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Overview

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.

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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. sorry I missed that you were closing the game, I had fun thanks for letting me play. I hope your RL issues get resolved soon.
  3. You are all very welcome! I look forward to seeing you around the Weave!
  4. I loved your most recent post I have to drive to Atlanta today so I will not post until tomorrow or perhaps the next day
  5. enjoyed this return to the old ways more than i thought i would thanks
  6. I'm sorry to hear all of that, as I was really enjoying the campaign and the group of friends we've made along the way, but the rule of the game is that real life trumps all. Shame about the job closure, and good luck with finding something that you can enjoy in a timely fashion! I'm a regular on MW, playing and running a number of games, so everyone please feel free to keep in touch, and if we can all reconvene sometime in the future, potentially for a more off-script game, then that's something I'll look forward to. Thank you all for the fun journey!
  7. Wow! Really sorry to hear your job news, Sellsword. I hope you find something else very soon. Thank you so much for running the game. I thoroughly enjoyed it, and even the occasional weirdness didn't prevent it being a fun ride. If your situation changes and you ever feel like picking it up again for round two, I'll be more than happy to continue the tale. Be well and all the very best wishes to you and all the other players.
  8. I'm sorry to hear about that, but thanks for the game. I did enjoy it and the other players. I hope we can do this again. BTW, I had this nutty idea about planting some seeds in this tomb using the water in one of those urns so Chauntea could bless this place and let life return life to this restless undead place. Edit: I know it doesn't matter, but how much XP do we get at the end of the adventure?
  9. Sorry guys, it took me a few days to figure out how to end this. This is the conclusion of the Sword of the Dales module. As the module progressed, I became less and less happy with it. It had nothing to do with you guys, but the closer we got to the tomb, the more I stressed over whether to substantially change the module. The most enjoyable moments for me by far were when we were completely off script--your decision to avoid the road and strike out across the forest, for example, was great. Though the encounters were indeed part of the module (mostly a couple of short lines in a 'wandering encounter' table), I feel like they were the highlight of the module. In the end, I decided to continue mostly as written--especially once you entered the tomb. Though I was really unhappy with the conclusion of the module (a note on the Sword from Randal Morn saying he was kidnapped?!?!?), I couldn't put together anything more cohesive and decided to run with it as written. I regret that decision now, as the battle with the undead and the mysterious watcher seemed really out of place and anti-climatic. At any rate, I hope you enjoyed the module, or at least enjoyed parts of it. I certainly enjoyed having you as players! I do not, however, think that I can continue on with the campaign, and wanted to share my reasons why. My situation at work is in flux right now--it was announced three weeks ago that the business will be closing, so I am once again on the job search. I started here 7 months ago, and it turns out there were some underlying financial issues with the company that cannot be overcome, so the board of directors has decided to sell. Fortunately I have another two months or so of employment as we wind down operations, but the time I spent before pouring into the game, I'm now spending on Indeed submitting applications. That's not to say I'm going to disappear--I'm still a player in another game on MW, for example--but I don't have the time I once did to focus on running a game, and don't want to short-change you as players. So with that, as we have concluded the module, I will be terminating the campaign. No trip to the Spiderhaunt Woods required! I do want to thank you all for the time you put in, for the character development, for the teamwork in solving puzzles--I'm really honored to have had such a great group of players. I really hope that we get a chance to interact again on MW! Thank you all!
  10. With the Sword secured and the threat evidently vanquished, you retrace your steps to the tomb entrance. You find your mounts undisturbed, and though your time in the tomb was short and daylight yet remains, you decide to settle in for the night to regain strength. Returning to Lhaeo in Shadowdale with the Sword and Randal's Morn's apparent abduction seems the most prudent course of action. There are several moments throughout the night where you feel like you might be being watched, enough to keep you awake throughout most of the night. It has a more mundane feeling than whoever your unseen watcher in the tomb may have been. The fear of Zhents lurking in the valley is real, but if they are indeed watching you, they make no move to reclaim the Sword. Come morning, you make ready for travel, eager to test your mount's endurance on the long road back to Shadowdale. You reach the Serpentsbridge on the second day and cross without encountering a soul, the horses devouring the miles as you make haste south. Beyond the bridge the territory is less known to you, but the road is well-constructed. Near the evening on your third day, you encounter a long procession of carts, wagons, and horses approaching from the south-east. As the distance between your two groups shortens, you see a band of riders gallop forward on horseback. The six men approach cautiously, glancing nervously towards the woods on either side of them. They're dressed in some sort of livery, but you can't make out the devices on their tabards. One rider, apparently the leader, breaks away from the group and rides forward. "Hail, and well met," he begins, managing a weak smile. He is a human clad in plate mail, and a sheathed long sword hangs from his belt. His shield arm is wrapped with strips of bloodied rags. A makeshift sling made of leather straps supports the injury. "I am Commander Scott Harikon. We guide the House-Merchants of Arabel northward. We seek safe passage past your noble band, and would sell you any equipment you might need." The group is friendly but distant, and shares that they were ambushed yesterday by a roving band of kobolds. Content that you are not out to steal from them or part of a larger Zhent force, the commander calls the wagons forwards and you agree to share camp for the night. Except for the kobolds their passage from Shadowdale was unobstructed, giving you hope that the final leg of your journey may pass without incident. You part ways the following morning. Near the end of the fourth day, weary from exertion and mounts frothing from exhaustion, you reach Shadowdale and send the first town guard you encounter to summon Lhaeo. The lack of urgency in town as the townsfolk go about their daily business, preparing to settle in for the night, is a stark contrast to the hard days you spent on the road. Lhaeo meets you once again at the Old Skull Inn and listens as you debrief him, concern furrowing his brow. Though he asks to see the Sword to confirm its authenticity, he allows you to keep the weapon, begging an evening to consider the news you've shared with him before determining a course of action. Though he does not say it in so many words, his intentions for you seem clear--if you're to keep your word to Lhaeo and rescue Randal Morn, you must go to the Spiderhaunt Wood.
  11. I'm not sure if I will be able to get a post up tonight--if not, I'll follow up with some closing posts on Monday. Will also include experience information, and we can start discussing next steps.
  12. HP: 20/23 AC: 6 THAC0: 19 Jack rises to his feet after his bout of paralysis and stoically holds back tears at his minor wounds with nothing but a quiet sniffle. After taking the time he needs to pout it off and gingerly wince at the pain of the scratches, he peers at the letter allegedly from Randal Morn. "Maybe the letter really is from Randal and if it is, it should be pretty urgent, eh? Surely he would be able to answer any questions we have about the situation." OOC
  13. Kordannaghlan Penniesaver (gnome f2/th3) AC 09 Hp 16 thac0 19 He scratches his head as he follows the others out. 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% -4ac vs gnoll, bugbear, ogre, giant, titan
  14. After giving Snicker sufficient attention for his bravery, Amarandé briefly examines all of the alcoves around the room before leaving with the rest of the party. Mid stride, his face twists into a pinched expression before he wearily checks the air around him. "We should resume this conversation back at camp, I should think. Just because we don't feel like we're being watched doesn't necessitate that we are not being listened to." And lengthening his strides, Amarandé only pauses to examine the divination pot to ensure that there are no nasty surprises at the door, within the valley nor at camp before striding out of the tomb without another word.
  15. "We saved a lot of time by traveling cross country to get here." the wood elf motions for them to head out. "We can discuss this on the way out of the tomb." Once the group has started making for the entrance to the tomb he continues "It might be in our best interests to visit Lelo and inform him of what has transported, perhaps he can provide a little more insight and help us understand what we just witnessed." He turns to regard Mondon "I do not believe Randal Morn wrote the note, I believe that what ever was watching us wrote the note to what ends remains unclear."
  16. "I mean... we're not believing that Randal Morn actually wrote that note are we? That makes no sense at all. Why would he do that? If he could, he wouldn't have needed to. Because he'd just have walked out with his magic sword and gone home."
  17. Human, LG, Paladin of Chauntea [3] AC 5 | HP 16 Theo thanks his goddess for the victory of the hour as they have overcome the challenge before them. The undead have been vanquished and they yet live to tell the tale. Still, they are many questions to consider. Who is watching them? For what goal do they seek to interfere with their search? Why did Randal Morn leave a note and not take the sword? Where to next? Warn the sister of Randal Morn? Or go directly to the Spiderhaunt Wood? And where exactly should they search? Does Randal have connections to the Spiderhaunt that we can investigate first? OoC: He has his aura of protection 10' so stay close friends. Evil -1 attack. Searching for the evil spirit with Detect Evil 60'.
  18. "I did feel something weird, but I thought it was just me getting the heebies jeebies with all these dead things wandering about." "Still, we were tasked with finding Randal Morn, not just the sword, so I guess we don't have much choice but to walk into whatever trap they've set for us. What do we know of this sister? It's the first I've heard of her. Reckon she might be part of it?"
  19. "I agree with you Mondon." The grey elf gently glides the sword's blade along his right forearm using the sleeve of his shirt to get any debris off the blade. "Did you notice that the feeling of being watched and in the presence of some malevolent being ceased about the same time that undead ceased to be animated?"
  20. Similarly, Amarandé gained 3 hp from his recent level up, putting him currently at 8/12
  21. Okay, thank you! I lost one round of edits at some point, it likely happened then. Appreciate the update!
  22. "Wow! We're alive! Got to say that feels quite a surprise... a welcome one, though." Taking his turn to read the note apparently left by Randal Morn, he shakes his head with a puzzled expression. "I don't get it. What we heard was that Morn was struck down by some evil green light and taken by various undead monsters. Well, we've met the undead monsters, but why would whatever is behind them leave the sword here for us to find and take back? And why take his body somewhere else and leave this note to lure us after it? It just smells all wrong to me... like we're being played and lured into something bad."
  23. Regarding the current HP shown in your last post, you have Mandons listed as 8/18, but it appears you missed his second potion of healing, which gave him 8 HP back and put him on 16/18. I haven't seen any mention of him being hit again since then.
  24. The chaotic melee continues on, your foes eerily silent as you dodge clubbing strikes by the giant skeletal warriors and the raking swoops of the bonebats. Jack distracts the most wounded of the skeletons, striking it in the skull with a slung stone. At the same time, Mandons, Theoath, Amarandé and his hounds join together in pulling the warrior to the ground, shattering its legs and arms until it is no longer a threat. Once again, Valandil snaps the Sword of the Dales to the sky to meet the dive of a bonebat, parts of the bony wing exploding from the impact as it swoops back towards the ceiling. From the shadows, each of the bonebats dives at Jack and Kordannaghlan, skeletal talons raking across the exposed skin of their head and neck. Though the wounds are only minor, each is gripped by a numbing paralysis, dropping their weapons before falling to the ground, arms and legs at odd angles. Mandons slides under a crossing fist of the remaining giant skeleton. The accumulated might of your group, even without the aid of Jack and Kordannaghlan, is simply too great and in a flurry of ringing slashes and crushing blows, you drive it to its knees before Amarandé strikes a killing blow. Though he doesn't quite separate head from spine as he intended, the final strike is enough to render the animated undead still. The bonebats, responding to whatever call it was that led them to attack, disperse in silent release of necromantic energy, bones scattering to the far corners of the room. The turned skeletons, as well, collapse into piles of bone. In the moment of silence that follows, the sense of being watched also fades, as does the feeling of malice that accompanied the watcher. Rushing to Jack and Kord's side, their muscles begin to twitch as the paralysis is purged, and they once again regain the ability to climb to their feet, albeit shakily. Your foes defeated, you enjoy a brief sense of relief, though it is quickly followed by disappointment and perhaps frustration. Though you have found the Sword of the Dales and discovered the ultimate fate of the rest of Randal Morn's band, Randal Morn himself is nowhere to be found. You are left only the note that was tied to the Sword, which Valandil shares once again with the group. Besides the Sword, the casket as well as the rest of the chamber are empty--the only thing that remains is the phantasmal image of the weapons-mage Shraevyn, which looks on silent and emotionless. OOC: If I have been tracking hit point totals correctly, I show the following wounds: Amarandé - 5/9 remaining Snicker - lightly wounded Theoath - unharmed! Valandil - 19/21 remaining Lirion - 7/11 remaining Kord - 10/16 remaining Mandons - 8/18 remaining Jack - 20/23 remaining Please let me know your course of action!
  25. Valandil continues to attack the flying skeleton, bat-like creatures. he tries to also keep an eye on his companions helping out where he can.
  26.  
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