Jump to content

About This Game

Hundreds of years ago the mage-lord Shraevyn, knowing he was dying, created a sword of tremendous power. Upon his death the powerful blade disappeared, and no one knew what became of the sword. Most believed it remained hidden in his secret annex when he died. This hideaway had been lost in history--until now. A group of warriors led by Randal Morn, rightful ruler of Daggerdale, rushed to the Sword's resting place to recover it, but dark forces awaited them, and Randal and his men fell to an ambush. Only one man escaped, yet he brought with him the hope that Randal Morn yet lives.

Game System

AD&D 2e

Detailed Description

Eager for an opportunity to become legendary adventures, your band has traveled to Shadowdale to answer a call for aid from Lhaeo, scribe to Elminster, the infamous sage of Shadowdale. Instructed to meet Lhaeo at the Old Skull Inn, whereupon additional information will be provided, you have chosen to rise to the call. Lhaeo has decided to entrust the future of Daggerdale to your band of adventurers--its fate, along with that of Randal Morn, lies in your hands.

SotDAdvertisement.JPG.848d6f3d8354be9f5b0ec6515d174cce.JPG

The Sword of the Dales is an Advanced Dungeons & Dragons 2e module set in the Forgotten Realms. It is designed for three to six characters, and provides a very nice balance of social encounters and puzzles with a relatively low amount of combat. Your ability to communicate and work together will prove more valuable than your ability to whack a goblin with a sword.

As an established band of adventurers, the assumption is that you know one another at the start and have worked together before. I encourage you to perhaps collaborate and come up with a name for your band, maybe even choose a leader. In any case, your exploits would be well known to one another and to those around you. Certainly Lhaeo would have heard of your actions in the Dalelands. Please include a brief description of one such exploit when you create your characters that would be known to the group.

This is the first of a trilogy of adventures, I would very much like it if we continued on once this first adventure is complete! Please read below, and if you have any questions, please let me know! Thanks!

Posting Rate: I post from work during the week, but realize that not everyone has that luxury. For a game to succeed, it has to proceed at a reasonable rate. I will post most days, I expect characters to post at least 3-4 times per week to keep the game moving.

Starting Experience: 5,000 XP plus any applicable bonuses for prime requisites. The module is designed for characters of 1st through 4th level, this will start most characters around level 3 while also allowing some flexibility for multi-class or even dual class characters.

Attributes: Roll 4d6 dropping the lowest die, scores may be arranged to taste. If the result is completely unplayable (I trust your discretion), then you may scrap the scores and roll again.

Sources Allowed: Player's Handbook, Tome of Magic, Forgotten Realms Adventures.

Starting Gear: Roll for initial character funds as usual. Multi-class characters use the most advantageous die range of their classes.

Show Spell Acquisition:

  • Bards: Bards who reach 2nd level receive a spellbook with 1d4 spells (intelligence checks must be made to see if the bard can learn a given spell), additional spells must be acquired through play.
  • Wizards: Wizards begin with a spellbook containing 3d4 1st level spells, two of which must be read magic and detect magic, which all wizards learn as part of their training. The remaining spells may be chosen by the player (intelligence checks must be made to see if the wizard can learn these additional spells). At each level beyond 1st, the wizard may choose a new spell for their spellbook (intelligence checks must be made to see if the wizard can learn these additional spells).
  • Specialists: Specialists follow the same rules as wizards, except whenever a specialist reaches a new level, he automatically gains one spell of his school to add to his spellbook (no roll for learning the spell need be made). Note that specialists receive +15% when learning spells from their school and -15% when learning spells from other schools.

Show Optional Rules:

  • Proficiencies: Rules for proficiencies are not in effect. If your character would possess a certain skill set, we can explore it through background and roleplay. Weapon specialization is available to single-class fighters only.
  • Encumbrance: I'm not interested in tracking encumbrance, but rely on common sense.
  • Initiative: Standard initiative procedure is in effect, I think it's particularly well suited to pbp. Players declare actions prior to initiative being rolled. Casting times for spells apply. For characters with multiple attacks, the standard rules apply.
  • Hovering on Death's Door: While I hope it won't come into play, the rules for hovering on death's door are in effect. Not trying to kill you guys, trying to have a great time.
  • Hit Points: Maximum hit points at first level, roll for any additional levels. This helps increase survivability a bit.

 

 

 

Community

OSR
  1. What's new in this game
  2. Watching the skeletons recoil dispassionately, Amarandé mutters "That's it!" to himself, before whistling sharply to get the attention of his hounds. Throwing down their reins, he barks out "Mawr! Haswy!" directing them to attack the leftmost giant skeleton. Using what time remains, he begins to sing a soft prayer to Mystra. As his voice gains volume he grasps his staff in both hands and slowly raises it above the ground, and when his chant climaxes he slams the staff into the ground, releasing a pulse of blue light that washes over the room and blesses everyone. OOC: I know I can't cast spells in the surprise round, but maybe I could make a start casting a spell to reduce the casting time in round 1, so that the bless goes up before everyone's turn? If not, there's nothing I'd choose to do instead, so I'll use the surprise round to direct the hounds but otherwise skip it.
  3. Having learned his lesson well from the battle with the spider skeletons, Mandons chooses to battle any available zombies first, leaving the skeletons to those of his colleagues armed with blunt weapons. Once there are no zombies left, he will help mop up any remaining skeletons, prioritising the giant ones.
  4. Heeding the warning of Amarandé, you brace yourselves against a potential attack. Silence is the only thing that greets you, aside from the gentle fluttering of the phantasmal cloak. Kord continues to examine the ghostly figure closely--it does not look like Randal Morn, at least not according to what you know of him. The garb is antiquated in contrast to the helm that the phantom wears, a helm seemingly possessed of a great level of artifice. If you had to wager a guess, you would wager that this is an image of Shraevyn himself, though to what purpose you cannot discern. Reaching into the casket cautiously to examine the note, Valandil unrolls the small scrap of parchment to reveal the following: You are not given long to wonder over the sequence of events that would lead to such a note being left here before Theoath cries a warning. Extending his divine senses, the entire chamber resonates with the feeling of malice--both present and not present at the same time. There is an air of expectancy to the evil, though also of chaos. The aura is powerful, though muffled somewhat--for lack of a better word. It is a strange sensation, but one that points to obvious danger. Triggered by no obvious action, you hear the sickening screech of stone grating against stone, and skeletons burst through the wall into this vast chamber. Warned by Amarandé and Theoath, you are ready for the attack. Eight skeletons, two of which stand above the others, rush toward you, weapons raised. Four other humanoid creatures lumber slowly forward, their human faces twisted in agony. Judging by their tattered appearance, you quickly deduce that these were probably once a Dales patrol--presumably the same men that accompanied Randal Morn before they were slain. Empowered by his connection to the goddess Mystra, Amarandé stands before the group, a sense of divine authority gathering as he stares down the oncoming undead. Six of the skeletons reel from Amarandé's power, retreating to the far corners of the chamber, interfering with the advance of the slower, lumbering zombies. The rest continue towards your group. OOC: Two skeletons remain--the largest--which each tower nearly three feet above the others. They appear to be the animated remains of some type of giant or giant-kin. Four zombies accompany them, presumably reanimated Freedom Riders from Randal Morn's expedition. The six skeletons that were turned by Amarandé have retreated as far as they can into the corners of the chamber--they will not return to the melee unless someone approaches them within 10 feet, at which point the turning will be broken. As you were made aware of the attack--if not the exact timing--I will give each of you a free surprise round of actions ahead of the first initiative roll (so you get one free round of actions now, then we will roll initiative for the first full round). Surprising groups receive one round of attacks with melee, missile, or magical items. The surprise round cannot be used to cast spells. Please list your surprise round action as well as your intended actions for the first round of combat!
  5. Valandil's senses are heightened as he approaches the coffin, a palpable sense of malevolence weighing heavily in the air. The oppressive aura of the room sends shivers down his spine, but he remains steadfast, his resolve unwavering. Pausing for a few moments to gather his courage, Valandil reaches into the coffin with a steady hand. His fingers brush against the sword's hilt, but he hesitates, a sense of caution staying his hand. Instead, he opts to retrieve the paper tucked into the hilt, curious about its contents. With a careful motion, Valandil extracts the paper and unfolds it, his eyes scanning the paper for information. His expression remains composed, betraying little of the unease he feels in such darkness. As he looks at the paper, his mind races with possibilities, seeking to unravel the secrets held within.
  6. Kordannaghlan Penniesaver (gnome f2/th3) AC 09 Hp 16 thac0 19 "Do we know what Morn looks like? Perhaps this ghostly emanation?" Show this broadsword thac0 19, 1att/rnd, 2d4/1d6+1, spd5; dagger thac0 19 2att/rnd, d4/d3; shortbow thac0 19, 2a/rnd, d6; backstab x2 gnome, common, giant, goblin, kobold wi/10' passage slope 1-5 d6, wi/10' unsafe walls 1-7 d10, open locks 60%, find traps 45%, move silent 40%, hide in shadows 30%, detect noise 25%, climb walls 70%
  7. "Be leery; while this could be any of a number of swords that Shraevyn enchanted, if this is supposed to be the sword of the dales then forget not that Lhaeo said that Randel Morn had already found the mythical blade. Would it have been neatly reset for our convenience in the ensuing week?"
  8. Kordannaghlan Penniesaver (gnome f2/th3) AC 09 Hp 16 thac0 19 Falls in line with the others, sword in hand. "Anyone going to pick that up?" He nods toward the sword. Show this broadsword thac0 19, 1att/rnd, 2d4/1d6+1, spd5; dagger thac0 19 2att/rnd, d4/d3; shortbow thac0 19, 2a/rnd, d6; backstab x2 gnome, common, giant, goblin, kobold wi/10' passage slope 1-5 d6, wi/10' unsafe walls 1-7 d10, open locks 60%, find traps 45%, move silent 40%, hide in shadows 30%, detect noise 25%, climb walls 70%
  9. "Quickly, form a circle around Amarande so we can help defend each other." Mandons takes up a position with sword and shield, ready to battle whatever assails them.
  10. Amarandé stills as he approaches the casket, gripping his staff tightly as he sways in a non-existant wind. Gasping slightly, glances around the room quickly. "'Ware, all of you. Whether triggered by trap or by master's call, we are about to be set upon. Skeletons, and more animated than I should like." Loosening his grip on the reins of his hounds, he prepares to ensconce the party in a bless the moment he spots any danger. Edit- might actually start with a Turn Undead if he registers quickly enough that we're being beset by undead
  11. Human, LG, Paladin of Chauntea [3] AC 5 | HP 16 Theo tries to detect the malevolence with his holy ability. Stretching out his hand he send his will through it hoping to find the evil spirit watching over them. OoC: He has his aura of protection 10' so stay close friends. Evil -1 attack. Searching for the evil spirit with Detect Evil 60'.
  12. Having turned up little of value and having found nothing other than the portal that hints at any more secret chambers in the tomb, you follow as Amarandé leads down the southern corridor to confront the apparition, hounds at his side. Whether it is indeed the specter of Shraevyn or perhaps some other ghostly manifestation, with no other paths to explore you head into the chamber. The apparition does not stir as you approach, the hounds each issue a deep growl, clearly disturbed by something in the chamber. They spread out as you draw close to the casket, sniffing at the floor and walls. There is a faint stench of decay in the air. The apparition hovers quietly above the casket, staring blankly at the entrance--cautiously, Amarandé reaches out a hand, and it passes harmlessly through the phantom. The interior of the casket is filled with tattered rags. Lying upon them, hilt toward the door, you see a beautiful long sword. A piece of paper is tied around the hilt with what appears to be string. You all recognize this from the golden vessel aligned with enchantment magic in the previous room. The sensation of another presence, cold, feminine and malevolent, is more pronounced here--and it does not come from the ghost, the sword, or the coffin. You can't shake the feeling that you are being watched, though the bare walls of the room seem to hide little threat. You have every reason to believe that the artifact before you is indeed the Sword of the Dales, waiting to be taken.
  13. Satisfied that the group is in no immediate danger of traps, Amarandé heads to the southern corner to examine the ghostly apparition for himself. Unconvinced, he nonetheless compares the ghost's face to that of the dead body further north. He also pays attention to the reaction of his dogs, looking for raised hackles or more relaxed behaviour. If the dogs seem less disturbed, he steps out fully from the corner he was peering out from, into full view of the spectre. If it reacts at all, he is primed to hop back around the corner and out of sight. If not, he calls out "Ho there, visage. What stills you?"
  14. Kordannaghlan Penniesaver (gnome f2/th3) AC 09 Hp 16 thac0 19 "More riddles to solve." Show this broadsword thac0 19, 1att/rnd, 2d4/1d6+1, spd5; dagger thac0 19 2att/rnd, d4/d3; shortbow thac0 19, 2a/rnd, d6; backstab x2 gnome, common, giant, goblin, kobold wi/10' passage slope 1-5 d6, wi/10' unsafe walls 1-7 d10, open locks 60%, find traps 45%, move silent 40%, hide in shadows 30%, detect noise 25%, climb walls 70%
  15. Human, LG, Paladin of Chauntea [3] AC 5 | HP 16 Theo is puzzled by the plaque and story. He knows not what to make of it. Anything they have encountered up to this point has been some riddle to solve. But this just seems like a testament. He doesn't know what to make of it. Is it truthful words of caution or another puzzle to solve? Theo looks all about him to see where the plaque may go and return it to its position. Maybe it once hung on the portal or wall. Either way he is still under the impression there is a riddle to solve here and so he means to find clues. OoC: He has his aura of protection 10' so stay close friends. Evil -1 attack. Searching for a place where the plaque may go.
  16. In case I didn't make it 100% clear, the portal is not presently functioning. It's just a stone archway against the wall, at the moment.
  17. Kordannaghlan Penniesaver (gnome f2/th3) AC 09 Hp 16 thac0 19 "It's possible Morn went through. Sounds like any treasure was sent through, so maybe they thought the sword was too? We can check the rest of the tomb and come back to try and follow, but how do we return?" Show this broadsword thac0 19, 1att/rnd, 2d4/1d6+1, spd5; dagger thac0 19 2att/rnd, d4/d3; shortbow thac0 19, 2a/rnd, d6; backstab x2 gnome, common, giant, goblin, kobold wi/10' passage slope 1-5 d6, wi/10' unsafe walls 1-7 d10, open locks 60%, find traps 45%, move silent 40%, hide in shadows 30%, detect noise 25%, climb walls 70%
  18. Valandil searches the body of the fallen freedom rider for any information that may be useful he also takes the full coin purse and anything else of value. "We will need this more than he." was his only comment. The elf then stands and searches the room for hidden doors or devices that might activate the portal.
  19. Huddled in the northern corridor, you consider your options. The apparition in the southern hall did not appear lucid--while the image itself wasn't static, the robes did flow as if stirred by a breeze, the apparition itself made no movement whatsoever. It was either unaware of Kord's presence, uncaring of Kord's presence, or not able to react at all. As for the apparent Freedom Rider, the general state of decomposition of the body, upon inspection by Amarandé, matches up with the timeline of Randal Morn's foray into the tomb. Turning the body over, you can see that the darts were indeed likely the result of triggering a trap--this makes you hesitant to enter the chamber, but Amarandé is confident that no immediate threat lurks within and waves Theoath through. Two darts pierced the unfortunate soul's armor, and another two lie just within the chamber on the floor, likely deflected from their target. A pouch heavy with coin is tied to his belt. The stone of the archway within the chamber is very old, much older than the surrounding rock. Though no one is experienced in masonry or architecture, Kord points out the varying color of the stones. The architecture of the arch is ancient--that the archway was or is in some way magical is apparent from the many runes inscribed upon the stone. Hazarding a guess, both Lirion and Amarandé agree that this is likely some kind of portal, though it seems inactive at the moment. Bending over to examine the shiny object, Theoath finds it to be a silver plaque, bent and tarnished but still readable. A verse is etched into the once-beautiful metal. An adventurer's story never ends, it goes on and on, over and again. But past death's door and beyond each bend, are those who will take your every win. To those I cry, begone and flee! Plunder another's resting place. Better yet, turn to yourself and see that evil smile upon your face. My treasures are gone, there's none to take, I've cast them out into Sigil, Into Karten's hands for my own sake, allowing others to stand vigil. Good luck my friends, turn tail and run, be warmed beneath the bright sun, For knowing me is no guarantee of peace or even security. Who Karten is and how is related to Shraevyn is unknown. The wreckage in the room appears to have been the work of Randal Morn's men--it looks recent. Peering at the floor in front of the portal, Valandil is able to determine that there are at least two distinct sets of footprints leading to the portal--as if someone may have gone through--but no footprints showing that they returned. There does not seem to be any readily-apparent way to activate the portal, and there is little else of interest in the chamber. OOC: Despite careful inspection, no other traps are evident in this room.
  20. Standing at the northern corner, leaning on his staff and watching Jack at work, Amarandé's fingers twitch as he prepares to throw up a featherfall the moment any darts are released. "Aye, that could well be the case. It might not hurt to test that theory anyway, even if it proves unsubstantiated." OOC: based on the state of decomposition, do we get a sense of roughly how long the body might have been there, or whether it's been preserved at all?
  21. "I don't know if it means anything... but we have a body this way and a spirit the other way. D'ya think the old spook's getting all philosophical with us again?"
  22. Kordannaghlan Penniesaver (gnome f2/th3) AC 09 Hp 16 thac0 19 "I didn't get close enough to find out." He looks down the other hall to see what Jack is up to. Show this broadsword thac0 19, 1att/rnd, 2d4/1d6+1, spd5; dagger thac0 19 2att/rnd, d4/d3; shortbow thac0 19, 2a/rnd, d6; backstab x2 gnome, common, giant, goblin, kobold wi/10' passage slope 1-5 d6, wi/10' unsafe walls 1-7 d10, open locks 60%, find traps 45%, move silent 40%, hide in shadows 30%, detect noise 25%, climb walls 70%
  23. HP: 23/23 AC: 6 Jack gives the corpse a sideways look before carefully searching for traps in the chamber. Finally, he investigates the shiny metal he spotted. OOC Find/Remove traps: 95% Detect Noise: 85%
  24. "What I don't understand is why this poor fellow has been left here, whereas there's no sign of any others anywhere we've been so far. Makes me think there must be something significant about him, either another trap or something left to help us." "Best let Jack take a closer look at that shiny thing before you go grabbing things, Theo. There may be more of these poison darts... unless whatever trashed the place set 'em all off."
  25. Human, LG, Paladin of Chauntea [3] AC 5 | HP 16 Theo offers prayers to Chauntea to the fallen solider. He notices the darts in his chest and wonders if it was from an attacker or a trap. He wants to touch the darts but is suspicious of poison. Best leave them in the body for now. He does feel that maybe they could position the fallen soldier in a more dignified position. He moves him out of the way and leans him against a wall. "The darts ... do we suspect trap or enemy?" Theo uses his eyes to the best of their human ability to determine what that shinny object might be. He is worried that he might set off a trap if his curiosity gets the better of him. Best those with better eye sight in these dark places determine the true nature of such an object. OoC: He has his aura of protection 10' so stay close friends. Evil -1 attack. Just searching at the moment from his position until he knows it is safe to wander about without setting off traps.
  26. Watching Jack carefully stalk North, Amarandé listens to Kord's description with interest. "That would be extremely concerning, if all is as it appears. Make no mistake, the undead are far worse than the stories do them justice," he glances over his shoulder at the gnome. "Did you get a sense of whether it is aware of it's surroundings? With luck, it could merely be an illusion."
  27.  
×
×
  • Create New...