potentially manipulated dice roll results.
Judas' Survival check: 23
OOC: Wow. I was steeling myself for rolling a zero there, which means Judas huddles up in a ball, starts sucking his thumb, and cries out "MOMMY!". But a 15 is a rare and unique roll for me. I'll take it!
You can hear scurrying of large rats as you investigate, along with humanoid footprints and unusually large rodent footprints. The footprints lead down the stairs further along the edge of the ravine down to the bottom. Among the rubble is an old ring of stones that contains, and is covered by, the accumulated ash of hundreds of fires. Inside the ash pile are a few rough-hewn spear tips of goblin manufacture and small animal bones.
POINTS OF INTEREST: DC5 Intelligence (Investigation): Judas, Information above. DC10 Wisdom (Survival): Judas, Information above.
The graffiti on the pillars is a combination of dwarvish and goblin, but the meaning is the same: It's a warning and threats against potential trespassers.
You can also see from this vantage point, if you take a look at the map at the beginning of the chapter, there are steps leading down to stone platforms, or landings, which are marked Area 2, and Area 3.
A fortress emerges from the darkness. The subterranean citadel, though impressive, seems love forgotten, if the lightless windows, cracked crenellations, and leaning towers are any indication. All is quiet, though, a cold breeze blows up from below, bringing with it the scent of dust and a faint trace of rot.
There are no objects of interest in this area, just more rodent scurrying, and the stairs down to Area 3, the bottom of the dark ravine.
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Garon thinks a bit more.
"They say that no one knows what the Sunless Citadel once was, but legends hint that it served as the retreat of an ancient dragon cult."
He makes a gesture with his hands as if he's trying to spook you, chuckles, and walks off to take care of more customers.
“Arghh.. there be dragons!” Balrog snarls.
“Hmmpf.. might be needn’ a party fer this venture,” he mumbles to himself.
As Balrog surveys the room his storm grey eyes fall upon a group around a table. They look lively and hardy.. but, there’s an orc. “Bah, orcs!” Balrog mutters to himself.
Never mind the orc Balrog! Stick to the plan.. yes, the plan! You know what you need to do!
”Arghh”.. Balrog shakes his head, stands, and drains his horn in an attempt to shake the voice and cloudy sensation in his head. “Mmm.. I’ll work with thee bleedin’ orc... but, only til’ I reach me goal,” Balrog mumbles as he puts a handful of coppers on the bar for Garon, gets up and begins to move towards the party, keeping a sharp grey eye on the orc as he stalks across the tavern.
(I'll let you guys chat up a wee bit more before we begin the adventure. Once you are ready to leave, we will start Chapter 2.)
Judas senses a lost soul approaching. He raises his right hand in greeting, two fingers up, the rest cupped. “Hail and well met, friend. You look lost, young man?”
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Balrog approaches and pulls his hood further down across his face, he grunts “Young man? I’m a’ hundred and fifty years old elf... bah been well over a’ hundred years since I were a youngling.. ye better watch yerself.”
”But, I’ll forgive yer mistake... I be needin’ a parley with some fellow travelers... Balrog Grimgold’s me name and I’ve been hearin’ murmurs around hear lately ‘bout some citadel. You lot look sturdy enough.. might ye be interested in discussin’?”
UPDATE
(Continue to talk among yourselves. In a few hours real time, we will begin the journey.)
When you all are conversing, you hear a loud shout coming from a booth next to yours, and a figure being bodily thrown out of said booth. A goat man, Satyr, is laying in a crumpled mess on the floor right in front of you before he gets up, and indignately brushed imaginary dust off his ratty white blouse like shirt.
“Don’t blame the dealer, you sore loser bastards! I’ll come back later with my crew, and if you’re still sitting in that there booth, prepare for a world of pain and considerably lighter pockets!”
He turns around to shoot you all an apologetic look, when he gets a good look at all of you. He blinks, wipes his eyes, then blinks again. He then flings himself into the chair next to Ugg and theatrically groans.
“I couldn’t help but hear your all your dream shit from over where I was sitting, not explicitly my fault, the Half-Orc talks loud enough for people the next town over to hear, and despite my firm disbelief in the subject, I happen to have the outstanding odds to somehow have shared a dream with you lot.”
"It would seem that by the fate of the ancients, we have all shared something in common among us... save for this dwarf over here. This is a sign I would think. Perhaps we share other commonalities as well? If I am not mistaken, you were talking about a citadel mister... Balrog was it? Yes, well, I am also interested in studying some nearby ruins. Perhaps what we both seek is one and the same?"
Varth then takes out a book bound in green. On the cover are curls, leaves and vines that seem to be made of gold leaf. He opens it and begins skimming a chapter entitled "Known Ruins in the Sword Coast".
“Yes, Balrog Grimgold and ‘tis the Sunless Citadel I be searchn’ for,” Balrog grumbles, “Don’t know if ye be findn’ ought in yer book though, don’t seem to be a place many seek...”
~THE SUNLESS CITADEL~
CHAPTER TWO
THE FORTRESS LEVEL
(AREAS 1 to 3)
It is early morning as you set off, for various reasons, to the area known to contain the Sunless Citadel. You take The Old Road winding through rocky downs, near stands of old-growth oak, and past abandoned farms. It is 7 miles from Oakhurst to the Sunless Citadel.
AREA 1: THE LEDGE
The Old Road passes to the east of a narrow ravine. At the road's closest approach to the cleft, several broken pillars jut from the earth where the ravine widens. Two of the pillars stand straight, but most lean atop sloped earth. Others are broken, and several have apparently fallen into the dark depths. A few similar pillars are visible on the opposite side of the ravine.
A sturdy, knotted rope is tied to one of the leaning pillars on this side of the ravine.
You are currently at location #1 on the map above. A sandy ledge overlooks a subterranean gulf of darkness to the west. The ledge is wide but rough. Sand, rocky debris, and the bones of small animals cover it. A rough-hewn stairwell zigs and zags down the side of the ledge, descending into the darkness.
RULES UPDATE:
Some things you guys should know:
- I like to play my PbP adventures area by area. This adventure has about 56 areas. Some will go fast, some will involve more time. All in all, it shouldn't take us long to complete this adventure. But I do like to take it step by step and describe one area at a time. So, now that I've set the scene for the first area, in this case, area #1, you are free to describe what your character wants to do. If you want to do anything that would any chance of failure, you're going to have to roll with an appropriate attribute or skill.
- Someone should act as a "leader". This mean that he or she will speak for the group, and, for the most part, give me a sign when I can continue on to the next area. While we are all free to make decision and choices, of course, this person will act as the voice of the group. However, if I feel like we're spending too much time in an area, or if I wish to steer you in a different direction, I will and we will move on regardless. Don't stress too much about this, one thing you should know about me is that fun is the most important rule.
- Remember my earlier rule about natural 1s and 20s. They are in full effect as of this moment.
Judas will Investigate (7) the area, especially the rope.
OOC: Duh, it's a rock. And sand. And a lollipop.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
DC5 Intelligence (Investigation) RESULTS: The ravine runs for several miles in either direction, with an average depth and width of 30 feet. The pillars at the edge of the ravine are worn and broken, and there is graffiti written in Dwarvish with what appears to be a warning to trespassers. The area in and around the pillars has hosted many small campfires, and those who made them went through some effort to hide evidence of them. The rope tied to one of the leaning pillars hangs down into the darkness of the ravine. It is in good condition. You can see around the immediate area older and weathered handholds and footholds carved into the cliff face. One could easily climb up and down the rope.
The lollipop was your imagination.
RULES UPDATE:
Here are the rolls you need to make to discover more information about the area, they may or may not reveal more details. I'll list them for each area so you have an idea of how many points of interest are in each area. You can attempt to discover each piece of information in the list, but you can only make one attempt. You either spot it, or you don't. But someone else can, so the chances of finding all the information in each area are good.
DC5 Intelligence (Investigation): Judas. Information above.
DC10 Wisdom (Survival): ?????
Judas' Survival check: 23
OOC: Wow. I was steeling myself for rolling a zero there, which means Judas huddles up in a ball, starts sucking his thumb, and cries out "MOMMY!". But a 15 is a rare and unique roll for me. I'll take it!
Last to know and first to be blamed...
As a free action, can I regret my life choices?
DC10 Wisdom (Survival) RESULTS:
You can hear scurrying of large rats as you investigate, along with humanoid footprints and unusually large rodent footprints. The footprints lead down the stairs further along the edge of the ravine down to the bottom. Among the rubble is an old ring of stones that contains, and is covered by, the accumulated ash of hundreds of fires. Inside the ash pile are a few rough-hewn spear tips of goblin manufacture and small animal bones.
POINTS OF INTEREST:
DC5 Intelligence (Investigation): Judas, Information above.
DC10 Wisdom (Survival): Judas, Information above.
AREA 1 FULLY EXPLORED
Balrog can read dwarvish, so approaches the graffiti to discern its meaning.
The graffiti on the pillars is a combination of dwarvish and goblin, but the meaning is the same: It's a warning and threats against potential trespassers.
Balrog mutters aloud, “Bloody goblin vandals.. can’t make out what this says aside a warnin’..”
You can also see from this vantage point, if you take a look at the map at the beginning of the chapter, there are steps leading down to stone platforms, or landings, which are marked Area 2, and Area 3.
Area 1 has been fully explored.
Balrog grunts, “Well you lot no use standin’ round here and I’m not takin’ no rope down!” as he heads for the stairs.
AREA 2: THE SWITCHBACK STAIRS
A fortress emerges from the darkness. The subterranean citadel, though impressive, seems love forgotten, if the lightless windows, cracked crenellations, and leaning towers are any indication. All is quiet, though, a cold breeze blows up from below, bringing with it the scent of dust and a faint trace of rot.
There are no objects of interest in this area, just more rodent scurrying, and the stairs down to Area 3, the bottom of the dark ravine.