Since time immemorial, you and your people have toiled in the shadow of the cyclopean ruins. Of mysterious origins and the source of many a superstition, they have always been considered a secret best left unknown by the folk of your hamlet.
But now something stirs beneath the crumbling blocks. Beastmen howl in the night and your fellow villagers are snatched from their beds. With no heroes to defend you, who will rise to stand against the encircling darkness? The secrets of Chaos are yours to unearth, but at what cost to sanity and soul?
This module is an introductory adventure for the Dungeon Crawl Class RPG. Sailors on the Starless Sea pits a mob of level zero adventurers against the legacy of the Chaos Lords and their corrupted hordes. Delving beneath the crumbling ruins, you will discover ancient crypts, a starless sea, and an ancient ziggurat, where death and treasure await in equal measure.
This adventure uses the Dungeon Crawl Classics rules system, created in 2012. Remember the good old days, when adventurers were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be slain. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.
Dungeon Crawl Classics is a retro RPG that combines plenty of art, content, and inspiration from the early 1st edition Advanced Dungeons and Dragons game.
Attached in the Discord pins are the quickstart rules, and the characters sheet.
WE WILL BEGIN BY MAKING LEVEL ZERO CHARACTERS. THIS MODULE IS FOR 15 OF THEM. DEPENDING ON THE NUMBER OF PLAYERS, EACH OF YOU WILL CREATE AT LEAST TWO OR THREE LEVEL ZERO CHARACTERS.
THE FUNNEL
One of the unique characteristics of this game is what's called the "funnel". Every player creates 2 to 4 level zero characters that will participate in the adventure. During this module, players will die - it's expected - you're commoners, after all. At the end of the module, you'll be left over with a motley crew of survivors - and become level one adventurers!
The keep looming high on the hill has long been a source of fearsome tales and terrible legends. All your life, you've heard awful things about the keep - you have no idea what rings true or is deeply placed in superstition.
Bent on stopping the rash of abductions plaguing your village, you discover a horde of vile beastmen inhabiting the ancient keep on the hill. This can only mean a taint of Chaos. With no heroes to investigate the matter, you gather together with the hopes of stopping the abductions and evil yourselves.
Each player will control three characters at level zero. Many of you will not survive. Should you clear the module you will advance to level one.
BEGIN CAMPAIGN
You stand before the ruined keep, which squats atop a low, craggy hill, its walls of toppled stone and massive granite blocks hinting at forgotten battles and the clash of mighty armies. Now the ruins seem host only to creeping vines and the foul miasma that drifts down from the keep. The air is overrun with pestilence. Fat flies bite at you incessantly, and clouds of small black insects chock your every breath. The long abandoned land is choked with thorny vines that drape the sickly trees and hang from the ruined walls. There is an odor of rot and decay, as if the hill itself were decomposing from within.
A sight gives you pause: a ragged banner, depicting a crimson skull on a black field, stands high atop the ruined walls. Whatever lurks within has terrorized you and your village for far too long. You turn to your companions and ready your meager weapons.
The time for retribution has come.
GENERAL FEATURES
The keeps walls rise 30 feet from their rammed earth embankments. The walls and all the fallen stones are covered in a patchwork of moss, sickly vines, and lichen. Rather than simple carved blocks, the keep seems to have been built of enormous standing stones and mighty dolmens. The blocks are fitted together crudely, leaving cracks between the stones for rotting vegetation and pools of water that act as hosts to gnats and mosquitoes.
Take a look at the map below.
You are free to enter the keep from one of three ways:
AREA A - Up the causeway. AREA B - Ascending the rubble. AREA G - By the sinkhole.
A sturdy, slightly overweight man with long greasy black hair and a pock-marked face stands, grasping a well-made longsword that seems completely unused. Lucius of Dorrowkeep (noble) glares as that is his resting face. He mutters quietly to a small, dirty looking halfling near him who nods eagerly before stepping forward.
"Lucius, second son of the third daughter of the Count of Dorrowkeep, believes that the front door is the best approach. He awaits you peasants to prepare yourselves before we enter," the halfling trader Merric yells in a squeakily loud and annoying voice. "Make haste."
The third of the companions, a foppishly good-looking young man wearing what appears to be an apron while carrying what quite possibly is a rolling pin, looks to the noble with a pained look, asking a little louder than intended. "Sire, are you sure my assistance is needed? I am quite more accustomed to the kitchen than the battlefield." Bobbert (cheesemaker) offers a winning smile, that quickly turns to a dour look as the noble just glares at him, muttering something inaudible to the rest. "Yes, sire. You are right. My life is not worth the spittle you waste on me."
CAST OF USUAL SUSPECTS NOPE: Lucius the Noble(AC9/HP3), Merric the Trader(AC11/HP3), Bobbert the Cheesemaker(AC9/HP5) DAVE:Fool the Jester (AC10/HP1), Rist the Minstrel(AC10/HP4), Tom the Gravedigger(AC10/HP4)
Three more figures walk towards the front doors. One is a man in little mor than rags, an x-slave named Seven. There is also a swarthy-looking woodcutter named Bran, and the small figure of a leather-apron-wearing halfling chicken butcher named Kel. They trudge towards the front door with the rest of the mob, knowing someone has to deal with this place, and there were no adventurers around.
CAST OF USUAL SUSPECTS NOPE:Lucius the Noble(AC9/HP3), Merric the Trader(AC11/HP3), Bobbert the Cheesemaker(AC9/HP5) DAVE:Fool the Jester (AC10/HP1), Rist the Minstrel(AC10/HP4), Tom the Gravedigger(AC10/HP4) DRAGONDENN: Seven the Ex-Slave (AC1/3HP), Bran the Woodcutter (AC11/2HP), Kel the Chicken Butcher(AC11/3HP)
Wheezing loudly, as he's quite out of shape, tromps up a rather rotund dwarf, wearing an ill-fitting leather jerkin and a padded vendor's smock (pockets overflowing with mushrooms in various stages of molding), Herb Thickbottom (Dwarven mushroom-farmer: AC10/HP3) ambles up to Bobbert, and grabs him the shoulder for support. Between gasps for breath, "Hail and well met, Bobbert!" he manages to eek out, while everyone proceeds to plug their noses to protect themselves from the obvious manure stench wafting off of Herb.
Grengrun Bentfork (Dwarven blacksmith: AC10/HP2) and his trusty servant, Knack (Indentured Servant: AC10/HP4) show up late, as usual. "Much work to do...too much work!" Grengrun continuously mumbles a little too loudly, oblivious of the fact that the rest of the gathering group is trying to remain quiet as to not forewarn the evil tenants of the keep that the losers have arrived. "Master, shhhhhhhhhhh!" Knack manages to loudly whisper before getting slapped by Grengrun. "Don't you shush me, Knick-Knack. You know we have many orders...many orders to fulfill of weapons for Sir Lucius!" Grengrun finally manages to shut up once he reaches the gathering group, and notices that Sir Lucious is there amongst them.
OOC: Why the heck is it that my strongest character is the indentured servant....because reasons...
CAST OF USUAL SUSPECTS NOPE: Lucius the Noble(AC9/HP3), Merric the Trader(AC11/HP3), Bobbert the Cheesemaker(AC9/HP5) DAVE: Fool the Jester (AC10/HP1), Rist the Minstrel(AC10/HP4), Tom the Gravedigger(AC10/HP4) DRAGONDENN:Seven the Ex-Slave (AC1/3HP), Bran the Woodcutter (AC11/2HP), Kel the Chicken Butcher(AC11/3HP) MERLIN: Herb the Mushroom Farmer(AC10/HP3), Grengrun the Blacksmith(AC10/HP2), Knack the Indentured Servant(AC10/HP4)
Following the crowd up the path is a frail old man using a very rickety tree branch (staff) to help him ascend, he is Tony Brady (Indentured servant) (AC10/HP3) the man he works for follows behind him with the swagger of youth and cockyness like he owns the place. He is the renown smuggler (at least in his own mind) Logan Gold (Smuggler) (AC11/HP4)
"Are you sure this is the place Tony? This doesn't look like the Governors estate, nor does it appear there is a ball going on here." Logan points out
"Uhhh ohhh, hmmm" Tony suddenly looks up and perhaps notices his surroundings for the first time. "oh dear...."
Trailing behind those two is perhaps the thinnest Elf you have seen dressed is what can only be described as a bush. He is known as Marcus Skinner (not a very Elf name, given to him by his adoptive human parents) (Elven forester) (AC10/HP2) he works for the Skinner Timber company, the largest lumber distributor in the area.
"I was told by some of the guys at the mill that there was a big customer up here that wanted to order a lot of wood and if I wanted to impress my parents that I could run the place eventually I needed to come make a deal. I am starting to think they were pulling my leg..." Marcus whines to no one in particular
As it should be, Lucius glares at the cast of misfits that arrives, muttering quietly. Merric nods again, moving to the center of everyone and announcing, "Lord Lucius says that we are likely doomed as you all appear to be most worthless. He hopes that you prove him wrong, but he is seldom wrong," the halfling says, shooting a sidelong glance back at the noble...who glares. "He says we should should offer our prayers to Crom that he not use as a fodder in the next life. And that we should make our way toward our destination."
Bobbert smiles broadly as Herb Thickbottom wobbles closer. "Well met, fine dwarf," he says quietly, taking a moment to inhale deeply. "Ah, is that Shiitake I smell? I have a wonderful Camembert I could pair that with to make a most pleasing snack." Bobbert pauses noticing the onlooking glare of the noble. He pats the dwarf's shoulder and mutters quietly, "Perhaps another time, though, eh?"
Rollback Post to RevisionRollBack
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd) Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist) Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
CAST OF USUAL SUSPECTS NOPE: Lucius the Noble(AC9/HP3), Merric the Trader(AC11/HP3), Bobbert the Cheesemaker(AC9/HP5) DAVE: Fool the Jester (AC10/HP1), Rist the Minstrel(AC10/HP4), Tom the Gravedigger(AC10/HP4) DRAGONDENN: Seven the Ex-Slave (AC1/3HP), Bran the Woodcutter (AC11/2HP), Kel the Chicken Butcher(AC11/3HP) MERLIN:Herb the Mushroom Farmer(AC10/HP3), Grengrun the Blacksmith(AC10/HP2), Knack the Indentured Servant(AC10/HP4) ARGENT:Tony the Indentured Servant(AC10/HP3), Logan Gold the Smuggler(AC11/HP4), Marcus Skinner the Forester(AC10/HP2)
AREA A - DEVIL'S CAUSEWAY
An old dirt road, now overrun with weeds and sickly vines, rises towards the ruined citadel. A grisly sight bars your way, a pair of bodies, secured to poles by long ropey vines. The wicked wines have wormed their way inside the bodies' eyes, ears, and mouths. To your horror, you realize the bodies are still moving!
As you approach, the vines unwind from the posts, freeing the horrors to shamble towards your motley crew!!
Roll for initative!
Initiative in this game is handled like thus: at zero level, the PLAYER rolls initiative, not the characters. Roll, and take the highest bonus out of all your characters for your initiative score for all three of your characters.
CAST OF USUAL SUSPECTS NOPE: Lucius the Noble(AC9/HP3), Merric the Trader(AC11/HP3), Bobbert the Cheesemaker(AC9/HP5) DAVE: Fool the Jester (AC10/HP1), Rist the Minstrel(AC10/HP4), Tom the Gravedigger(AC10/HP4) DRAGONDENN: Seven the Ex-Slave (AC1/3HP), Bran the Woodcutter (AC11/2HP), Kel the Chicken Butcher(AC11/3HP) MERLIN: Herb the Mushroom Farmer(AC10/HP3), Grengrun the Blacksmith(AC10/HP2), Knack the Indentured Servant(AC10/HP4) ARGENT: Tony the Indentured Servant(AC10/HP3), Logan Gold the Smuggler(AC11/HP4), Marcus Skinner the Forester(AC10/HP2)
Lucius glares, drawing his blade from its scabbard, while Bobbert lets out an almost girly scream and weakly pulls his rolling pin up in front of him. Merric readies his short sword.
Initiative: 2
Rollback Post to RevisionRollBack
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd) Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist) Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
CAST OF USUAL SUSPECTS NOPE: Lucius the Noble(AC9/HP3), Merric the Trader(AC11/HP3), Bobbert the Cheesemaker(AC9/HP5) DAVE: Fool the Jester (AC9/HP1), Rist the Minstrel(AC10/HP4), Tom the Gravedigger(AC11/HP4) DRAGONDENN: Seven the Ex-Slave (AC1/3HP), Bran the Woodcutter (AC11/2HP), Kel the Chicken Butcher(AC11/3HP) MERLIN:Herb the Mushroom Farmer(AC10/HP3), Grengrun the Blacksmith(AC10/HP2), Knack the Indentured Servant(AC10/HP4) ARGENT: Tony the Indentured Servant(AC10/HP3), Logan Gold the Smuggler(AC11/HP4), Marcus Skinner the Forester(AC10/HP2)
Since time immemorial, you and your people have toiled in the shadow of the cyclopean ruins. Of mysterious origins and the source of many a superstition, they have always been considered a secret best left unknown by the folk of your hamlet.
But now something stirs beneath the crumbling blocks. Beastmen howl in the night and your fellow villagers are snatched from their beds. With no heroes to defend you, who will rise to stand against the encircling darkness? The secrets of Chaos are yours to unearth, but at what cost to sanity and soul?
This module is an introductory adventure for the Dungeon Crawl Class RPG. Sailors on the Starless Sea pits a mob of level zero adventurers against the legacy of the Chaos Lords and their corrupted hordes. Delving beneath the crumbling ruins, you will discover ancient crypts, a starless sea, and an ancient ziggurat, where death and treasure await in equal measure.
This adventure uses the Dungeon Crawl Classics rules system, created in 2012. Remember the good old days, when adventurers were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be slain. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.
Dungeon Crawl Classics is a retro RPG that combines plenty of art, content, and inspiration from the early 1st edition Advanced Dungeons and Dragons game.
Attached in the Discord pins are the quickstart rules, and the characters sheet.
WE WILL BEGIN BY MAKING LEVEL ZERO CHARACTERS. THIS MODULE IS FOR 15 OF THEM. DEPENDING ON THE NUMBER OF PLAYERS, EACH OF YOU WILL CREATE AT LEAST TWO OR THREE LEVEL ZERO CHARACTERS.
THE FUNNEL
One of the unique characteristics of this game is what's called the "funnel". Every player creates 2 to 4 level zero characters that will participate in the adventure. During this module, players will die - it's expected - you're commoners, after all. At the end of the module, you'll be left over with a motley crew of survivors - and become level one adventurers!
WE BEGIN VERY SOON
WHAT THE HECK ARE WE DOING?
The keep looming high on the hill has long been a source of fearsome tales and terrible legends. All your life, you've heard awful things about the keep - you have no idea what rings true or is deeply placed in superstition.
Bent on stopping the rash of abductions plaguing your village, you discover a horde of vile beastmen inhabiting the ancient keep on the hill. This can only mean a taint of Chaos. With no heroes to investigate the matter, you gather together with the hopes of stopping the abductions and evil yourselves.
Each player will control three characters at level zero. Many of you will not survive. Should you clear the module you will advance to level one.
BEGIN CAMPAIGN
You stand before the ruined keep, which squats atop a low, craggy hill, its walls of toppled stone and massive granite blocks hinting at forgotten battles and the clash of mighty armies. Now the ruins seem host only to creeping vines and the foul miasma that drifts down from the keep. The air is overrun with pestilence. Fat flies bite at you incessantly, and clouds of small black insects chock your every breath. The long abandoned land is choked with thorny vines that drape the sickly trees and hang from the ruined walls. There is an odor of rot and decay, as if the hill itself were decomposing from within.
A sight gives you pause: a ragged banner, depicting a crimson skull on a black field, stands high atop the ruined walls. Whatever lurks within has terrorized you and your village for far too long. You turn to your companions and ready your meager weapons.
The time for retribution has come.
GENERAL FEATURES
The keeps walls rise 30 feet from their rammed earth embankments. The walls and all the fallen stones are covered in a patchwork of moss, sickly vines, and lichen. Rather than simple carved blocks, the keep seems to have been built of enormous standing stones and mighty dolmens. The blocks are fitted together crudely, leaving cracks between the stones for rotting vegetation and pools of water that act as hosts to gnats and mosquitoes.
Take a look at the map below.
You are free to enter the keep from one of three ways:
AREA A - Up the causeway.
AREA B - Ascending the rubble.
AREA G - By the sinkhole.
Choose your fate.
A frontal assault is never wise, but only a rugged adventurer would know that. My three idiot commoners therefore vote for the front door.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
A sturdy, slightly overweight man with long greasy black hair and a pock-marked face stands, grasping a well-made longsword that seems completely unused. Lucius of Dorrowkeep (noble) glares as that is his resting face. He mutters quietly to a small, dirty looking halfling near him who nods eagerly before stepping forward.
"Lucius, second son of the third daughter of the Count of Dorrowkeep, believes that the front door is the best approach. He awaits you peasants to prepare yourselves before we enter," the halfling trader Merric yells in a squeakily loud and annoying voice. "Make haste."
The third of the companions, a foppishly good-looking young man wearing what appears to be an apron while carrying what quite possibly is a rolling pin, looks to the noble with a pained look, asking a little louder than intended. "Sire, are you sure my assistance is needed? I am quite more accustomed to the kitchen than the battlefield." Bobbert (cheesemaker) offers a winning smile, that quickly turns to a dour look as the noble just glares at him, muttering something inaudible to the rest. "Yes, sire. You are right. My life is not worth the spittle you waste on me."
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
CAST OF USUAL SUSPECTS
NOPE: Lucius the Noble(AC9/HP3), Merric the Trader(AC11/HP3), Bobbert the Cheesemaker(AC9/HP5)
DAVE: Fool the Jester (AC10/HP1), Rist the Minstrel(AC10/HP4), Tom the Gravedigger(AC10/HP4)
Three more figures walk towards the front doors. One is a man in little mor than rags, an x-slave named Seven. There is also a swarthy-looking woodcutter named Bran, and the small figure of a leather-apron-wearing halfling chicken butcher named Kel. They trudge towards the front door with the rest of the mob, knowing someone has to deal with this place, and there were no adventurers around.
CAST OF USUAL SUSPECTS
NOPE: Lucius the Noble(AC9/HP3), Merric the Trader(AC11/HP3), Bobbert the Cheesemaker(AC9/HP5)
DAVE: Fool the Jester (AC10/HP1), Rist the Minstrel(AC10/HP4), Tom the Gravedigger(AC10/HP4)
DRAGONDENN: Seven the Ex-Slave (AC1/3HP), Bran the Woodcutter (AC11/2HP), Kel the Chicken Butcher(AC11/3HP)
Wheezing loudly, as he's quite out of shape, tromps up a rather rotund dwarf, wearing an ill-fitting leather jerkin and a padded vendor's smock (pockets overflowing with mushrooms in various stages of molding), Herb Thickbottom (Dwarven mushroom-farmer: AC10/HP3) ambles up to Bobbert, and grabs him the shoulder for support. Between gasps for breath, "Hail and well met, Bobbert!" he manages to eek out, while everyone proceeds to plug their noses to protect themselves from the obvious manure stench wafting off of Herb.
Grengrun Bentfork (Dwarven blacksmith: AC10/HP2) and his trusty servant, Knack (Indentured Servant: AC10/HP4) show up late, as usual. "Much work to do...too much work!" Grengrun continuously mumbles a little too loudly, oblivious of the fact that the rest of the gathering group is trying to remain quiet as to not forewarn the evil tenants of the keep that the losers have arrived. "Master, shhhhhhhhhhh!" Knack manages to loudly whisper before getting slapped by Grengrun. "Don't you shush me, Knick-Knack. You know we have many orders...many orders to fulfill of weapons for Sir Lucius!" Grengrun finally manages to shut up once he reaches the gathering group, and notices that Sir Lucious is there amongst them.
OOC: Why the heck is it that my strongest character is the indentured servant....because reasons...
Last to know and first to be blamed...
As a free action, can I regret my life choices?
CAST OF USUAL SUSPECTS
NOPE: Lucius the Noble(AC9/HP3), Merric the Trader(AC11/HP3), Bobbert the Cheesemaker(AC9/HP5)
DAVE: Fool the Jester (AC10/HP1), Rist the Minstrel(AC10/HP4), Tom the Gravedigger(AC10/HP4)
DRAGONDENN: Seven the Ex-Slave (AC1/3HP), Bran the Woodcutter (AC11/2HP), Kel the Chicken Butcher(AC11/3HP)
MERLIN: Herb the Mushroom Farmer(AC10/HP3), Grengrun the Blacksmith(AC10/HP2), Knack the Indentured Servant(AC10/HP4)
Following the crowd up the path is a frail old man using a very rickety tree branch (staff) to help him ascend, he is Tony Brady (Indentured servant) (AC10/HP3) the man he works for follows behind him with the swagger of youth and cockyness like he owns the place. He is the renown smuggler (at least in his own mind) Logan Gold (Smuggler) (AC11/HP4)
"Are you sure this is the place Tony? This doesn't look like the Governors estate, nor does it appear there is a ball going on here." Logan points out
"Uhhh ohhh, hmmm" Tony suddenly looks up and perhaps notices his surroundings for the first time. "oh dear...."
Trailing behind those two is perhaps the thinnest Elf you have seen dressed is what can only be described as a bush. He is known as Marcus Skinner (not a very Elf name, given to him by his adoptive human parents) (Elven forester) (AC10/HP2) he works for the Skinner Timber company, the largest lumber distributor in the area.
"I was told by some of the guys at the mill that there was a big customer up here that wanted to order a lot of wood and if I wanted to impress my parents that I could run the place eventually I needed to come make a deal. I am starting to think they were pulling my leg..." Marcus whines to no one in particular
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
As it should be, Lucius glares at the cast of misfits that arrives, muttering quietly. Merric nods again, moving to the center of everyone and announcing, "Lord Lucius says that we are likely doomed as you all appear to be most worthless. He hopes that you prove him wrong, but he is seldom wrong," the halfling says, shooting a sidelong glance back at the noble...who glares. "He says we should should offer our prayers to Crom that he not use as a fodder in the next life. And that we should make our way toward our destination."
Bobbert smiles broadly as Herb Thickbottom wobbles closer. "Well met, fine dwarf," he says quietly, taking a moment to inhale deeply. "Ah, is that Shiitake I smell? I have a wonderful Camembert I could pair that with to make a most pleasing snack." Bobbert pauses noticing the onlooking glare of the noble. He pats the dwarf's shoulder and mutters quietly, "Perhaps another time, though, eh?"
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
CAST OF USUAL SUSPECTS
NOPE: Lucius the Noble(AC9/HP3), Merric the Trader(AC11/HP3), Bobbert the Cheesemaker(AC9/HP5)
DAVE: Fool the Jester (AC10/HP1), Rist the Minstrel(AC10/HP4), Tom the Gravedigger(AC10/HP4)
DRAGONDENN: Seven the Ex-Slave (AC1/3HP), Bran the Woodcutter (AC11/2HP), Kel the Chicken Butcher(AC11/3HP)
MERLIN: Herb the Mushroom Farmer(AC10/HP3), Grengrun the Blacksmith(AC10/HP2), Knack the Indentured Servant(AC10/HP4)
ARGENT: Tony the Indentured Servant(AC10/HP3), Logan Gold the Smuggler(AC11/HP4), Marcus Skinner the Forester(AC10/HP2)
AREA A - DEVIL'S CAUSEWAY
An old dirt road, now overrun with weeds and sickly vines, rises towards the ruined citadel. A grisly sight bars your way, a pair of bodies, secured to poles by long ropey vines. The wicked wines have wormed their way inside the bodies' eyes, ears, and mouths. To your horror, you realize the bodies are still moving!
As you approach, the vines unwind from the posts, freeing the horrors to shamble towards your motley crew!!
Roll for initative!
Initiative in this game is handled like thus: at zero level, the PLAYER rolls initiative, not the characters. Roll, and take the highest bonus out of all your characters for your initiative score for all three of your characters.
[Initiative: 3]
Well that's off to a great start....
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
Initiative: 9
Horror1: 12
Horror2: 16
CAST OF USUAL SUSPECTS
NOPE: Lucius the Noble(AC9/HP3), Merric the Trader(AC11/HP3), Bobbert the Cheesemaker(AC9/HP5)
DAVE: Fool the Jester (AC10/HP1), Rist the Minstrel(AC10/HP4), Tom the Gravedigger(AC10/HP4)
DRAGONDENN: Seven the Ex-Slave (AC1/3HP), Bran the Woodcutter (AC11/2HP), Kel the Chicken Butcher(AC11/3HP)
MERLIN: Herb the Mushroom Farmer(AC10/HP3), Grengrun the Blacksmith(AC10/HP2), Knack the Indentured Servant(AC10/HP4)
ARGENT: Tony the Indentured Servant(AC10/HP3), Logan Gold the Smuggler(AC11/HP4), Marcus Skinner the Forester(AC10/HP2)
Initiative order: Horror2(14)(AC13/HP10), Dragondenn9, Horror1(8)(AC13/HP10), Argent3
Lucius glares, drawing his blade from its scabbard, while Bobbert lets out an almost girly scream and weakly pulls his rolling pin up in front of him. Merric readies his short sword.
Initiative: 2
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
CAST OF USUAL SUSPECTS
NOPE: Lucius the Noble(AC9/HP3), Merric the Trader(AC11/HP3), Bobbert the Cheesemaker(AC9/HP5)
DAVE: Fool the Jester (AC9/HP1), Rist the Minstrel(AC10/HP4), Tom the Gravedigger(AC11/HP4)
DRAGONDENN: Seven the Ex-Slave (AC1/3HP), Bran the Woodcutter (AC11/2HP), Kel the Chicken Butcher(AC11/3HP)
MERLIN: Herb the Mushroom Farmer(AC10/HP3), Grengrun the Blacksmith(AC10/HP2), Knack the Indentured Servant(AC10/HP4)
ARGENT: Tony the Indentured Servant(AC10/HP3), Logan Gold the Smuggler(AC11/HP4), Marcus Skinner the Forester(AC10/HP2)
Initiative order: Horror2(14)(AC13/HP10), Dragondenn9, Horror1(8)(AC13/HP10), Argent3, Nope3