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Quest 9, Axeholm quest


LDDragon

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Axeholm quest

 

OOC

Assume that you return to the town of Phandalin, rest up, purchase whatever is reasonable at full price, and then journey onwards to Axeholm.

Any purchases made, you can note in your first post here.

For the map, if you do not see your token on it, let me know so I can add it in. It is a big group that changes a lot so I might have missed someone.

 

Axeholm quest summary

“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.

Travel to Axeholm

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.

 

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.

 

Options

Entering the fortress is the characters’ first challenge. The portcullis is too heavy to lift, and its bars are too narrowly spaced for even Small characters to squeeze through. However, a Small character can squeeze through an arrow slit, 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.

Characters who search for another entrance can attempt DC 15 Wisdom (Perception) checks. A successful check spots numerous stone chimneys protruding from the mountainside, but an earthquake after Axeholm was abandoned closed off most of those to anything but Tiny creatures. Only two of the chimneys can be accessed by the adventurers. Scaling the mountain requires a successful DC 10 Strength (Athletics) check, as there are plenty of handholds and footholds.

Crawling down a chimney to area A21 or area A23 requires another successful DC 10 Strength (Athletics) check to get 20 feet to the bottom of the chimney.

 

Map

 

 

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Lexandra Moonsliver
Bladesinger Knight of Myth Drannor

HP 17; AC 18; Spell Slots lv 1: 4/4; lv 2 3/3; lv 3 2/2
Condition: Normal
Potential Reactions: Shield spell


lexandra.jpg.99316d0d8a6ad4117ed2803e0266a157.jpg

Lady Moonsliver is glad to be done with the prior adventure and to enjoy a night back at the inn, updating her spellbook and sifting through the discovered treasures.

The journey to Axeholm is longer than would be ideal as an evacuation holdfast, but then if the dragon presses, the townsfolk cannot exactly complain about any safe place. She examines the portcullis: "Rusted! Did anyone bring along some oil?" She is confident that she can use her spellcraft to blink past the obstacle and gain entrance, but she holds off on making the suggestion in case a more mundane approach presents itself. After all, extraordinary magical powers should be used but sparingly.

Statblock

[b][url=/sheets/?id=2807368]Lexandra Moonsliver[/url][/b] [i]High Elf (Moon Elf) Wizard 5 LG[/i] [b]AC[/b] 18 [b]HP[/b] 17 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 16 (3) [b]Con[/b] 8 (-1) [b]Wis[/b] 10 (0) [b]Int[/b] 18 (4) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Scimitar (Slashing, Finesse)[/b] +6 1d6+6 [b]Dagger (Piercing, Finesse, Thrown 20'/60')[/b] +6 1d4+6 [b]Fire Bolt (Fire, 120')[/b] +7 2d10 [b]Ice Knife (Piercing, 60', explodes for Cold AOE)[/b] +7 1d10 [b]Shatter (Thunder, 60', AOE, CON Save for half damage)[/b] auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence.
Lexandra Moonsliver
High Elf (Moon Elf) Wizard 5 LG

AC 18 HP 17 Speed 30ft

Str 10 (0) Dex 16 (3) Con 8 (-1) Wis 10 (0) Int 18 (4) Cha 14 (2)

Attacks
Scimitar (Slashing, Finesse) +6 1d6+6
Dagger (Piercing, Finesse, Thrown 20'/60') +6 1d4+6
Fire Bolt (Fire, 120') +7 2d10
Ice Knife (Piercing, 60', explodes for Cold AOE) +7 1d10
Shatter (Thunder, 60', AOE, CON Save for half damage) auto 3d8

Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages.
Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language.
Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation.
Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down);
Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest.
Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims).
Ability Score Improvement: +2 Intelligence.

 

 

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Posted (edited)

A foul stench lingers in Axeholm.

 

Using magical means to blink past the obstacle is certainly viable.

 

OOC

If that is what Lexandra wishes to do, spend the appropriate resources and attempt a DC15 athletics check to raise the portcullis.

 

Edited by LDDragon (see edit history)
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image.png.2ac4782c35406d0e6f9ba5918fbbecf5.pngRina Yukimura  Human Life Cleric/Sorceress 5| AC: 18 (23) | HP: 32/32 | Spell Slots: 4/3/2 | Condition: On a new mission

Rina didn't mind the damp weather while on this journey, although she didn't fully know the details of her experience, she had a thought that marching through bad weather conditions was a common thing she once did. However, with the bag of holding, she now realized that she could carry a lot more with her then before so she hit up the supply store and purchased a few items including a tent for herself and whatever other female would want to share in a shelter so that they didn't have to sleep on damp ground. If the others wanted a tent to sleep in while on the road it was simple matter of buying them at a couple gold a piece, not having to sleep out in the open was a bargain and the group had plenty of money to purchase them if they wanted to. She also purchased a tankard, a jug, and some new clothes including a set of traveling clothes that were designed for adventuring.

Now at Axeholm, Rina could not help but smell the foul stench of the place. Whatever was left behind here was rotten and needed to be cleaned up. Lexandra however commented about oil because the iron gate in front of them was closed tight and covered in rust.

Rina made a slight face of embarrassment in her item shopping spree she did not grab any oil having no real need for it herself. (Plus I'm going to avoid metagaming by saying she purchased it after reading that someone asked for it.) "oh... I didn't grab any at the supply store... oops..." She hummed as she looked around "Maybe there's a different way in?"

 

Name
Perception
24
1d20+7 17
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Rina notices several stone chimneys. Most of them are too small for anyone to fit into, but two of them look as if people could climb up to them, then climb down the chimney.

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%5Bfieldset%3DMenelaus%5D%5BFLOATLEFT%5D%5BIMG2%3D100%5Dhttps%3A%2F%2Fi.imgur.com%2FHZzyj04.jpg%5B%2FIMG2%5D%5B%2FFLOATLEFT%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.dndbeyond.com%2Fcharacters%2F102914604%22%5DMenelaus%5B%2FURL%5D%5B%2FB%5D%5Bhr%5D%5B%2Fhr%5D%20%5Bb%5DAC%3A%20%5B%2Fb%5D14%20%7C%20%5BB%5DHP%3A%20%5B%2FB%5D16%2F16%20%7C%20%5BB%5DInitiative%3A%5B%2FB%5D%20%2B3%20%7C%20%5BB%5D%5BB%5D%5B%2FB%5DPassive%20Perception%3A%5B%2FB%5D%2012%20%7C%20%5BOOC%3D%22Features%22%5D%5BB%5DSpell%20Slots%3A%5B%2FB%5D%201st%3A%202%2F4%202nd%3A%202%2F3%203rd%3A%200%2F0%20Bardic%20Inspiration%3A%201%2F4%20%5BB%5DLanguages%3A%5B%2FB%5D%20Common%2C%20Draconic%20%5B%2FOOC%5D%20%7C%20%5BOOC%3D%22Conditions%22%5D%20Conditions%3A%20%5BCOLOR%3D%22Green%22%5DNormal%20%5B%2FCOLOR%5D%5B%2FOOC%5D%5Bhr%5D%5B%2Fhr%5D%0A%0ALooking%20at%20Lexandra%20soak%20up%20the%20full%20brunt%20of%20the%20lightning%20pig%2C%20Menelaus%20rushes%20to%20aid%20-%20despite%20his%20better%20judgement.%20He%20sings%20off%20key%2C%20and%20plays%20discordant%20notes%20on%20his%20lyre%2C%20using%20the%20power%20of%20music%20to%20attack%20the%20very%20soul%20of%20the%20beast.%20%0A%0AThen%2C%20he%20adds%20a%20few%20words%20of%20encouragement%20to%20Lexandra%20-%20in%20far%20gentler%20tones.%20%0A%0A%5BCOLOR%3D%22Blue%22%5DKnight%20of%20Myth%20Drannor%20stand%20tall%20and%20true%20-%20all%20your%20troubles%20will%20soon%20be%20through.%5B%2Ffieldset%5D%0A%0AOn%20reflection%2C%20he%20decides%20that%20particular%20verse%20could%20be%20misunderstood%20-%20but%20then%2C%20it's%20true%20either%20way.%0A%0AAction%3A%20Cast%20Dissonant%20Whispers%0ABonus%20action%3A%20Bardic%20Inspiration%20on%20Lexandra%0AMovement%3A%20NW%20closer%20to%20the%20boar.%20%0A
 
%5Bfieldset%3DMenelaus%5D%5BFLOATLEFT%5D%5BIMG2%3D100%5Dhttps%3A%2F%2Fi.imgur.com%2FHZzyj04.jpg%5B%2FIMG2%5D%5B%2FFLOATLEFT%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.dndbeyond.com%2Fcharacters%2F102914604%22%5DMenelaus%5B%2FURL%5D%5B%2FB%5D%5Bhr%5D%5B%2Fhr%5D%20%5Bb%5DAC%3A%20%5B%2Fb%5D14%20%7C%20%5BB%5DHP%3A%20%5B%2FB%5D16%2F16%20%7C%20%5BB%5DInitiative%3A%5B%2FB%5D%20%2B3%20%7C%20%5BB%5D%5BB%5D%5B%2FB%5DPassive%20Perception%3A%5B%2FB%5D%2012%20%7C%20%5BOOC%3D%22Features%22%5D%5BB%5DSpell%20Slots%3A%5B%2FB%5D%201st%3A%202%2F4%202nd%3A%202%2F3%203rd%3A%200%2F0%20Bardic%20Inspiration%3A%201%2F4%20%5BB%5DLanguages%3A%5B%2FB%5D%20Common%2C%20Draconic%20%5B%2FOOC%5D%20%7C%20%5BOOC%3D%22Conditions%22%5D%20Conditions%3A%20%5BCOLOR%3D%22Green%22%5DNormal%20%5B%2FCOLOR%5D%5B%2FOOC%5D%5Bhr%5D%5B%2Fhr%5D%0A%0AIt%20would%20be%20a%20shameful%20lie%20to%20claim%20that%20Menelaus%20was%20always%20the%20brightest.%20Charming%2C%20to%20be%20sure%20-%20but%20sometimes%20he%20might%20rely%20on%20his%20good%20looks%20and%20winning%20manner%20so%20much%20it%20never%20occurred%20to%20him%20to%20actually%20think%20things%20through.%0A%0AHe%20studied%20the%20portcullis%20awhile%2C%20pondering%20possible%20ways%20to%20get%20it%20open%2C%20when%20suddenly%20a%20thought%20occurred%20to%20him.%20%0A%0AHe%20sang%20a%20little%20song%20-%20a%20strange%20melody%20in%20some%20forgotten%20language%2C%20and%20with%20a%20slight%20*POP*%20he%20materialised%20on%20the%20other%20side%20of%20the%20portcullis.%0A%0A%5BCOLOR%3D%22Blue%22%5DHa!%20Magic%2C%5B%2FCOLOR%5D%20he%20muttered%2C%20surprised%20with%20himself.%20Then%20he%20wandered%20off%20to%20see%20if%20he%20could%20open%20the%20portcullis.%0A%0AFinding%20it%20rather%20a%20tall%20task%20for%20his%20unimpressive%20biceps%2C%20he%20wound%20his%20rope%20around%20the%20winch%20handle%2C%20then%20tossed%20it%20back%20through%20the%20portcullis%2C%20so%20the%20others%20might%20possibly%20help%20out.%20%5B%2Ffieldset%5D%0A%0AAction%3A%20Raise%20portcullis%0ABonus%20action%3A%20Misty%20Step%0AMovement%3A%20Find%20a%20winch%20or%20whatever.%0A
Menelaus
HZzyj04.jpg
Menelaus
AC: 14 | HP: 16/16 | Initiative: +3 | Passive Perception: 12 | FeaturesSpell Slots: 1st: 2/4 2nd: 2/3 3rd: 0/0 Bardic Inspiration: 1/4 Languages: Common, Draconic | Conditions Conditions: Normal


It would be a shameful lie to claim that Menelaus was always the brightest. Charming, to be sure - but sometimes he might rely on his good looks and winning manner so much it never occurred to him to actually think things through.

He studied the portcullis awhile, pondering possible ways to get it open, when suddenly a thought occurred to him.

He sang a little song - a strange melody in some forgotten language, and with a slight *POP* he materialised on the other side of the portcullis.

Ha! Magic, he muttered, surprised with himself. Then he wandered off to see if he could open the portcullis.

Finding it rather a tall task for his unimpressive biceps, he wound his rope around the winch handle, then tossed it back through the portcullis, so the others might possibly help out.


Action: Raise portcullis
Bonus action: Misty Step
Movement: Find a winch or whatever.

 

Edited by Acromos (see edit history)
Name
Strengh check (yea, good luck with that
14
1d20 14
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 Ylsa "Flagonfist" - Duergar Rune Knight 5

image.png.0202944cc9068639cbd8045f5cd10967.png


AC: 16 | HP: 49/49 | Runes: Fire 1/1 Stone 1/1 | Giants Might: 2/2 | Init: +1 | Speed: 30 feet | PP: 13 | Darkvision: 120'
Buffs: None | Debuffs: None | Resistances: None | Inspiration: 0 | Exhaustion: 0 |


Arriving at the fortress, Ylsa looked at the portcullis and gave it an exploratory pull. It was clearly going nowhere! She tried to squeeze through the bars, but she was just too big.

As she began to look around for another way in, Ylsa was surprised to see Menelaus suddenly appear on the other side of the portcullis. "Magic indeed my musical friend!" she exclaimed with a loud laugh before grabbing hold of the rope he proffered and heaving with all her might.

Movement: None

Action: Pull rope (Strength check)

Bonus Action: none

Reaction: none



Key Features

Languages:

Common, Undercommon, Giant

Duergar Magic.
Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait

Dwarven Resilience.
You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

Psionic Fortitude.
You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.

Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Fighting style
Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Rune Carver
Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

Fire Rune
This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Stone Rune
This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Giant Might
At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

     

 

Edited by MysteriousMiller (see edit history)
Name
DC15 Athletics check
20
1d20+10 10
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Beau Mercy, Half-Elf Paladin of Mielikki

4Bmt6Uc.pngBeau spends his time in town playing games with the children, helping old ladies chop firewood, bringing fish he's caught to the clerics, and other very wholesome activities. He does need the crew to keep him out of trouble--local cardsharps, grifters, and other unsavory figures can spot his hopeless naivety a mile off. He seems to have little use for his part of the money besides the most basic room and board. As they journey to Axeholm he is able to supplement their rations with his foraging skills.

When they arrive he finds a safe place to keep his elk (which lately has seemed much smarter than usual), and he peers through the bars of the keep. He could step through the Mists, though it seems Ylsa and Menelaus already might have it covered.

 

 


HP: 44/44
AC: 17

Character Sheet--->HERE

OOC

 

 

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Posted (edited)

It would be a shameful lie to claim that Menelaus was always the brightest. Charming, to be sure - but sometimes he might rely on his good looks and winning manner so much it never occurred to him to actually think things through.

He studied the portcullis awhile, pondering possible ways to get it open, when suddenly a thought occurred to him.

He sang a little song - a strange melody in some forgotten language, and with a slight *POP* he materialised on the other side of the portcullis.

Ha! Magic, he muttered, surprised with himself. Then he wandered off to see if he could open the portcullis.

Finding it rather a tall task for his unimpressive biceps, he wound his rope around the winch handle, then tossed it back through the portcullis, so the others might possibly help out.

 

Arriving at the fortress, Ylsa looked at the portcullis and gave it an exploratory pull. It was clearly going nowhere! She tried to squeeze through the bars, but she was just too big.

As she began to look around for another way in, Ylsa was surprised to see Menelaus suddenly appear on the other side of the portcullis. "Magic indeed my musical friend!" she exclaimed with a loud laugh before grabbing hold of the rope he proffered and heaving with all her might.

 

This combination of teamwork is enough to raise the portcullis by five feet, enough so that people can move under it. Which is fine until they get to the double door guarding the entrance.

 

Beau spends his time in town playing games with the children, helping old ladies chop firewood, bringing fish he's caught to the clerics, and other very wholesome activities. He does need the crew to keep him out of trouble--local cardsharps, grifters, and other unsavory figures can spot his hopeless naivety a mile off. He seems to have little use for his part of the money besides the most basic room and board. As they journey to Axeholm he is able to supplement their rations with his foraging skills.

When they arrive he finds a safe place to keep his elk (which lately has seemed much smarter than usual), and he peers through the bars of the keep. He could step through the Mists, though it seems Ylsa and Menelaus already might have it covered.

 

Menelaus is able to circle around and eventually open the double door from the inside, granting everyone entrance into the stronghold.

 

Map

 

Map areas

General

Ceilings. Ceilings throughout are fifteen feet high and flat, unless the text says otherwise.

Doors. Regular doors are made of thick, sturdy oak reinforced with iron bands and fitted with iron hinges and handles.

Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside.

Stench. A foul stench lingers in Axeholm

 

A1. Outer Gauntlet

Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them. The only remaining defenses are the portcullis and the double doors to the south, which are barred shut.

 

A3. Eastern Bulwark

This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up 

 

A4. Mustering Hall

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.

 

A17. East Hall in Ruins

An earthquake that hit Axeholm triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain. The stench of death hangs heavy here, becoming stronger to the southeast.

 

 

 

Edited by LDDragon (see edit history)
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Menelaus
HZzyj04.jpg
Menelaus
AC: 14 | HP: 16/16 | Initiative: +3 | Passive Perception: 12 | FeaturesSpell Slots: 1st: 2/4 2nd: 2/3 3rd: 0/0 Bardic Inspiration: 1/4 Languages: Common, Draconic | Conditions Conditions: Normal


Menelaus looks around the room, trying to be tactical about things although really, it's more in line with his talents to be musical about things.

So, do you guys think something is alive in here? It smells rather awful. I hear trolls smell bad, although that could be true of rather a lot of monsters.

Action: Raise Search room
Bonus action:
Movement:

 

Name
Perception
14
1d20+2 12
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Lexandra Moonsliver
Bladesinger Knight of Myth Drannor

HP 17; AC 18; Spell Slots lv 1: 4/4; lv 2 3/3; lv 3 2/2
Condition: Normal
Potential Reactions: Shield spell


lexandra.jpg.99316d0d8a6ad4117ed2803e0266a157.jpg

"Nicely done, Menelaus and Ylsa... and yes, that smell is unpleasant indeed. We will have to see if there is a to get the air moving in here. In the meantime... kyshuf," Lexandra snaps her fingers for a bit of prestidigitation, and the gentle, clean scent of a mountain rainstorm overlays itself on the unpleasant odor all around, making it more tolerable, at least. She lights a candle, which she holds in her left hand, and moves forward. "We should probably search through this garbage-strewn room before heading upstairs," the elf suggests, starting her search at the western end where the debris is less dense.

Statblock

[b][url=/sheets/?id=2807368]Lexandra Moonsliver[/url][/b] [i]High Elf (Moon Elf) Wizard 5 LG[/i] [b]AC[/b] 18 [b]HP[/b] 17 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 16 (3) [b]Con[/b] 8 (-1) [b]Wis[/b] 10 (0) [b]Int[/b] 18 (4) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Scimitar (Slashing, Finesse)[/b] +6 1d6+6 [b]Dagger (Piercing, Finesse, Thrown 20'/60')[/b] +6 1d4+6 [b]Fire Bolt (Fire, 120')[/b] +7 2d10 [b]Ice Knife (Piercing, 60', explodes for Cold AOE)[/b] +7 1d10 [b]Shatter (Thunder, 60', AOE, CON Save for half damage)[/b] auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence.
Lexandra Moonsliver
High Elf (Moon Elf) Wizard 5 LG

AC 18 HP 17 Speed 30ft

Str 10 (0) Dex 16 (3) Con 8 (-1) Wis 10 (0) Int 18 (4) Cha 14 (2)

Attacks
Scimitar (Slashing, Finesse) +6 1d6+6
Dagger (Piercing, Finesse, Thrown 20'/60') +6 1d4+6
Fire Bolt (Fire, 120') +7 2d10
Ice Knife (Piercing, 60', explodes for Cold AOE) +7 1d10
Shatter (Thunder, 60', AOE, CON Save for half damage) auto 3d8

Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages.
Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language.
Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation.
Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down);
Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest.
Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims).
Ability Score Improvement: +2 Intelligence.

 

 

Name
Perception check
5
1d20+3 2
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image.png.2ac4782c35406d0e6f9ba5918fbbecf5.pngRina Yukimura  Human Life Cleric/Sorceress 5| AC: 18 (23) | HP: 32/32 | Spell Slots: 4/3/2 | Condition: On a new mission


With Menelaus and Ylsa opening the way, Rina entered into the stronghold and used a light spell on her shield to illuminate her surroundings. "Needs cleaning that's for sure." She commented then made a noise as used prestidigitation herself to make the air around herself smell better so that she didn't have to keep smelling whatever it was she was smelling.

 

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Menelaus looks around the room, trying to be tactical about things although really, it's more in line with his talents to be musical about things.

So, do you guys think something is alive in here? It smells rather awful. I hear trolls smell bad, although that could be true of rather a lot of monsters.

 

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.

 

"Nicely done, Menelaus and Ylsa... and yes, that smell is unpleasant indeed. We will have to see if there is a to get the air moving in here. In the meantime... kyshuf," Lexandra snaps her fingers for a bit of prestidigitation, and the gentle, clean scent of a mountain rainstorm overlays itself on the unpleasant odor all around, making it more tolerable, at least. She lights a candle, which she holds in her left hand, and moves forward. "We should probably search through this garbage-strewn room before heading upstairs," the elf suggests, starting her search at the western end where the debris is less dense.

 

To the east of A4, in the A17 area, there is a small door. Opening it reveals that the room is empty. To the southeast is a tunnel where the scent of death is stronger.

In the main hall of A4, to the west, it sounds as if there are creatures moving about to the west of the closed doors.

 

With Menelaus and Ylsa opening the way, Rina entered into the stronghold and used a light spell on her shield to illuminate her surroundings. "Needs cleaning that's for sure." She commented then made a noise as used prestidigitation herself to make the air around herself smell better so that she didn't have to keep smelling whatever it was she was smelling.

 

The prestidigitation spells help to clear some of the odor.

 

Map

 

Map areas

General

Ceilings. Ceilings throughout are fifteen feet high and flat, unless the text says otherwise.

Doors. Regular doors are made of thick, sturdy oak reinforced with iron bands and fitted with iron hinges and handles.

Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside.

Stench. A foul stench lingers in Axeholm

 

A1. Outer Gauntlet

Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them. The only remaining defenses are the portcullis and the double doors to the south, which are barred shut.

 

A3. Eastern Bulwark

This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up 

 

A4. Mustering Hall

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.

 

A17. East Hall in Ruins

An earthquake that hit Axeholm triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain. The stench of death hangs heavy here, becoming stronger to the southeast.

 

 

 

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Posted (edited)

Oh, blacked out areas are fog of war. North is up, east is right, south is down. You can go southeast off the map, will reveal more if you go that way. So down and right. Tokens on map are moveable.

Thinking about it I probably should have revealed more, might have been clearer that way.

 

 

Map

 

Map areas

General

Ceilings. Ceilings throughout are fifteen feet high and flat, unless the text says otherwise.

Doors. Regular doors are made of thick, sturdy oak reinforced with iron bands and fitted with iron hinges and handles.

Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside.

Stench. A foul stench lingers in Axeholm

 

A1. Outer Gauntlet

Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them. The only remaining defenses are the portcullis and the double doors to the south, which are barred shut.

 

A3. Eastern Bulwark

This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up 

 

A4. Mustering Hall

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.

 

A17. East Hall in Ruins

An earthquake that hit Axeholm triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain. The stench of death hangs heavy here, becoming stronger to the southeast.

 

 

 

Edited by LDDragon (see edit history)
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