5E Dragons Demand (Inactive)

Game Master nilesr

Town of Belhaim


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Wood Elf Monk 2 Max HP 17 | HD 2d8 | AC 16 | Proficiency Bonus +2 | Initiative +3 | Saves: STR: +2; Dex +5; Con +2; Int +1; Wis +3; Cha +1

Kartoss will just follow the others back to the Baroness.


Davin calls down the ruins for the others to hurry.

"Best not keep our potential employer waiting!! Hurry up, or do you need some help getting out of there?"


Female Tiefling Warlock 2 | AC 13 | Init +2 | HP 17/17 | Saves: STR -1 DEX +2 CON +2 INT +2 WIS +2 CHA +6 | Passive Perception 10/14 | Spell Slots 2/2 | Temp HP: 5/5

Intimidation: 1d20 + 6 ⇒ (13) + 6 = 19

Vakase approaches the Baroness and adjusts her hood in a huff as Elsa crows on her shoulder.

"This wizard Hunclay might be potentially in trouble and these so-called deputies were keeping me from getting into his house to help. There's a burnt kobold on his doorstep. What's going on here?"

She stretches her neck to survey the ruins of the tower.

"And did somebody leave Kara without adult supervision again?"


Wood Elf Monk 2 Max HP 17 | HD 2d8 | AC 16 | Proficiency Bonus +2 | Initiative +3 | Saves: STR: +2; Dex +5; Con +2; Int +1; Wis +3; Cha +1

"I don't know. I was busy trying to save a wizard who's probably locked himself inside his house."

Liberty's Edge

Heelz: 3/3 |Lucky: 3/3 |FX: Human Celestial Warlock 2| AC: 13 | HP: 19/19 | 1st: 2/2 | Init: +3 Perc: +4 |

"SON OF A--" Rurik hears an uncomfortably attractive halfling scream as two corpses have the unmitigated gall to die empty-handed.

Kara tries searching through the remnants of the furniture, but she has low hopes.

After that, she glares at the floor's trapdoor, wondering how -this- is going to disappoint her.

She takes a shard of furniture and sets it alight with her grip, then bends to open the trapdoor.

If this is isn't a treasure room, she's half-tempted to do something uber-crazy and just go back to the group.


Encounter Map

Kara opens the trapdoor and the light of the torch reveals

The walls of this chamber have buckled precariously in several places, and masonry and dirt are scattered across the floor the collapse above plainly caused this structural damage. The dry-rotted frames of five simple beds lie against the north and south walls. To the southwest, the room broadens into a larger chamber. A rusted, grinning iron statue stands in an alcove in the north wall between the two wings of the room itself, and in the wall to the south is an old iron door.

Outside, Kartoss, Vakase and Hack make it back to the tower. They see the assembled townsfolk and the Baroness with her retinue.

The Baroness listens to Vakase's statement and says I'm quite sure that Hunclay can take care of himself. He is a wizard of no small skill. But still, we thank you for your...initiative.

The Baroness clears her throat and says Today's your lucky day. Mulle and Hodd here can't handle this without the Sheriff to hold their hands, and I want to know what happened here. You seem to be a capable, and enterprising bunch. If you go in t he re and look through the rubble-find out what happened and why there are kobolds in my town- I'll pay the lot of you 500 gold pieces. While you're looking around the ruins, keep an eye out for any signs of our local eccentric, Hunclay. It seems slightly suspicious to me that he's not answering his door. Let me know what you find ."

Insight DC15:
There is a strain in the baroness's tone. Like she's unhappy about something, or upset.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Fine, then, I guess there's nothin' to it than to start movin' rubble.


Insight: 1d20 + 3 ⇒ (5) + 3 = 8

"Kara and Rurik are down there already. I call them, and Rurik answered that they were coming, but I have not seen them. Maybe we should hurry over there and make sure they are both ok!"

Davin hurries back to the sight of the collapse and calls down to Rurik and Kara.

"Hey! What's going on? You guys ok?"


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Hack follows Davin over.

Insight: 1d20 ⇒ 15

Hack looks askance at thr Baroness as he follows Davin.

Davin, seems like somethin's eatin' at the Baroness, no?

Liberty's Edge

Heelz: 3/3 |Lucky: 3/3 |FX: Human Celestial Warlock 2| AC: 13 | HP: 19/19 | 1st: 2/2 | Init: +3 Perc: +4 |

Kara stares at the gaping hole in the floor, indignation without peer reddening her face.

She ponders exactly how _much_ of the tower she could set on fire.

Some far-away part of her seems to recall something that was going on outside, but then she thinks about how fun it would be to set something on fire again, and the thought flitters off.


Wood Elf Monk 2 Max HP 17 | HD 2d8 | AC 16 | Proficiency Bonus +2 | Initiative +3 | Saves: STR: +2; Dex +5; Con +2; Int +1; Wis +3; Cha +1

Insight: 1d20 + 5 ⇒ (8) + 5 = 13

"Seems reasonable."


Looking over to Hack, the warrior shrugs.

"I guess she is just worried about having an infestation of kobolds. Cant say that I blame her. Now then, where are those two?"


Female Tiefling Warlock 2 | AC 13 | Init +2 | HP 17/17 | Saves: STR -1 DEX +2 CON +2 INT +2 WIS +2 CHA +6 | Passive Perception 10/14 | Spell Slots 2/2 | Temp HP: 5/5

Insight: 1d20 ⇒ 2

"Downed tower, dead Kobolds, missing wizard. I'd say she has much to be concerned over."

"I'm inclined to think we should go back to Hunclay's house, without the deputies to get in our way this time."

Liberty's Edge

Heelz: 3/3 |Lucky: 3/3 |FX: Human Celestial Warlock 2| AC: 13 | HP: 19/19 | 1st: 2/2 | Init: +3 Perc: +4 |

Kara taps her foot and declares this the LAMEST destroyed tower she's -ever- been in.
That this is also the only destroyed tower she's ever been in doesn't weigh heavily in the equation.

"Hey!" she yells up to where she just sort of assumes Rurik is waiting for her. "Do you still want me out there?! Or should I keep exploring on my own, unsupervised, around all this flamable material??"

She goes back to tapping her foot.


Male Human Varient Cleric of Light 2 , HP: 17/17 , AC: 16/18 with Shield , Saves are Con +4, Wis +5, Cha +4, Passive Insight 15 , Passive Perception 15 , Spell DC: 13

Rurik ponders for a moment before calling down to the distractible one, I be thinking they might want us up fer discussing plans. Baroness offering a REWARD if'n we help with some things. making sure to stress the reward part in hope of enticing the gold loving Kara to return to the group.

Liberty's Edge

Heelz: 3/3 |Lucky: 3/3 |FX: Human Celestial Warlock 2| AC: 13 | HP: 19/19 | 1st: 2/2 | Init: +3 Perc: +4 |

Kara's eyebrows raise at the mention of a reward. "Ah! Money! My one weakness! CURSES! How do they know? You think you're away from their claws and then they PULLL you back in!
Fah.

Alright...gimme a hand up outa here?"

Does Kara need to roll to get out, or with Rurik's assistance might that be avoided?


Encounter Map

No, it'd normally be a DC5 Climb check with advantage but we can handwave that since time isn't an issue. Ok, the gang is all together. What now brave heroes?


Wood Elf Monk 2 Max HP 17 | HD 2d8 | AC 16 | Proficiency Bonus +2 | Initiative +3 | Saves: STR: +2; Dex +5; Con +2; Int +1; Wis +3; Cha +1

"Well, if that's settled, we should probably start by seeing if we can find out where the Kobolds came from."


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I'll see if I can pick up a trail.

Hack begins to search for kobold tracks.

Survival: 1d20 + 2 ⇒ (20) + 2 = 22


Male Human Varient Cleric of Light 2 , HP: 17/17 , AC: 16/18 with Shield , Saves are Con +4, Wis +5, Cha +4, Passive Insight 15 , Passive Perception 15 , Spell DC: 13

After ensuring Kara makes her way safely back to the ground and returns to the group, Rurik joins them, red faced from all this exertion. We think dem Kobolds just walked in? Might be a tunnel ere something buried in that rubble. Might fishy if'n ye ask me, missin wizard, kobolds inside o somethin afore it crashes down.

Liberty's Edge

Heelz: 3/3 |Lucky: 3/3 |FX: Human Celestial Warlock 2| AC: 13 | HP: 19/19 | 1st: 2/2 | Init: +3 Perc: +4 |

Kara gleefully accepts Rurik's help and bounces down, looking around at what's going on.

"Ayup," she says as Shenkt talks about a trail and Rurik talks about kobolds and tunnels. "There's a basement down under the rubble an' there was two kobo corpses by it. 'Tweren't locked, so I guess that's where they come from.

...

Why? That important?"


Female Tiefling Warlock 2 | AC 13 | Init +2 | HP 17/17 | Saves: STR -1 DEX +2 CON +2 INT +2 WIS +2 CHA +6 | Passive Perception 10/14 | Spell Slots 2/2 | Temp HP: 5/5

"We could go back to the Wizard's house while everyone is distracted here."

"No?"

"Sigh. Come on, Elsa. I guess we're tracking Kobolds then."

The raven caws in agreement.


"Good work Kara! Now lets go and see what we can find down in that crumbling mess of a tower."


Encounter Map

Hack finds no tracks near the ruined tower. Well, no kobold tracks, there's tons of human tracks everywhere.

Climb checks to make it to the second level. I could roll them but I'm busy at work so you guys'll have to do it. It's DC8, if you fail then roll a Dex save DC 11, if you fail you take 1d6 damage, if you pass you take 1 nonlethal (although in 5E there's not really any distinction between the two


Male Human Varient Cleric of Light 2 , HP: 17/17 , AC: 16/18 with Shield , Saves are Con +4, Wis +5, Cha +4, Passive Insight 15 , Passive Perception 15 , Spell DC: 13

As the group looks to make their way back into the ruined tower Kara and Rurik just left, the chubby cleric groans. Ah-ite, if'n were goin back in, at least go wit the blessin of Lathander, may he guide us as we proceed.

Giving Guidance to ppl as they make the climb, +1d4 on a skill check

Liberty's Edge

Heelz: 3/3 |Lucky: 3/3 |FX: Human Celestial Warlock 2| AC: 13 | HP: 19/19 | 1st: 2/2 | Init: +3 Perc: +4 |

"WHAT!?!??!!??" Kara screeches as she's told that she has to go -back- into the castle. "I just came from there and I came out because I was told that was like TOTES important. And now we're just going back in?!? Hell I coulda just stayed--"

She keeps grumbling as she clambers back up...

t3h ClimbZorX!: 1d20 + 1d4 + 0 ⇒ (17) + (3) + 0 = 20

...apparently her inner greed lighting a fire in her as she clambers up with alacrity.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Hack follows Kara down.

Athletics: 1d20 + 5 + 1d4 ⇒ (9) + 5 + (4) = 18


Climb: 1d20 + 2 + 1d4 ⇒ (9) + 2 + (2) = 13

Making it down, Davin helps the others on their way.


Female Tiefling Warlock 2 | AC 13 | Init +2 | HP 17/17 | Saves: STR -1 DEX +2 CON +2 INT +2 WIS +2 CHA +6 | Passive Perception 10/14 | Spell Slots 2/2 | Temp HP: 5/5

Climb: 1d20 - 1 + 1d4 ⇒ (6) - 1 + (1) = 6

Ouch

Dexterity: 1d20 + 2 ⇒ (19) + 2 = 21

Vakase slips and slides past everyone, but at least makes an elegant landing.


Male Human Varient Cleric of Light 2 , HP: 17/17 , AC: 16/18 with Shield , Saves are Con +4, Wis +5, Cha +4, Passive Insight 15 , Passive Perception 15 , Spell DC: 13

Once the others have done their best to scale up into the ruined structure, Rurik mutters an incantation and follow up.

Climb: 1d20 + 1 + 1d4 ⇒ (18) + 1 + (2) = 21

So, there be the trapdoor we freed, and down below there ye'll find some o the dead kobolds. Tying off the rope where they had previously anchored it, he makes a slight bow Money hungry ladies first.

Liberty's Edge

Heelz: 3/3 |Lucky: 3/3 |FX: Human Celestial Warlock 2| AC: 13 | HP: 19/19 | 1st: 2/2 | Init: +3 Perc: +4 |

"Yes!" exclaims Kara, hungry to be the first with so glorious an introduction.

She leads the band as far as she got, to the two penniless kobold corpses, and points into the trapdoor in the ground. She tosses in another flaming brand for light...and then tosses in a few more, just because.

GM Niles wrote:

Kara opens the trapdoor and the light of the torch reveals

The walls of this chamber have buckled precariously in several places, and masonry and dirt are scattered across the floor the collapse above plainly caused this structural damage. The dry-rotted frames of five simple beds lie against the north and south walls. To the southwest, the room broadens into a larger chamber. A rusted, grinning iron statue stands in an alcove in the north wall between the two wings of the room itself, and in the wall to the south is an old iron door.


Wood Elf Monk 2 Max HP 17 | HD 2d8 | AC 16 | Proficiency Bonus +2 | Initiative +3 | Saves: STR: +2; Dex +5; Con +2; Int +1; Wis +3; Cha +1

Athletics: 1d20 + 2 ⇒ (5) + 2 = 71d20 + 2 ⇒ (14) + 2 = 16


Male Human Varient Cleric of Light 2 , HP: 17/17 , AC: 16/18 with Shield , Saves are Con +4, Wis +5, Cha +4, Passive Insight 15 , Passive Perception 15 , Spell DC: 13

While Kartoss saved, he would have succeeded the climb with Guidance, even on a 1 on the d4, so he'd have made it up to us.


Encounter Map

LOL I just realized I've been posting "Climb" checks, sorry its Athletics(STR). I guess I've got my systems crossed. Never supposed to cross the streams.

re:Kartoss Correct.

Rurik, Kartoss, Davin and Hack make it to the ruined tower's second floor(A2), and then down the trapdoor into the 1st floor (A3) (No Athletics check needed since there's a rope its DC5 with advantage so I'm handwaving that)

The tower's large ground floor has mostly collapsed under the rubble, but a long the western portion of the room a section remains clear of debris. An iron trapdoor set in the floor is directly below a companion door in the ceiling above. Shattered wooden furniture lies scattered around the corpses of two small, green-scaled creatures.

The trapdoor in A3 there leads down once more (into A4)
The walls of this chamber have buckled precariously in several places, and masonry and dirt are scattered across the floor the collapse above plainly caused this structural damage. The dry-rotted frames of five simple beds lie against the north and south walls. To the southwest, the room broadens into a larger chamber. A rusted, grinning iron statue stands in an alcove in the north wall between the two wings of the room itself, and in the wall to the south is an old iron door.

The climb down from A3 to A4 is a simple task since there are rungs and handholds.

The map has been updated.


Female Tiefling Warlock 2 | AC 13 | Init +2 | HP 17/17 | Saves: STR -1 DEX +2 CON +2 INT +2 WIS +2 CHA +6 | Passive Perception 10/14 | Spell Slots 2/2 | Temp HP: 5/5

Vakase gives it another go with climbing.

Athletics: 1d20 - 1 ⇒ (10) - 1 = 9

She barely makes it and joins her companions.

Liberty's Edge

Heelz: 3/3 |Lucky: 3/3 |FX: Human Celestial Warlock 2| AC: 13 | HP: 19/19 | 1st: 2/2 | Init: +3 Perc: +4 |

Kara stares at the boys. "What? You expect me to go first?? Hey, I was already here, but you called me back, just so you could keep an eye on me. Now that I can't loot and pillage to my heart's content the LEAST you could do is go into the dark, cold, kobold-filled underground ahead of me, eh?"

She crosses her arms and taps her foot.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Sure, I'll lead, lass.

Hack leads the way further into the larger connecting chamber, being careful as he passes the iron statue.

Perception: 1d20 + 2 ⇒ (5) + 2 = 7


"Well can you blame us...you are worth keeping both eyes on!" the archer says with a wink to the halfling.

Liberty's Edge

Heelz: 3/3 |Lucky: 3/3 |FX: Human Celestial Warlock 2| AC: 13 | HP: 19/19 | 1st: 2/2 | Init: +3 Perc: +4 |

Despite herself, Kara giggles and her cheeks turn a cute shade of pink.


Male Human Varient Cleric of Light 2 , HP: 17/17 , AC: 16/18 with Shield , Saves are Con +4, Wis +5, Cha +4, Passive Insight 15 , Passive Perception 15 , Spell DC: 13

If'n those with fancy vision don't mind, I think us humans might need a little LIGHT ta guide our way. says Rurik, picking up a stone, and handing the now illuminated rock to Hack.


Wood Elf Monk 2 Max HP 17 | HD 2d8 | AC 16 | Proficiency Bonus +2 | Initiative +3 | Saves: STR: +2; Dex +5; Con +2; Int +1; Wis +3; Cha +1

"Another human failing. I suppose I can't hold your weakness against you though; It would be like blaming a child for being small." Kartoss will also move into the room and look around.


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Male Human Varient Cleric of Light 2 , HP: 17/17 , AC: 16/18 with Shield , Saves are Con +4, Wis +5, Cha +4, Passive Insight 15 , Passive Perception 15 , Spell DC: 13

Speakin o weakness, weren't you one o the ones who couldn't climb up'ere on the first try? Wont hold it against ye though, it'd be like blamin an elf fer bein a snobbish git. responds Rurik dryly.


Encounter Map

The heroes arrive at the bottom level and a magical light is created to show them the surroundings. As Rurik and Kartoss trade barbs, Hack begins moving past the curious metal statue.

INT DC5:
That's no statue, its an Iron Maiden! Run to the hills!!!!!!Run for your life!!!!

As Hack passes the "statue" Davin spots movement on the other side of the group! four centipedes the size of small dogs are attracted to the light!

Initiative:

Bad Guy 1: 1d20 + 2 ⇒ (18) + 2 = 20
Rurik: 1d20 + 2 ⇒ (12) + 2 = 14
Kartoss: 1d20 + 3 ⇒ (3) + 3 = 6
Kara: 1d20 + 2 ⇒ (12) + 2 = 14
Davin: 1d20 + 4 ⇒ (17) + 4 = 21
Hack: 1d20 + 2 ⇒ (3) + 2 = 5
Vakase: 1d20 + 2 ⇒ (9) + 2 = 11

Round 1
Davin
Centipedes
Kara
Rurik
Vakase
Kartoss
Hack

Davin is up. Map is updated. Please draw arrows for movement. If you cannot edit the map, please describe your movement in as much detail as possible.


Davin calls out as he draws and launches an arrow at the giant insects.

"Look out! Some sort of giant vermin are attacking!"

Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 4 ⇒ (6) + 4 = 10


Encounter Map

Round 1
Davin calls out a warning and sends an arrow streaking at one of the vermin. It skewers the centipede, the insect shudders and stops moving.
Centipedes attack the closest enemy! Hack is ganged up on by monstrous insects!
3d20 ⇒ (6, 13, 13) = 32+4 two of the beasts bite Hack 2d4 + 4 ⇒ (3, 3) + 4 = 10
Their bite is poisonous! HackCon1: 1d20 + 5 ⇒ (20) + 5 = 25HackCon2: 1d20 + 5 ⇒ (17) + 5 = 22 but Hack resists their venom! The barbarian's physique is too much for the poison! Hack is at 4/14 HP

Kara
Rurik
Vakase
Kartoss
Hack

Round 2
Davin
Centipedes
Kara
Rurik
Vakase
Kartoss
Hack

All the good guys are up. The map is updated


Wood Elf Monk 2 Max HP 17 | HD 2d8 | AC 16 | Proficiency Bonus +2 | Initiative +3 | Saves: STR: +2; Dex +5; Con +2; Int +1; Wis +3; Cha +1

Kartoss will skirt around the pink centipede and unload his unarmed attacks into it, followed by attacking the brown one if the pink one drops.

Unarmed Strike: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Unarmed Strike (Bonus Action Attack from Martial Arts): 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d4 + 3 ⇒ (3) + 3 = 6


Male Human Varient Cleric of Light 2 , HP: 17/17 , AC: 16/18 with Shield , Saves are Con +4, Wis +5, Cha +4, Passive Insight 15 , Passive Perception 15 , Spell DC: 13

Rurik dons his shield, having not expected things to have moved into these ruins so quickly. He then waves his hand and burst of flame erupts from the brownish centipede.

DC 13 dex save or take damage: 1d8 ⇒ 2 from Sacred Flame


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Rage, Resistance

Hack flies into a rage and attacks the green centipede before him.

GA: 1d20 + 6 ⇒ (1) + 6 = 7
GA Dam: 1d12 + 3 + 2 ⇒ (2) + 3 + 2 = 7


Female Tiefling Warlock 2 | AC 13 | Init +2 | HP 17/17 | Saves: STR -1 DEX +2 CON +2 INT +2 WIS +2 CHA +6 | Passive Perception 10/14 | Spell Slots 2/2 | Temp HP: 5/5

Vakase fires an Eldritch blast at the brown centipede.

Eldritch Blast: 1d20 + 6 ⇒ (11) + 6 = 17
Eldritch Blast Damage: 1d10 ⇒ 8


Round 2

Davin once again draws back his bowstring and lets fly a deadly shaft at the attacking monsters. (Pink one)

Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

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