(5e) Hoard of the Dragon Queen (Inactive)

Game Master DaWay

Greenest
Raider Camp
Dragon Hatchery


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Male Half-Orc Fighter/Level 4/HP:36/36 /AC:17 /Init: +2/Perc:+2/HD: 4/4

Tarbaw Nighthill is the authority in Greenest.

Ragar grabs the nearest person from the keep.

Where can we find Tarbaw? We can help with the defense.


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

Last Night

Darius chuckles nervously and then uses a spell to wipe away the scalding hot soup from himself.

"I'm fine, thank you, cousin," he responds in a cultured tone of Elvish.

"I didn't expect the soup to be that hot, " he continued in the common tongue of the region. "I was, um, eavesdropping on your conversation. I didn't really mean to, but well these ears are not simply decorative. I heard you mention Greenest. I'm going there as well. Will you be joining the caravan?"


Gnome Rogue 4 HP 27/27, AC 14, Initiative +8, Perception +5

Zat looks around for a likely place to hide, especially if a Dragon is coming to burn them all alive

Bestlookforaplacetohideohlookoverhere he says no one in particular


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

Last Night
After helping the sun elf to his feet, Gilandiril took a seat at Rhen's table.

"I suppose you are right, Rhen. We are all travelers in this world, far from home."

Noting that the sun elf was speaking in Chondathan, Gilandiril switched to that language as well.

Perhaps he has been so long away from our kind that the common tongue is more comfortable...

"So, we are all bound for the same place? An auspicious sign, to be sure. I was not aware there was a caravan, but I would be glad of the company. The road from Daggerford has been long and I have seen few Tel-quessir since I began my journey."

He slid a chair out from the table, offering it to the sun elf.

"Tell me, what do you know of Greenest?

Current
As Ragar asks for the town elder, Gilandiril remarks to the rest of his companions, "We are fortunate that Ragar knows these folk. They will more readily accept strangers in their midst with one of their own to vouch for us."


Tempest Cleric of Moradin 1, HP 11/11, AC 16/18, Init. +2, Perception +5, Spell DC 13

Last Night

"BWAHAHAHAHA! Never in my years have I seen't an Elf take a fall like that! Grace and poise, me arse!" Adrick laughed heartily at the Sun Elf's folly and continued to drain his beer. It wasn't until a moment later he realized many of the people surrounding him had mentioned Greenest as their final destination. Almost everyone actually. The ale-lubricated gears in his mind began to turn as he addressed the whole bar.

"I've heard damn near all o' ya mention that settlement Greenest. Who of all of you will be goin'? Be you in search of divine guidance, then I, Adrick Silverstout, will accompany you. May the three gods protect ye." He lifted his mug in a toast to himself noticing that it was empty again.

"Oi! Barkeep, I got 5 copper in me pocket says you get me another one o' these."

Current

Adrick was glad to be behind stone walls. Ragar mentioned a man who seemed to be in charge. That reminded him of the main reason he had come. "Ontharr Frume. Does anyone know him or where he may be? The sod owes me a drink for under-playing the 'increased dragon activity' he mentioned."

The cleric shouted to everyone hoping for a answer.


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

Last Night

Gilandiril Celebrithil wrote:
"Tell me, what do you know of Greenest?"

"Not enough. My father left me with some unfinished business there," Darius said as he took the proffered chair.

"My name is Darius. I'm a scholar from Candlekeep - a field researcher to be precise."

Current

"I need to see this dragon, right away!"


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

Last Night
"You are a scholar of Candlekeep?" Gilandiril smiled in open admiration. "I have long desired to visit the great library of Candlekeep, but I do not possess a tome rare enough to gain entry. Well met, indeed, Darius."

Returning to the subject of his inquiry, he said, "As for Greenest, I am afraid it is mostly a mystery to me, as well. I am guided there by visions granted me by the Lady of Dreams..."

His explanation was interrupted by a sudden outburst from the boisterous dwarf who had been haggling with the barkeep earlier. Apparently, he was offering to escort nearly everyone in the tavern to Greenest, along with the blessings of the dwarven gods.

Gilandiril raised his wine glass toward the inebriated, but clearly pious dwarf. "And may the Daughter of the Night Skies smile upon you, Sonnlinor," he said, using the Dwarvish word for a priest of Moradin.

Current
"Look skyward, Darius. I have no doubt the dragon will pass overhead soon enough."

Lantern Lodge

Male

8 Elient 1488DR
Around 2100 hours
58 Farenheit, Strong Wind, No Precipitation

A young soldier leads you up to the parapet wall. From the top of the walk at the wall you see Governor Nighthill pacing back and forth. The right side of his face and head are bandaged, his right arm hangs in a sling, and his light blue tunic is stained with blood.

Insight checks please

I am going to stay out of the post from last night as you are now brought together and unless anything needs my attention I'd prefer to devote my attention to the main story but, by all means continue the roleplay from the previous night all the way until you arrived at Greenest the next day. I'm even going to award everyone with an inspiration for the roleplay.


Male Half-Orc Fighter/Level 4/HP:36/36 /AC:17 /Init: +2/Perc:+2/HD: 4/4

Insight: 1d20 ⇒ 18

Ragar strides purposefully towards the Governor.

Governor! You look a little worse for wear. I have some hardy gents and ladies I met up with on the road that can help us in our defense. Where would ya need us most?


Gnome Rogue 4 HP 27/27, AC 14, Initiative +8, Perception +5

Insight: 1d20 + 3 ⇒ (9) + 3 = 12

Zat peers at the man from behind Ragar. You notice that he hangs around the big half orc, peering up at him every so often to make sure he is still there.


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

Insight: 1d20 + 3 ⇒ (7) + 3 = 10

As they reach the top of the wall, Gilandiril gazes down at the destruction in the town below.

By the Night Skies, are we too late?

Lantern Lodge

Male

The dragon seems disinterested at best, and merely letting it's presence inspire fear so that the cult below can do it's work.

The Governor says, We need to make this quick Ragar. The raiders have isolated the keep from the town with encircling groups of guards but they haven't organized an attack. I don't think they intend to attack the keep, they seem only interested in loot. The real danger is to the town and the people who didn't make it into the keep before it was cut off. There are two avenues we need opened to aid those townsfolk. The Old Tunnel and The Sally Port.


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

"Looting? So they're raiders then?"

Odd. Perhaps this group wasn't associated with the Cult of the Dragon at all. Historically, they were never particularly interested in wealth before. At least not for anything other than a means to an end, in their case, the lichdom of all dragons.


Tempest Cleric of Moradin 1, HP 11/11, AC 16/18, Init. +2, Perception +5, Spell DC 13

Insight: 1d20 + 5 ⇒ (7) + 5 = 12

"No one!? Not a peep huh? Fine." Adrick grumbled as he followed the rest of the group towards the Governor. He was quickly unimpressed. Strength and Wisdom bred great leadership in the eyes of Moradinites and this man was severely lacking in the former. Adrick hoped the man made up for it some other way.

"So what'll you have us do? Run around willy-nilly until we've bashed in the head of every cultist and kobold. Cuz' I like that idea, to be honest." The cleric tapped his open palm with his hammer to illustrate his point.


Male Wood Elf Ranger 3, AC 15, hp 24/25, Init: +3, Passive Perception: 14, Hit Dice: 0/3

"The Old Tunnel? Does that mean there's an underground passage into the keep? How well known is this route?" Rhen asks. The potential of an underground retreat, relatively safe from the oversight of the flying dragon, catches his interest.


Gnome Rogue 4 HP 27/27, AC 14, Initiative +8, Perception +5

onceiknewofanundergroundtunnelthatwasusedtofunnelillegalmagicpotionsintowat erdeepthenonedaytheguardfoundoutanditwasabigstinkgoodthingiwasntinthereatth etime! Zat natters on and then takes a deep breath I think the tunnel would be good

Lantern Lodge

Male

Ontharr Frume, last I heard he was on the road to Elturel. The Governor tells Adrick. He pauses a moment, and presses a hand to his head, then jerks away quickly from the pain. It's not willy-nilly, my friend. I am merely trying to ensure the safety of my charges. It is clear to me, besides Sergeant Markguth, you are the most capable individuals, though it appears that Mrs. Swift is becoming quite the talent.

Addressing Rhen, Yes, there is an underground passage. It is not well known and after you secure it you are free to use it, however I ask that you be wary when using it. Last thing I need is these bandits to start using it to sneak up behind us.

Looking at Zhat, Wha-a-at?

Lantern Lodge

Male

The tunnel is wide enough to allow you to pass through single file. It is sealed with a locked ironbound door, and the stream exit is covered with a grate made to look like a sewer outlet.

Years of exposure and neglect have corroded the lock on the exit grate. The disused tunnel is choked with webs but is otherwise clear. A few yards inside the stream end towards the door is a nest of rats.

Lantern Lodge

Male

Two swarms of rats come out to greet you.

Adrick: 1d20 + 2 ⇒ (4) + 2 = 6
Darius: 1d20 + 3 ⇒ (18) + 3 = 21
Gil: 1d20 + 3 ⇒ (3) + 3 = 6
Ragar: 1d20 + 2 ⇒ (11) + 2 = 13
Rhen: 1d20 + 3 ⇒ (17) + 3 = 20
Zat: 1d20 + 3 ⇒ (20) + 3 = 23
Rat Swarm: 1d20 ⇒ 11

Initiative Order
Zat, Darius, Rhen, Ragar, Rats, Adrick, Gil


Male Half-Orc Fighter/Level 4/HP:36/36 /AC:17 /Init: +2/Perc:+2/HD: 4/4

Ragar steps back.

Anyone have some fire to ward these damn rats off?


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

If we only have enough room in the tunnel to pass through single file, do we need to establish our marching order?

Lantern Lodge

Male

That would help, but you will be able to move through friendlies as difficult terrain.


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

I'm assuming I'm somewhere in the middle of the line...

Gilandiril lets out a cry of alarm as the rats surge forward.

Regaining his composure, he casts a quick spell and four blazing lights, as bright as torches, appear over the rats. Gilandiril waves his hand to sweep the dancing lights among the vermin, hoping to drive them away or at least keep them at bay.

"Perhaps this will frighten them off!"

Cast Dancing Lights and wave them in front of the rats in an attempt to scare them away or hold them back.


Male Wood Elf Ranger 3, AC 15, hp 24/25, Init: +3, Passive Perception: 14, Hit Dice: 0/3

Since I'm usually starting out with a bow, I can play sweep at the end of the marching order. Which brings me to the question... is the current location too constricted to get a shot?

Lantern Lodge

Male

Zat...
Darius...
Rhen just merely ask people to stand to a side and I will allow you to get a shot off.
Ragar...

The rats will surge forward and whoever is in front will get attacked
1d20 + 2 ⇒ (3) + 2 = 52d6 ⇒ (1, 2) = 3
1d20 + 2 ⇒ (1) + 2 = 32d6 ⇒ (6, 4) = 10

Adrick...

On Gil's turn
Going to give this for a clever use of a spell...
wisdom save: 1d20 ⇒ 71d20 ⇒ 3

The rats seeing the blazing fire decide that their lives are more important than the next meal and scatter back to where they come from.

Encounter Avoided.

Now there is that little issue about the door.

EDIT: Rearranged for combat to follow initiative order.


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

Sweet! That worked out far better than I thought it would...

Lantern Lodge

Male

Well it was a clever use of the spell and some out of the box thinking. I felt as if it should be rewarded.


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

Darius feebly drew out his rapier, wondering what he could possibly do against such a swarm. But he sighed in relief when Gilandril frightened the beasts away.

"Well, done, Gilandril. I'm not particularly fond of rats. They chew through books with reckless, deplorable abandon. Disgusting creatures."

"I'll scout ahead a bit. I'm rather used to tunnels."

Darius will silently travel about 60 feet ahead of the group, trying to spot any potential dangers. Passive Perception 12

Once again, it's worth pointing out how cool it is that everyone in the party has darkvision.

Stealth: 1d20 + 7 ⇒ (2) + 7 = 9


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

Thanks!

As the rats scurry away, Gilandiril moves the blazing lights to either side of the door, hoping to discourage them from returning.

"With any luck, they won't come back... Unfortunately, I do not know any spells that would open the door that bars our way."


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None
DaWay wrote:
The tunnel is wide enough to allow you to pass through single file. It is sealed with a locked ironbound door...

Heh, heh. Oops. One moment please.

"Just a moment. Luckily for us I know the exact kind of magic for this."

Darius pulls out his thieves' -- er, rather, adventuring tools and begins to fiddle with the lock. Patent Pending.

Pick Lock: 1d20 + 5 ⇒ (20) + 5 = 25

Nope. Definitely not gonna miss that 20 later. Anyways, this, and then my previous post, GM.

Lantern Lodge

Male

Darius unlocks the door and with a swift nudge str check: 1d20 + 1 ⇒ (16) + 1 = 17 opens the door. Peering around the corner he sees a group of two cultist and six kobolds poking around the bushes for any hiding villagers. They are surely to find you at any moment.

Surprise Round and Round 1 actions please.

Adrick: 1d20 + 2 ⇒ (16) + 2 = 18
Darius: 1d20 + 3 ⇒ (16) + 3 = 19
Gil: 1d20 + 3 ⇒ (10) + 3 = 13
Ragar: 1d20 + 2 ⇒ (18) + 2 = 20
Rhen: 1d20 + 3 ⇒ (8) + 3 = 11
Zat: 1d20 + 3 ⇒ (7) + 3 = 10
cultist: 1d20 + 1 ⇒ (13) + 1 = 14
kobolds: 1d20 + 2 ⇒ (20) + 2 = 22

Initiative Order
Kobolds, Ragar, Darius, Adrick, Cultists, Gil, Rhen, Zat


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

Darius notices the folk surrounded by kobolds. They don't seem to be hostile to one another, so it was safe to conclude that these were Raiders and not lost townsfolk.

He signals back silently to the others, by tapping a finger next to his eye twice, and then holding up 5 fingers and then 3 more. He hoped they would understand.

Surprise Round.

He then drew his shortbow and aimed for one of the humans.

Shortbow, Advantage vs. Cultist: 1d20 + 5 ⇒ (13) + 5 = 18
Shortbow, Advantage vs. Cultist: 1d20 + 5 ⇒ (14) + 5 = 19 <--

Damage, sneak attack: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (5) = 14

Round 1

Hoping he was still hidden, Darius fired again.

Shortbow, Advantage vs. Cultist: 1d20 + 5 ⇒ (1) + 5 = 6
Shortbow, Advantage vs. Cultist: 1d20 + 5 ⇒ (16) + 5 = 21 <--

Damage, sneak attack: 1d6 + 3 + 1d6 ⇒ (5) + 3 + (3) = 11

Don't know if Sneak Attack would apply to the second rolls, bust just in case.

15 arrows left.


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

Surprise Round
Gilandiril moves to the open doorway, taking cover from the door frame as best he can, and fires a cold ray of moonlight at the nearest enemy.

Ray of Frost: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 ⇒ 4 and the target’s speed is reduced by 10 feet until the start of my next turn.

I think I’ll wait to declare my action for round 1 to see how things develop…


Male Half-Orc Fighter/Level 4/HP:36/36 /AC:17 /Init: +2/Perc:+2/HD: 4/4

Surprise Round

Ragar moves out of the tunnel into the brush to hide for his initial attack.

Stealth: 1d20 + 2 ⇒ (14) + 2 = 16

Round 1, Great Weapon Fighting, Potential Adv if Stealth successful?

Ragar emerges from the brush and swings mightily at the nearest cultist.

Greataxe Att: 1d20 + 5 ⇒ (7) + 5 = 12
Greataxe Att Adv: 1d20 + 5 ⇒ (12) + 5 = 17
Greataxe Dam: 1d12 + 3 ⇒ (3) + 3 = 6


Male Wood Elf Ranger 3, AC 15, hp 24/25, Init: +3, Passive Perception: 14, Hit Dice: 0/3

Surprise round
Rhen stalks out of the tunnel, trying to keep to some cover. He fires at one of the farthest opponents, hoping to avoid interfering with any of his comrade's moves.
long bow: 1d20 + 5 ⇒ (4) + 5 = 9
long bow, advantage?: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d8 + 3 ⇒ (1) + 3 = 4

Round 1
The wood elf then follows up his first show with a second arrow at the same target.
lowbow, round 1: 1d20 + 5 ⇒ (16) + 5 = 21
damage, round 1: 1d8 + 3 ⇒ (5) + 3 = 8


Gnome Rogue 4 HP 27/27, AC 14, Initiative +8, Perception +5

Wow! I am sorry I didn't post earlier today, I thought I got all my games.

Zat shoots a small arrow at an enemy Shortbow: 1d20 + 5 ⇒ (5) + 5 = 10 but it misses... surprise!

Then he rushes outside and tries to hide Stealth: 1d20 + 5 ⇒ (8) + 5 = 13


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

Since it looks like there are going to be plenty of bad guys left by the time my turn rolls around...

Round 1
Seeing that there are a number of enemies still fighting, Gilandiril desperately weaves a spell to send them into a magical slumber and quickly draw the battle to a close.

Sleep: 5d8 ⇒ (7, 8, 4, 6, 3) = 28 hit points of creatures fall unconscious, starting with the one that has the lowest current hit points.


Tempest Cleric of Moradin 1, HP 11/11, AC 16/18, Init. +2, Perception +5, Spell DC 13

Adrick remained silent through the travel in the tunnels. He frequently would go into moments of introspection to digest his thoughts and order them. The rats scared him not so he didn't bother to address the situation, believing that his companions could handle them. The door caused him no alarm either, one of the Elves took care of that too. Truth be told, the Moradinite was getting bored.

Then he saw the enemy. The maelstrom began to stir within him. Now he had something to do. He barreled through the crowd toward the nearest cultist one-handed, swinging to crush his skull.

Warhammer: 1d20 + 4 ⇒ (6) + 4 = 101d8 + 2 ⇒ (7) + 2 = 9

The hammer went wide so the Dwarf raised his shield in preparation of the next incoming attacks.

Lantern Lodge

Male

Surprise Round
...

Ragar steps out of the "storm grate" and hides in the underbrush.

Darius quickly puts an arrow in the vulnerable soft tissue of a cultist dropping him face down in the stream.

Adrick remains in silent retrospection.

...

Gil casts ray of frost on the nearest kobold (4 damage)

Rhen drops the same kobold Gil was attacking (dead)

Zat has advantage on a surprise round 1d20 + 5 ⇒ (20) + 5 = 252d6 + 3 ⇒ (4, 1) + 3 = 8 and drops another kobold (dead)

...

Round 1
The kobolds converge and attack
Darius 1d20 + 4 ⇒ (12) + 4 = 161d4 + 2 ⇒ (3) + 2 = 5 HIT
Gil 1d20 + 4 ⇒ (14) + 4 = 181d4 + 2 ⇒ (4) + 2 = 6 HIT
Rhen 1d20 + 4 ⇒ (4) + 4 = 81d4 + 2 ⇒ (3) + 2 = 5 MISS
Zat 1d20 + 4 ⇒ (13) + 4 = 171d4 + 2 ⇒ (1) + 2 = 3 HIT

Ragar kills the kobold on Gil

Darius kills the remaining cultist.

Adrick moves to hit a kobold and misses.

Gil puts the remaining kobolds to sleep.

COMBAT OVER

I am assuming a coup de grace on the remaining kobolds correct me if I am wrong.


Male Wood Elf Ranger 3, AC 15, hp 24/25, Init: +3, Passive Perception: 14, Hit Dice: 0/3

"We need to move these bodies away from here. If they're too close to the tunnel entrance, they may draw attention to it," Rhen says as he looks about for a good place to stow the dead so they are less conspicuous.


Male Half-Orc Fighter/Level 4/HP:36/36 /AC:17 /Init: +2/Perc:+2/HD: 4/4

Ragar executes a coup de grace by decapitating the remaining kobolds.

Quickly, let's get the bodies inside the tunnel so that the rats can feed. We can then secure the grate from the inside with some pitons.

Ragar starts dragging the dead inside.


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

Ouch... Down to 1 hit point just like that!

Clutching the wound from the kobold's dagger, Gilandiril slumps against the door frame.

"Wait... Don't kill them," he says through blood-flecked spittle. "Tie them up... Drag them into the tunnel. Get some answers about this raid..."


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

Oops... Too late! It totally makes sense that Ragar would finish them off without hestitating, though. They are attacking his home, after all...


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

The wound from the kobold's dagger in his shoulder throbbed as Darius inspected the others. It might make drawing his bow a bit tricky, but there wasn't much else to be done.

"All the same, next time we probably should try to spare one and question them. I'll scout ahead again."

Stealth: 1d20 + 7 ⇒ (6) + 7 = 13

Perception: 1d20 + 2 ⇒ (5) + 2 = 7

HP 5/10


Male Half-Orc Fighter/Level 4/HP:36/36 /AC:17 /Init: +2/Perc:+2/HD: 4/4

With so many attacking, you will get your chance to question others.


Tempest Cleric of Moradin 1, HP 11/11, AC 16/18, Init. +2, Perception +5, Spell DC 13

With Gil hurt, Adrick moves to him to try and stop the bleeding. "Sit ye down ya durned Elf. Lemme see to yer wounds." The cleric looks over the wizard and grunts satisfaction.

"Unfortunately, you may live just yet. I think you should rest a while in the tunnel, let the big guy and me clean up."

Take a short rest maybe?


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

"Indeed, Ragar, I fear we will have many more such opportunities..."

Gilandiril slips back into the tunnel and slumps against the wall, allowing Adrick to bind his wound.

"My thanks, Adrick. Yes, some rest would do us all good... It seems we have hardly had a moment to breathe since we first sighted Greenest."

He winces as he shifts his weight to peer through the tunnel exit. "We were asked to secure this tunnel. Ragar, is our task here complete?"

Lantern Lodge

Male

The Old Tunnel is secure and you may take a short rest if you wish.


Gnome Rogue 4 HP 27/27, AC 14, Initiative +8, Perception +5

This party is gonna be deadly if we always have Surprise on the enemy....

Zat squeaks when the kobold's spear hits him idontwannadie! and he spends more time hiding behind Ragar than usual.


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

Short rest? Yes, please.

Hit Dice: 1d8 + 2 ⇒ (2) + 2 = 4

HP 9/10

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