hiiamtom |
The Resurgence of the Cult of the Dragon
The full story of the cult of the dragon has been lost to history in Faerun, but most have at least heard the name and recognize the basic trapping of purple robes along with the symbol of a burning flame with eye floating above dragon claws. The stories of Sammaster, a powerful wizard once designated as a Chosen of Mystara, discovering the ability to change a dragon into a dracolich and falling to depravity are famous; people will even argue the details drunkenly on slow nights at a tavern. The human slain by the other Chosen of Mystara and clerics of the morning lord, only to be raised as a great and terrible lich who has even battle Lathander himself.
What was left of the cult was organized and run by the dracolich named Anabraxis the Black Talon, who lived underneath the surface deep in the Underdark. The cult became splinter factions loosely tied together by their worship of the dracolich, and while remaining dangerous and ambitious there were few conflicts that scratched the surface of Sammaster's original reign on Aber-Toril.
At some point a new great leader of the cult came to power. A Calishite man named Severin Silrajin emerged from the deep heart of Faerun uniting the splintered Cult of the Dragon extremists into a unified force. Under his sovereignty, a new era of pillaging treasures along the Sword Coast caught even the strongest militaries off guard; their nearly impossible to determine movements and guerrilla tactics for the past year has united the squabbling factions of Waterdeep into snuffing out the new face of the cult.
The Road to Greenest
For the past several days, you have been traveling the final leg of a very, very long journey across nearly one thousand miles of road between Waterdeep and Greenest. The original caravan was comprised of soldiers and mercenaries, lords and ladies, wealthy merchants and trading goods, along with the many mounts and staffing required to keep the wagons moving.
Your group has left most of the trade caravan behind, their destination was the great trade cities in Amn, and now you ride accompanied by a wagon of supplies and market goods. Larissa is the only noble left, eagerly accepting a position to supplement the research into the cult in Greenest. She is supported by her retainers and is responsible for the dozen or so tradesmen accompanying the group. Conner has been placed in charge of six rookie soldiers that are due to report to Castellan Escobert the Red in the Governor's Keep. Jazz counts among the tradesmen under Larissa's purview, escorting goods from the port in Waterdeep all the way south. Amber is one of five lone wolf adventurers and mercenaries in the group, along with Aemon.
The road branching from the Uldoon Trail has wound lazily though the rolling grasslands of the Greenfields. Sundown is approaching while you are still a full day's travel from Greenest, and you've spotted a narrow column of black smoke that has persisted through most of the evening hours. Near the road is a driveway leading into the land of some farmer or rancher, and the smoke seems to be rising from just over the hill here. You see a gate with a broken lock and a sign declaring this to be the home of the Toohil family laying face down in the dirt of the road.
There's about an hour of good light left before you can make camp, but the land is so inviting and peaceful that you can literally make camp anywhere without concern. There's hardly even a cloud in the sky, and the weather looks great. It should be smooth sailing into Greenest the next day.
Larissa Galanodel |
Larissa pauses, surveying the scene, then looking back at her retainers and the tradesmen under her care.
"We need to investigate this," she announces. "Someone could be hurt."
Looking again at her retainers, especially the 10-year-old, Larissa adds, "But we shouldn't leave our caravan unguarded. The soldiers and a few of the mercs should stay here with the civilians. Conner, Amber, Aemon, may I have your assistance?"
As she speaks, she dismounts her wagon and checks her gear, then says "Magi barrium" and a field of force shimmers around her for a moment.
Casting mage armor. Also, wasn't sure of a reason to bring in Jazz, so he'll need an excuse. ;)
Aemon Stormsinger |
Jumpy, but better safe than sorry I guess, Aemon thinks. He loosens his scimitar from its scabbard as he replies, Aye, me lady. While Conner organizes the defenses Aemon heads over to the broken lock to see if he can tell how recently it was broken.
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
hiiamtom |
Checking the lock out like that would be investigation, so you got a 9.
Larissa gently drops to the ground and as she moves Conner springs into action ordering the soldiers into a (sloppy) formation. Their heads on a swivel you see a dice game break out immediately with some of the workers and sellswords.
Aemon steps forward and looks at the lock hoping to but a timeline on the damage, but he is unable to. It looks like there is a piece of metal broken off in the lock and the lock was cut because the lock was never going to be opened with a key again.
Looking past the gate the rutted ground is impossible to differentiate new movement from animals and wagons. It's quite pitted compared to the road.
Amber Strakeln |
Amber looks longingly at the dice game. Adventuring was fun and all, but the clack of the dice could be intoxicating at times.
"Lead on then."
Amber keeps an eye out for trouble ,but doesn't expect to find any.
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
hiiamtom |
Amber catches something odd by the side of the road near the gate, leaning down she has found a mark that has not been left by a human or cattle. At first look it appears to be a large dog paw, but the paw has extremely long claws - more than an inch - that appears more like a bear... but it's not a bear paw either. It's definitely out of place.
Amber Strakeln |
"Hmm....Hey! You lot! Whatever your names are, I found something!"
Amber shows them the track she found, happy to let the bookish people to do their book things.
"I think its a bear, but it might not be a bear."
Conner Hawthorne |
Conner rushes to Amber's side. He peers at the print, stands and draws both his flail and longsword.
Something is amiss. Maybe a couple of us should head around the outside of the house to the back while the others approach from the front?
Aemon Stormsinger |
Aemon nods his head in agreement with the warrior's remarks. As he draws his sword he adds, "Lets be careful, bears or wolves don't break locks."
He considers Conner's suggestion for another second, "I'll go around to the back if that's how you want to play it."
Would the cultists secure the outlining farms before attacking the town, Aemon wonders as he considers the situation.
Larissa Galanodel |
Larissa furrows her brow and approaches Amber, looking down to examine the suspicious print.
Dunno whether it's Nature, Arcana or what to recognize the print; but here's a d20 roll.
1d20 ⇒ 9
I guess depending on which stat/proficiency it is, that might do it...
Jazz Kraz |
As the group goes up, Jazz goes up with them, explaining to the group. These other tradesman can handle whatever comes their way, there are plenty of them.
When, he too see the foot prints of the lizard people he also tries to identify them.
nature: 0 + 1d20 ⇒ 0 + (2) = 2 do I get any bonuses to identify lizards or dragons because of my background or Draconic nature? In 5e, it is usually roll with advantage, so I'm going to go roll twice in case that is the case.
nature: 0 + 1d20 ⇒ 0 + (12) = 12
Larissa Galanodel |
"This footprint is reptilian," Larissa announces. "Bigger than a kobold, too. Involvement with the cult is likely. Everyone be—"she stops when she sees the tradesman Jazz catch up"—be on your guard."
Larissa stands and heads toward the site, sword drawn. She calls solemnly over her shoulder to Jazz: "Stay close to me."
Amber Strakeln |
"Nah....definitely a bear. Maybe a reptilian bear."
Amber is stubbornly sticking to her bear theory. She readies her great axe as she prepares to fight another majestic creature.
hiiamtom |
Traveling along the road carefully, the drive rises over the crest of a hill and drops into a an odd bowl shaped piece of land. On the far side of the bowl is a small house built of wood and stone with a thick layer of grass covering the gable style roof. There is a natural stone wall that is about 4 feet tall surrounded the front of the home, and there is a pool of water at the lowest point of the bowl shape with tall reeds. A stout chimney that has thick black smoke rising from inside the house. There is the smell of cooked meat filling the air.
The evening sun casts a shadow across the bowl; the entire area is covered in dim light. You can see lights and blurry figures moving inside the home.
Larissa Galanodel |
"The chimney?" Larissa wonders aloud to herself. "Hm, I was expecting a fire."
The elf knight shifts to a less combative posture. "If not for the footprint, there would be no reason to think anything is amiss," she thinks to herself.
After a moment of thought, she says, "There might be trouble, or there might not. Could be the residents were attacked by lizardfolk but successfully fended them off and are now sitting down to dinner. Let's approach in a manner that wouldn't alarm any innocents and ask if everything's okay. Even so, keep alert."
My intent, if there are no objections, is to approach the house with weapons put away, knock on the door, and see what happens.
Aemon Stormsinger |
Jumping at shadows, Aemon admonishes himself.
Feeling foolish about his overreaction to the footprint Aemon jumps at Larissa's suggestion, "excellent idea me lady."
He approaches the door and gives the door a loud knock while he announces, "Hullo, in the house."
Jazz Kraz |
"Hopefully they answer, and if there is no answer, then something is wrong."
Jazz however takes a quick peek through a window to catch a glimpse of what is going on, and he tries to do this before anyone answers the door, as he does not want to look odd doing it. perception: 4 + 1d20 ⇒ 4 + (5) = 9
hiiamtom |
As Larissa glares at Conner, he suddenly springs forward grabbing Aemon's shoulder roughly. Conner points out a low growl betraying a small pack of four drakes have been resting behind this wall eating meat of some kind off the bone. They have heard the party speaking and crouched low in the shadows trying to surprise the group. Not realizing they have been found, the drakes are still poised to pounce in the shadows.
Amber Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Conner Initiative: 1d20 + 2 ⇒ (14) + 2 = 16, Conner Advantage: 1d20 + 2 ⇒ (1) + 2 = 3 -> for spotting the drakes
Jazz Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Aemon Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Drake 1: 1d20 + 2 ⇒ (16) + 2 = 18
Drake 2: 1d20 + 2 ⇒ (6) + 2 = 8
Drake 3: 1d20 + 2 ⇒ (6) + 2 = 8
Drake 4: 1d20 + 2 ⇒ (5) + 2 = 7
Turn Order:
- Aemon
- Larissa
- Drake 1
- Jazz
- Conner
- Amber
- Drake 2
- Drake 3
- Drake 4
The drakes are positioned close together in the small yard. You are all between 10 and 15 feet away. IT would still be difficult to target them all with a single effect, but if you get into melee with one you are in melee with another one the way they are clumped together.
Larissa and Aemon may act.
Larissa Galanodel |
"Drakes!" Larissa shouts, pointing at the group of creatures. Do we know anything about them, like whether they might be resistant to fire or whatnot?
"Jazz, stay back!" she says firmly as the steps forward and draws her sword. Looking forward to the reveal that you're no ordinary tradesman. ;)
I'll step forward to the drakes, hoping to get them to focus on me, and take the Dodge action. My (perceived) first priority is keeping the drakes away from the nearest "civilian".
"Amber! Conner! Circle around and pen them in if you can!"
hiiamtom |
Drakes are unintelligent and relatively docile dragons, and exceedingly more common than a full dragon. They do share some of the same resistances based on the color of the scales. These drakes have a dull and dark appearance, but until they are exposed to the light it would be impossible to tell right this second. It does imply black, green, or red based on the color.
Aemon Stormsinger |
What the..., Aemon thinks as Conner pulls him away from the door.
He hears Larissa yell Drakes and begins draw his scimitar and chant,
"Drakes aren't dragons they are just fakes,
a strong arm and a stout hart victory makes!
Action:casts Vicious Mockery on the closest Drake
Bonus Action: Uses Bardic Inspiration on Conner 2 uses left [Thanks for saving my life]
Move Action:Draw my scimitar and hold my ground
Bardic Inspiration Uses: 3/ long rest, Range: 60, Benefit: 1 creature that can hear you gains one Bardic Inspiration die, a d6 usable once within the next ten minutes. Which can be added to one ability check, attack roll, damage roll, saving throw it makes or to its armor class for one attack. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Jazz Kraz |
"I think I'll be fine. For now, we need to take them out and fast."
Jazz gets up close to them and tries to get as many as he can in a 15 foot cone, and if he has a choice between red ones and ones not red, he will go after the ones not red, as that would imply fire resistance. dex save 13 for half
burning hands: 3d6 ⇒ (6, 4, 6) = 16
hit: 5 + 1d20 ⇒ 5 + (4) = 9 dmg: 1d8 ⇒ 4 and target is slow ten feet.
Conner Hawthorne |
Round 1, Bardically Inspired
Conner circles around but moves in quickly to attack the nearest Drake with a stab of his Longsword and an overhand swing of the Flail.
LS Att: 1d20 + 5 + 1d6 ⇒ (4) + 5 + (5) = 14
LS Dam: 1d8 + 3 ⇒ (3) + 3 = 6
Flail Att: 1d20 + 5 ⇒ (13) + 5 = 18
Flail Dam: 1d8 + 3 ⇒ (8) + 3 = 11
hiiamtom |
Let me unpack this a bit since some of you jumped the gun, make sure to read the last line of these posts in combat.
Round 1
Aemon target the drake closest to the party with cruel words mixed with polyphonic magic chants, punctuated with the drake shaking it's head in recoil.
Drake 1 Wisdom Save: 1d20 ⇒ 1 -> Fumbles
Vicious Mockery Damage: 1d4 ⇒ 4
The effect is severe, causing the drake to stagger to the side before it responds to Aemon's attack, charging forward to bite the source of its pain. This action provokes an opportunity attack from Larissa.
Drake 1 Melee Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Drake 1 Disadvantage: 1d20 + 4 ⇒ (4) + 4 = 8
Jazz steps up to sneak a cone of fire past his allies and engulfs two of the drakes in fire. The brief burst of light showing a deep muddy green color to these drakes.
Drake 1 Dexterity Save: 1d20 + 2 ⇒ (19) + 2 = 21
Drake 2 Dexterity Save: 1d20 + 2 ⇒ (2) + 2 = 4
The drake caught by Larissa and Aemon has lost the fog Aemon inflicted on it and lays flat under the cone that roars over its head. The drake behind it was not nearly so lucky and got burned badly.
Wheeling around the the rear of the pack of drakes, Conner hops the fence.
Conner Strength(Athletics): 1d20 + 5 ⇒ (1) + 5 = 6
And catches the toe of his trailing foot on the wall, causing him to tuck into a "tactical" roll and swiftly shift into a wide slash aimed at one of the drakes. In the end the strike lands true, and Conner sort of pulls it off but everyone knows it wasn't on purpose. He more than makes up for the akward first strike with a crushing blow from his flail. Reminder to check the campaign info, the Dual Wielder feat gets some bonus damage in my game to compete with Greatweapon Master and Sharpshooter - if the main hand attack deals damage.
Flail Bonus Weapon Damage: 1d10 ⇒ 5
The final blow sinks the metal of the flail deep into the skull of the drake, and it immediately slumps over sideways bleeding; some gore remaining on Conner's flail as he squares up to the remaining pack.
Drake 2 - 16 damage
Drake 4 - 22 damage
Only Amber may act.
Larissa Galanodel |
This action provokes an opportunity attack from Larissa.
With a professional focus, Larissa makes a measured slice against the drake as it charges past her.
Longblade: 1d20 + 5 ⇒ (13) + 5 = 18, Slashing Damage: 1d8 + 5 ⇒ (7) + 5 = 12hiiamtom |
Larissa's blade slides neatly between the shoulder and neck of the drake crouching from Jazz's attack, and with a thrust and withdrawl the knight draws the straight edge clean through the thick neck of the drake between hardened scales. The head flops heavily on the ground a second before the body drops next to it.
Drake 2 - 16 damage
Drake 4 - 22 damage
Still waiting for Amber to post an action before the round continues.
Amber Strakeln |
"Ah-hah! FightingTime!"
Amber goes into a rage, and goes to strike a blow against the nearest Drake. As its been a while since she's seen some action, she's going to attacking recklessly, giving her attack advantage and all attacks on her advantage.
Attack while raging: 1d20 + 5 ⇒ (3) + 5 = 8 Attick with Advantage: 1d20 + 5 ⇒ (15) + 5 = 20Damage: 1d12 + 5 ⇒ (3) + 5 = 8
She'll also mark her target as well.
hiiamtom |
Amber charges past the crowd near the entrance to the stone wall, axe raised for a mighty blow. Bringing it down in a decisive chop the blade buries itself in the back of the singed drake, leaving it splayed on the ground an motionless.
The final drake seeing the situation still stands its ground and strikes at Conner.
Drake 3 Melee Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Drame 3 Bite Damage: 1d6 + 1 ⇒ (3) + 1 = 4 piercing damage
Teeth sinking into his arm before Conner is able to shake it off.
Round 2
All PCs may act!
Larissa Galanodel |
Larissa darts toward the drake, hoping to put it down as soon as possible...
Longblade: 1d20 + 5 ⇒ (1) + 5 = 6, Slashing Damage: 1d8 + 5 ⇒ (5) + 5 = 10
...but misjudges its movements and swings through the air just as the drake was leaning the other way.
Amber Strakeln |
If the Drake is still alive
"Move aside!"
Amber won't let someone else get the final kill, and goes for the Drake.
Raging Reckless Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Advantage: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d12 + 5 ⇒ (3) + 5 = 8 Crit Damage: 1d12 ⇒ 7
Total Damage: 15
If Drake is dead
Amber scowls that there wasn't that much combat, and goes in to the house to see if there's anything else to hit.
Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Aemon Stormsinger |
Aemon runs up with the noble woman trying to find a way to strike the beast.
Scimitar: 1d20 + 5 ⇒ (2) + 5 = 7 Slashing Damage: 1d6 + 3 ⇒ (4) + 3 = 7
If I have advantage for flanking
Scimitar: 1d20 + 5 ⇒ (20) + 5 = 25 Slashing Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Jazz Kraz |
Jazz will ray of frost the last drake. If the nearest drake is not in melee with him, he will move around to get a better more clear shot. If he is in melee with it, he fires at disadvantage, instead of moving away to provoke.
hit: 5 + 1d20 ⇒ 5 + (9) = 14
if disadvantage applies: 5 + 1d20 ⇒ 5 + (9) = 14
dmg: 1d8 ⇒ 4 cold dmg and target is slowed 10 feet.
hiiamtom |
I'm interjecting in the combat briefly.
Aemon runs up to the final drake hoping to injure the beast, only to whiff completely and nearly strike Larissa in the cramped yard. Larissa is forced to abandon her graceful strike and managed to catch herself from falling by striking the wooden side of the home with her palm, making a loud smacking sound.
The door to the home swings open and a middle-aged, mountain of human man with thick muscles and a rotund torso stoops below the doorframe and curses when he sees the melee outside the home. He bears ill-fitting black leader with dark iron links adding additional protection, and Aemon clearly sees the insignia of the cult of the dragon tattooed on his arm. He is heavily armed with a variety of weapons.
Shit. Get off yer asses, boys! We've got real company! The man howls as he steps back into the home with surprising nimbleness.
You can hear the sound of voices and metal inside the home.
This happens at initiative 20 in the second round.
Cultist 2 Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Cultist 3 Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Leader Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
- Aemon
- Larissa
- Jazz
- Cultist 3*
- Leader*
- Conner
- Amber
- Cultist 2*
- Drake 3
- Cultist 1*
Round 2 continues with Jazz's turn! Jazz and Amber may resubmit their actions in Round 2, and Conner's actions are still due.
Conner Hawthorne |
Round 2, Dual Wielder
Conner steps up in an attempt to finish off the final Drake.
LS Att: 1d20 + 5 ⇒ (12) + 5 = 17
LS Dam: 1d8 + 3 ⇒ (8) + 3 = 11
Flail Att: 1d20 + 5 ⇒ (15) + 5 = 20
Flail Dam: 1d8 + 3 + 1d10 ⇒ (1) + 3 + (9) = 13
hiiamtom |
Jazz hearing the coming threat, focuses on cleaning up the final drake striking the creature's flank with a freezing burst of magical energy. This gives Conner the opportunity to land two devastating blows, dropping the drake permanently with another flail to the back of the head.
Amber moves to the edge of the door frame, readying her axe to strike the first thing she sees exit the building. As a thin man clad in black leather with a purple sash around his waist runs out holding a scimitar over his head she swings her axe focusing on striking with is much strength as possible and not worrying about turnabout.
The head of her massive axe strikes his waist and doesn't stop until it strikes the wood of the doorframe, the top and bottom half of the cultist tumbling onto the ground in front of the doorway.
Round 3
- Aemon
- Larissa
- Jazz
- Cultist 3
- Leader
- Conner
- Amber
- Cultist 2
Larissa and Aemon are standing on a small stone pathway about 10ft in front of the doorway. Amber is directly next to the door to the house, standing just to the side of the doorway. Conner and Jazz are on the lawn on the same side of the doorway from Amber.
Amber has total cover from anything inside, Jazz and Conner have 3/4 cover, and Aemon has half cover (because Larissa).
Larissa can see the large man that first opened the door directly on the opposite side of the wall from Amber (he couldn't hide if he tried), and can see food and wine spilled on the ground as a table has been turned on its side to use as cover for the remaining cultists.
Aemon, Larissa, and Jazz may act!
Larissa Galanodel |
So am I to understand that, inside the house, the big guy is next to the door while some number of other cultists are taking cover behind the overturned table? That's what it sounds like; I'll go ahead and move forward under that assumption.
Seeing the tactical disadvantage, Larissa tries to take the cultists' edge away.
Taking a defensive posture (Dodge action) she rushes into the house and leaps over the fallen table to get behind the barricaded cultists. Acrobatics: 1d20 + 3 ⇒ (10) + 3 = 13 Then, with practiced elven speed (Action Surge), she quickly extends a hand and says "Igneo!", sending a wave of flames across the group of cultists.
Burning Hands (DEX DC 13 half): 3d6 ⇒ (6, 3, 3) = 12
That was complicated and may have been hard to follow. So first I take the Dodge action. Then I use my movement to enter the house and jump over the table to get to the other side of the cultists who were hiding behind it. This is probably provoking a few AoO's, which is why I started with Dodge, so they'd all have disadvantage. Then I use Action Surge for an extra action to cast burning hands, which I'm hoping the 15ft cone can catch multiple cultists, since (as I understand it) they're intentionally clustering close together. But with me on the "wrong" side of their cover, they're hopefully in bad shape there. Granted, this means I'm alone in the house with multiple cultists, but again, I started my turn with the Dodge action, which will last until my next turn. Oh, one last thing: I still have a Bonus Action, so if any of the AoO's manage to hit me (for any significant damage) despite the Disadvantage, I'll use Second Wind before I end my turn. Let me know if that happens.