Loggers’ Camp Quest. INCOMPLETE!“Deep in Neverwinter Wood, along the river that flows west toward Neverwinter, is a logging camp. Every two months, Phandalin delivers fresh supplies to the camp, which is run by the half-brother of Phandalin’s townmaster, Harbin Wester. Barthen, the local provisioner, has prepared a new delivery. He needs someone to bear the supplies safely to the camp. Return to Harbin Wester with a notice of delivery signed by his half-brother, Tibor Wester, to claim your reward of 100 gp.”
Axeholm Quest. IN PROGRESS!“Within a mountain fifteen miles south of Phandalin stands the ancient dwarven fortress of Axeholm, which has been sealed for years. If a dragon attack is imminent, the people of Phandalin might need to evacuate and take refuge in Axeholm. To that end, someone needs to open the fortress and make it safe for habitation. Once you accomplish these tasks, return to Townmaster Wester to collect a reward of 250 gp.”
Dragon Barrow Quest.INCOMPLETE!“The dragon that besets us is not the first to threaten this region. Between here and Neverwinter lies the barrow mound of a warrior whose magical dragon-slaying sword helped fell a green dragon terrorizing the High Road a century ago. Rumor has it the dragon slayer sword is buried there too. Retrieve it, and let the sword be its own reward!”
Woodland Manse Quest.INCOMPLETE!“The orcs have fallen under the sway of evil spellcasters in Neverwinter Wood, and have been sighted in growing numbers near Falcon’s Hunting Lodge. The spellcasters dwell in a ruined manse. Falcon needs someone to make a preemptive strike against it. Destroy the evil in the manse, then expect him to reward you.”
GETTING THERE The day-long journey to Axeholm from Phandalin takes the characters across grassy lowlands that skirt the rocky foothills of the Sword Mountains. The trek passes without incident, though cool winds and rain blowing in from the Sword Coast make the trip far from pleasant.
THE FORTRESS ENTRANCE Thrust out from the base of a dark gray mountain is the entrance to the dwarven fortress — a dark, fifteen-foot-wide passageway flanked by forty-foot-high bulwarks of smooth, seamless stone. An iron portcullis covered with rust blocks the entrance. Arrow slits carved into the bulwarks are dark, revealing no hint of occupation. Entering the fortress is your first challenge. You start in A1. The portcullis in area A1 is too heavy to lift, and its bars are too narrowly spaced for even Small characters to squeeze through.
GETTING IN However, a Small character can squeeze through an arrow slit into area A2 or A3, then attempt to raise the portcullis using the winches there. The winches are rusty and require a successful DC 15 Strength (Athletics) check to turn. Each successful check allows the portcullis to be raised 5 feet.
Crawling down a chimney to area A21 or area A23 requires another successful DC 10 Strength (Athletics) check. If this check fails, you will fall 20 feet to the bottom of the chimney, landing in the sooty hearth and taking bludgeoning damage. If any of you use climbing gear to scale the mountain and lower themselves down a chimney have advantage on their checks.
The drow smiles as they review their options for getting in to the fortress. "I'll climb down the chimney. With my rope and grappling hook it should be fairly easy. Maybe Vi can come with me. The giants should wait by the portcullis - you'll probably get stuck in here!" He unwinds his rope, knots it in 3 foot intervals for climbing, and attaches the grappling hook. With the hook firmly at the top, he lowers the rope into the natural chimney, and proceeds to climb down the 20 foot shaft. Athletics: 12
"Don't you worry my fine, mountainous friend. You will only be tiny for as long as it takes to squeeze through the arrow slits here" Tex points to one of the narrow cracks used to fired death on intruders. "Once you squeeze through, I can drop the spell and you will return to your usual splendor." Tex Pulls out a clasp made of bronze gears enlaid with brass filigree. Tex makes a few adjustments to the gears before placing his hand on the clasp. Muttering some words under his breath the gears begin to whir to life, glowing a faint orange. "Here you go my friend, when you are ready, place this upon your person and the magic will take hold"
Description of Enlarge/Reduce: Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1). If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Rollback Post to RevisionRollBack
Corinne Hemlock: Dhampir courtesan and dusk huntress Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
This post has potentially manipulated dice roll results.
Iri looks at the great stone gate, "Well, I don't think I will be of much use on a climb. Good luck, I'll see you inside." She walks up to the gate and inspects it while also looking inside, trying to see if she can anything inside, especially movement.
Lanarial successfully climbs up into area A21. Something has trashed this room, leaving behind wrecked cots, chairs, tables, and other furnishings. A blackened fireplace is set into the east wall, its chimney rising 20 feet to the outside. There are two doors leading to other parts of the fortress in this room.
This post has potentially manipulated dice roll results.
Once down at the bottom, he will call up the chimney to whoever came with him that he was down and OK.
Crispy:
Does Lanarial have a general feel for direction? Would he generally know which door should lead towards the main gate? He'll investigate the room and the doors (Investigate: 20 - add 1 for Perception), then open the door leading to the castle gate, or if he isn't sure of direction, the door to his right looking out from the chimney. I'll keep these in spoilers since nobody else came down...
Squeezing through the arrowslit (A2, let's say), Gareth-Wyn grunts, a comedically high-pitch sound. As Gareth-Wyn tumbles down the other side, you hear the following.
"This... is...fine..."
A small clatter announces his renewed acquaintance with the floor.
This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up to area A22. Each ballista is equipped with five bolts.
Tex strolls up to Gareth and motions for a Goliath high five (two hands up high while jumping into a chest bump), before inviting Vi and Iri inside. "Shall we proceed to find our stealthy friend?"
Rollback Post to RevisionRollBack
Corinne Hemlock: Dhampir courtesan and dusk huntress Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
Iri follows the group, a bit quieter than she normally is. Keeping close to Tex, she asks everyone, "Should we try to be quiet going in there? We don't know who is around or what is in here. I can make us all really sneaky for the next hour."
Going through the portcullis and entering area 4, you can see ballista arrow slits along each of the east and west walls. Upon entering A4, this great hall has a 40-foot-high ceiling supported by four thick stone pillars. A thick layer of dust covers the flagstone floor. In the middle of each wall past the entrance is a double door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 feet above the floor.
This post has potentially manipulated dice roll results.
Iri will whisper a quick prayer to her god, and moonlight shadows cover everyone, for the next hour we all have +10 to stealth. As Iri begins to sneak in with her friends, she will keep a close eye out for anything out of the ordinary that might be a trap or secret door or anything like that. Stealth 29 Perception 18
From here, you can explore A5, A17, or A11. There is nothing in this great hall except dust. It is very quiet in the hall.
Lanarial joined you all by passing by A3 and A17, here's what he saw:
A3 has the same features as area A2: This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up to area A22. At A17: An earthquake appeared to have triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain. What is odd, however, is that the stench of death hangs heavy here in this room.
Loggers’ Camp Quest. INCOMPLETE! “Deep in Neverwinter Wood, along the river that flows west toward Neverwinter, is a logging camp. Every two months, Phandalin delivers fresh supplies to the camp, which is run by the half-brother of Phandalin’s townmaster, Harbin Wester. Barthen, the local provisioner, has prepared a new delivery. He needs someone to bear the supplies safely to the camp. Return to Harbin Wester with a notice of delivery signed by his half-brother, Tibor Wester, to claim your reward of 100 gp.”
Axeholm Quest. IN PROGRESS! “Within a mountain fifteen miles south of Phandalin stands the ancient dwarven fortress of Axeholm, which has been sealed for years. If a dragon attack is imminent, the people of Phandalin might need to evacuate and take refuge in Axeholm. To that end, someone needs to open the fortress and make it safe for habitation. Once you accomplish these tasks, return to Townmaster Wester to collect a reward of 250 gp.”
Dragon Barrow Quest. INCOMPLETE! “The dragon that besets us is not the first to threaten this region. Between here and Neverwinter lies the barrow mound of a warrior whose magical dragon-slaying sword helped fell a green dragon terrorizing the High Road a century ago. Rumor has it the dragon slayer sword is buried there too. Retrieve it, and let the sword be its own reward!”
Woodland Manse Quest. INCOMPLETE! “The orcs have fallen under the sway of evil spellcasters in Neverwinter Wood, and have been sighted in growing numbers near Falcon’s Hunting Lodge. The spellcasters dwell in a ruined manse. Falcon needs someone to make a preemptive strike against it. Destroy the evil in the manse, then expect him to reward you.”
GETTING THERE
The day-long journey to Axeholm from Phandalin takes the characters across grassy lowlands that skirt the rocky foothills of the Sword Mountains. The trek passes without incident, though cool winds and rain blowing in from the Sword Coast make the trip far from pleasant.
THE FORTRESS ENTRANCE
Thrust out from the base of a dark gray mountain is the entrance to the dwarven fortress — a dark, fifteen-foot-wide passageway flanked by forty-foot-high bulwarks of smooth, seamless stone. An iron portcullis covered with rust blocks the entrance. Arrow slits carved into the bulwarks are dark, revealing no hint of occupation. Entering the fortress is your first challenge. You start in A1. The portcullis in area A1 is too heavy to lift, and its bars are too narrowly spaced for even Small characters to squeeze through.
GETTING IN
However, a Small character can squeeze through an arrow slit into area A2 or A3, then attempt to raise the portcullis using the winches there. The winches are rusty and require a successful DC 15 Strength (Athletics) check to turn. Each successful check allows the portcullis to be raised 5 feet.
Crawling down a chimney to area A21 or area A23 requires another successful DC 10 Strength (Athletics) check. If this check fails, you will fall 20 feet to the bottom of the chimney, landing in the sooty hearth and taking bludgeoning damage. If any of you use climbing gear to scale the mountain and lower themselves down a chimney have advantage on their checks.
Gareth-Wyn, realizing what the plan is, curses softly in giant and does some preliminary stretching.
"Fine. Let us do this thing."
The drow smiles as they review their options for getting in to the fortress. "I'll climb down the chimney. With my rope and grappling hook it should be fairly easy. Maybe Vi can come with me. The giants should wait by the portcullis - you'll probably get stuck in here!" He unwinds his rope, knots it in 3 foot intervals for climbing, and attaches the grappling hook. With the hook firmly at the top, he lowers the rope into the natural chimney, and proceeds to climb down the 20 foot shaft. Athletics: 12
Love God. Love Others. Any Questions?
"Don't you worry my fine, mountainous friend. You will only be tiny for as long as it takes to squeeze through the arrow slits here" Tex points to one of the narrow cracks used to fired death on intruders. "Once you squeeze through, I can drop the spell and you will return to your usual splendor."
Tex Pulls out a clasp made of bronze gears enlaid with brass filigree. Tex makes a few adjustments to the gears before placing his hand on the clasp. Muttering some words under his breath the gears begin to whir to life, glowing a faint orange.
"Here you go my friend, when you are ready, place this upon your person and the magic will take hold"
Description of Enlarge/Reduce:
Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Corinne Hemlock: Dhampir courtesan and dusk huntress
Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
Iri looks at the great stone gate, "Well, I don't think I will be of much use on a climb. Good luck, I'll see you inside." She walks up to the gate and inspects it while also looking inside, trying to see if she can anything inside, especially movement.
Perception 26
Lanarial successfully climbs up into area A21. Something has trashed this room, leaving behind wrecked cots, chairs, tables, and other furnishings. A blackened fireplace is set into the east wall, its chimney rising 20 feet to the outside. There are two doors leading to other parts of the fortress in this room.
Once down at the bottom, he will call up the chimney to whoever came with him that he was down and OK.
Crispy:
Does Lanarial have a general feel for direction? Would he generally know which door should lead towards the main gate? He'll investigate the room and the doors (Investigate: 20 - add 1 for Perception), then open the door leading to the castle gate, or if he isn't sure of direction, the door to his right looking out from the chimney. I'll keep these in spoilers since nobody else came down...
Love God. Love Others. Any Questions?
Squeezing through the arrowslit (A2, let's say), Gareth-Wyn grunts, a comedically high-pitch sound. As Gareth-Wyn tumbles down the other side, you hear the following.
"This... is... fine..."
A small clatter announces his renewed acquaintance with the floor.
What's the room like?
AREA A2
This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up to area A22. Each ballista is equipped with five bolts.
Gareth-Wyn sprints over to the winch and gives it a heave.
Athletics: 17
Crispy:
Did Lan find anything in the room? Or are we bringing him back to stay with the party now that Ant-Man is inside? =) I'm good either way!
Love God. Love Others. Any Questions?
Tex strolls up to Gareth and motions for a Goliath high five (two hands up high while jumping into a chest bump), before inviting Vi and Iri inside.
"Shall we proceed to find our stealthy friend?"
Corinne Hemlock: Dhampir courtesan and dusk huntress
Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
Vi heads in with a nod. "Not bad, Gareth. And yeah, let's find Lanarial."
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Iri follows the group, a bit quieter than she normally is. Keeping close to Tex, she asks everyone, "Should we try to be quiet going in there? We don't know who is around or what is in here. I can make us all really sneaky for the next hour."
Much obliged, miss Iri. I believe subtlety would benefit us greatly
Corinne Hemlock: Dhampir courtesan and dusk huntress
Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
AREA A4
Going through the portcullis and entering area 4, you can see ballista arrow slits along each of the east and west walls. Upon entering A4, this great hall has a 40-foot-high ceiling supported by four thick stone pillars. A thick layer of dust covers the flagstone floor. In the middle of each wall past the entrance is a double door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 feet above the floor.
Iri will whisper a quick prayer to her god, and moonlight shadows cover everyone, for the next hour we all have +10 to stealth. As Iri begins to sneak in with her friends, she will keep a close eye out for anything out of the ordinary that might be a trap or secret door or anything like that. Stealth 29 Perception 18
(MOMENTUM: 9, CHAOS: 21)
From here, you can explore A5, A17, or A11. There is nothing in this great hall except dust. It is very quiet in the hall.
Lanarial joined you all by passing by A3 and A17, here's what he saw:
A3 has the same features as area A2: This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up to area A22. At A17: An earthquake appeared to have triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain. What is odd, however, is that the stench of death hangs heavy here in this room.
Tex and fern will begin to move softly through the hall towards A5.
Tex: Stealth19 Passive Perception: 20
Fern: Stealth 28
Corinne Hemlock: Dhampir courtesan and dusk huntress
Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
AREA A5
A5: The floor is strewn with bits of armor and the gnawed bones of dwarves. Lurking in the hall are six ghouls!! Undead!! (Homer scream)