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D&D Campaign - Covenants, Session 08

Dec 8, 2022 | By: Dungeon Master JH

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Formians

 

4 out of 5 of our party has been captured by the Alexandrian Guard after attempting to intimidate Jacque Shakeel into giving away the plans to “The Pellucid Zygote”.  Only Acquilan escaped, with the plans, and is now laying low in the Marketplace.

 

On The Way To Prison

Rex, Barbell, Joanie and Donnie find themselves being escorted by the Town’s Guard to Dell Cleffinger.   A visibly shaken Jacque Shakeel is with him recounting the harrowing events that took place in his studio apartment.  Dell glances up at you and your escorts as you approach.  He looks at his ledger.  It is evident to you all that he recalls your party registering earlier in the day and though he turns his attention back to Jacque, he casually puts a third “X” on Donnie’s bandana and asks Jacque if he would like to press charges.  “Of course I am going to press charges.  How can I work in harmony with the universe in all its fantastic array knowing savages who wish me harm are on the loose.  They might come back and oh I dread the thought...”  As Jacque’s speech declines into incoherent mumbles Dell Cleffinger says to the lead guard, “Korbin take these ruffians to prison until a time can be set for their trial and send out a faction of four to search for the remaining member of their party.  He can’t have gone too far.”  [ You are being charged with harassment, a charge that carries with it a maximum penalty of 1 year in prison.] “ 


Your weapons are confiscated.

Sleight of Hand Check

1

Every single weapon is taken by the guards & you discover later that all of your money is missing.

2-7

Every single weapon you own is taken by the guards.

8-13

All of your main weapons are confiscated, but you manage to conceal and hold onto a dagger.

14-19

Your main weapon is confiscated, but a distracted guard misses a secondary weapon of your choice.

20+

You somehow manage to conceal your main weapon, but all of your other weapons are taken.


You are escorted by eight guards out of the public eye towards the prison adjacent to Calhoun’s.  Your weapons are taken to an undisclosed location.  One of the guards(Duncan) seems a bit different than the other guards.


Insight Check

1

He seems to be an awkward choice for a guard.

2-7

He fumbles for the prison keys and realizes Korbin has the main key. 

8-13

He might be the dunce of the guard, one whom the others  play practical jokes on to kill the time.

14-19

He is astutely aware of what many would consider minor and insignificant details.

20+

You get the sense that maybe Duncan is a bit wiser than he lets on.


To the highest roller Duncan whispers, “You gotta help me.”   He looks at you pleadingly.  “I hear things in the prison at night.  I’m not the only one.  The prisoners hear it too but are too afraid to speak up.  I  hear muffled scratching and clawing noises... noises beneath the stone floor in the prison so faint but... but persistent. “ Korbin barks, “Duncan!”

“Yessir!” comes the reply.

“Be quiet.”

Yessir.  Stay quiet. Stay quiet. Stay quiet.”

“Duncan! Shut up!”

“Yes sir.”  Duncan looks straight ahead wide-eyed, then cheats a glance back at you and says, “Persistent.”


Korbin unlocks a large wooden & iron door that leads to a hallway lined with 6 prison cells, three on the right and three on the left.  The floor beneath you is made up of large flat stones.


Insight Check

1

Everything seems very normal here.

2-7

As you enter the hallway, you notice Gray subtly signaling towards a side corridor.

8-13

The corridor appears to descend to a lower level.

14-19

You notice what might be the top of a door at the bottom of the steps.

20+

Now from a better angle you see the door looks quite similar to the door that led you into the prison.


Inside the hallway a light breeze blowing in from the river port keeps the standard prison aromas from becoming too pungent.  The cells are empty.  Perhaps today was a light day for crime in Alexandria or perhaps most people know better than to tangle with the Alexandrian Guards.  Your party however, is led by the Guard to your home for the evening in one of several unoccupied cells.  There are a few large empty crates inside your cell, possibly there as chairs or to be positioned together for a makeshift bed.  Duncan drops a small folded piece of parchment by his foot, steps on it and slides it inside your cell as he closes the door. He informs you rather loudly, “Your trial will be tomorrow at 9 in the morning.” Then whispers, “Find out what’s beneath us and I’ll help you escape.”


Parchment: Inside the parchment is a key.  On the parchment a scribbled note:  2am, no guards for 30 min.

You have the next 8 hours to yourselves in your cell.  One guard sits at the end of the hallway.  After an hour, a new guard comes in to replace him.


At 2am a handful of guards head out to the docks.  The prison is empty except for your party.

Using the key to unlock your cell door...








Sleight of Hand Check

1

You drop the key and it falls down into a crack in the floor. All party ACROBATICS check the highest roll and catch the key.

2-7

You unlock the large door. It swings open and clangs loudly against the neighboring cell door.

8-13

You unlock the large door and  notice through a small window the guards are occupied at the docks.

14-19

As you step into the hallway you notice a desk at the end of the hallway.

20+

You notice one of the drawers of the desk has a lock on it.  SOH 14 to pick, STR 12 to break it open

If lost, your missing money is recovered or 12 GP and you get a key






You make your way down the dark stairwell.  At the bottom of the stairs is an 8x8 landing and a wooden & iron door much like the door leading into the prison.  Using the key or [ SOH 17 to pick/STR 15 to break(those without weapons cannot attempt to break in], you unlock and push open the door.  It is even darker inside and you hear somewhere off in the distance some noises.  The noises are far enough away that you are not exactly sure, but loud enough that you suspect you’ve discovered the source of sound Duncan wants you to locate.   You make your way down a broad stone stairwell that opens into a large chamber.  In the middle of this underground chamber is a fighting ring.  Benches surround the ring.  Along the crude stone walls are huts that look like makeshift vendor spots.  Whatever might be used to store inventory or items are missing.  There is an earthy, mineral aroma that could possibly be enhanced by the smell of dried blood.  There is also the unmistakable smell of old ale.  In between the huts, are weapons cabinets with heavy duty locks.


[ SOH 17 to pick/STR 15 to break] Weapon Choices:

2

Short Swords

2

Battle Axes

2

Rapiers


Investigation Check

1

Everything seems normal.

2-7

You notice some shiny things embedded in the walls.

8-13

You notice the fighting ring is raised about a foot higher than the floor.

14-19

You see what looks to be a series of levers, one at each corner of the ring.

20+

You accidentally get part of your clothing hooked on a lever at the corner of the ring and flip a lever.


The entire ring begins shifting and rotating slowly and consistently as if a counterweight is pulling into a new position.  As the ring slides the floor beneath it reveals a hidden spiral stairwell.  The breaking and clicking sounds you heard faintly before are still distant but not nearly as muffled.

You slowly creep down the stone stairwell and hear more smashing sounds followed by cracking stone.  The clicking and scuffling noises also grow louder. Their cadence is rhythmic and seems purposeful.   As you continue beneath the city of Alexandria engineered walls transition into a rustic combination of hard stone and dirt.  You are leaving an area that has been carefully constructed and are on the edges of what still seems to be a work in progress.  Moving forward there is a sharp turn in the rough hallway.  There are several hewn wooden beams supporting the now organic tunnel system ensuring the world above does not cave in on the tunnels below.  Faint red light flickers off the wall and with each step forward the volume increases a little.  You imagine the sounds of a crew working must be lurking just around the corner.


As you turn the corner you immediately see 150 feet in the distance what looks to be a half man half hant centaurian type creature holding a staff filled with glowing red power.  He is an orchestra conductor rhythmically guiding an army of workers who seem possessed by his guiding spell.  Two massive Ankegs are forcing their massive mandible-like arms into fissures of rock and breaking boulders out of the earthen walls. You can hardly believe your eyes but in the distance is Digrok, the giant ogre Donny defeated and beheaded to win the World’s Wildest Warrior smashing the boulders into smaller chunks where roiling mounds of giant ants are scurry feverishly to remove the large stones from the tunnel.  Apparently Sidi is not the only one interested in an underground tunnel system.

 

 
 




 

+2

Ankheg   XP: 450

 

+2

Ankheg   XP: 450

AC

14

HP:49

AC

14

HP:49

STR

+3

Speed: 30ft. Burrow: 10ft.

STR

+3

Speed: 30ft. Burrow: 10ft.

DEX

 

Dark vision 60 ft. Tremorsense 60 ft.

DEX

 

Dark vision 60 ft. Tremorsense 60 ft.

CON

+1

Bite: Melee +5 Hit: 10 slashing+3 acid

CON

+1

Bite: Melee +5 Hit: 10 slashing+3 acid

INT

-5

IF target is large or smaller it is grappled (escape DC 13)  Ankheg can only bite grappled

INT

-5

IF target is large or smaller it is grappled (escape DC 13)  Ankheg can only bite grappled

WIS

+1

Acid Spray 30ft x 5ft DC13DEX  Dmg: 10

WIS

+1

Acid Spray 30ft x 5ft DC13DEX  Dmg: 10

CHA

-2

Loot 3d6 1-4 Crystals

  1. Red

  2. Orange

  3. Yellow

  4. Green

  5. Blue

  6. Purple

CHA

-2

Loot 3d6 1-4 Crystals

  1. Red

  2. Orange

  3. Yellow

  4. Green

  5. Blue

  6. Purple

 

22

22

 

 

+2

Swarm of Ants  XP: 450

 

+2

Ankheg   XP: 450

AC

14

HP:49

AC

14

HP:49

STR

+3

STR

+3

Speed: 30ft. Burrow: 10ft.

DEX

 

Dark vision 60 ft. Tremorsense 60 ft.

DEX

 

Dark vision 60 ft. Tremorsense 60 ft.

CON

+1

Bite: Melee +5 Hit: 10 slashing+3 acid

CON

+1

Bite: Melee +5 Hit: 10 slashing+3 acid

INT

-5

IF target is large or smaller it is grappled (escape DC 13)  Ankheg can only bite grappled

INT

-5

IF target is large or smaller it is grappled (escape DC 13)  Ankheg can only bite grappled

WIS

+1

Acid Spray 30ft x 5ft DC13DEX  Dmg: 10

WIS

+1

Acid Spray 30ft x 5ft DC13DEX  Dmg: 10

CHA

-2

Loot 1d6 1-4: Flint 1d4 / 5-6: Gems 1d4

CHA

-2

Loot 1d6 1-4: Flint 1d4 / 5-6: Gems 1d4





The Marketplace

It is getting late in the day.  The once bustling crowd that filled the Marketplace is beginning to thin out. Although the crowded Marketplace was working to your advantage at remaining unnoticed, you certainly recognize within the next 10-15 minutes or so it will be rather difficult to blend in.  There are only about 30 minutes left until the Marketplace closes for the day and about 2 hours until all visitors will need to leave Alexandria.  There are certainly encampments outside of Alexandria for those that traveled a great distance to visit.  By city ordinance, these visitor encampments must be at least 2 miles from the nearest city wall.  The Alexandrian Guard has a roaming guard that travels roughly a mile to and from the city wall throughout the evening.  They work in pairs along each incoming road in six hour shifts.



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