Horde of the Dragon Queen by hiiamtom (Inactive)

Game Master hiiamtom

A modified Hoard of the Dragon Queen starting at level 3.


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Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

"What!?"

Amber calls out, not being able to hear Larissa's words over the sound of greataxe breaking someone's skull.

Raging Attack: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d12 + 5 ⇒ (5) + 5 = 10

Except that last attack because she totally whiffed.


Group 2, Round 3

Amber's attempt at the same impressive blow turns against her as the drake skips to the side and pounces just as a kobold splits her attention.

Green Drake Shove: 1d20 + 2 ⇒ (5) + 2 = 7, Advantage(Help): 1d20 + 2 ⇒ (7) + 2 = 9
Amber Strength(Athletics): 1d20 + 5 ⇒ (15) + 5 = 20, Advantage(Rage): 1d20 + 5 ⇒ (1) + 5 = 6

But Amber manages to hop back avoiding them both, though a third kobold has ordered its drake to leap at her.

Green Drake Bite: 1d20 + 4 ⇒ (13) + 4 = 17
Bite Weapon Damage: 1d6 + 1 ⇒ (5) + 1 = 6 (3) piercing damage

-----

Larissa still cannot land a blow, as the tail of the blue drake swings around.

Blue Drake Shove: 1d20 + 3 ⇒ (13) + 3 = 16
Larissa Dexterity Check: 1d20 + 3 ⇒ (1) + 3 = 4

The tail hits her heel and she drops to her back in the road. The drake brings its jaws down to bite.

Blue Drake Bite: 1d20 + 5 ⇒ (10) + 5 = 15, Advantage(Prone Condition): 1d20 + 5 ⇒ (12) + 5 = 17
Bite Weapon Damage: 1d6 + 3 ⇒ (1) + 3 = 4 piercing damage

-----

Jazz takes out the kobold by Larissa, and injures the one that struck him with a sling bullet. The drake in front of him tries to take him down to the ground.

Green Drake Shove: 1d20 + 2 ⇒ (3) + 2 = 5
Jazz Strength(Athletics): 1d20 + 2 ⇒ (11) + 2 = 13

The kobold near him rides up and tries to stab him with its dagger.

Kobold Dagger Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Dagger Damage: 1d4 + 2 ⇒ (4) + 2 = 6

GM Notes:
Aemon 13/24HP - 0/3 inspiration - 1/4 1st level, 0/2 2nd level
Amber 20/35HP - 1/3 rages
Conner 10/28HP - 0/1 second wind, 0/1 action surge
Jazz 8/23HP - 3 sorcery points - 4/4 1st level, 0/2 2nd level
Larissa 22/26HP - 0/1 second wind, 1/1 action surge - 1/2 1st level

Blue Drake - 10 damage taken
Green Drake - 6/7 living - By Jazz took 6 damage
Kobolds - 3/8 living - By Jazz took 2 damage

Everyone may act again!

Sovereign Court

FeMale damaya lashunta xenoseeker technomancer 8: Init +4; darkvision (60 ft.); Perception +8, SP 0/48 HP 1/44 RP 6/10 EAC 22; KAC 23 Fort +3; Ref +6; Will +6 Speed 30 ft

I have two enemies in melee with me, so I move into a position where I can get both of them without leaving threatening reach and use burning hands dmg: 4d6 ⇒ (1, 6, 6, 1) = 14 yep a level 2 burning hands.

Edit: I will use a metamagic empowered spell which takes a sorcery point and allow me to reroll a number of dice equal to my charisma modifier, keeping the two 6's and rerolling the ones. This can be done after the damage dice are rolled.
dmg: 12 + 2d6 ⇒ 12 + (1, 3) = 16 equals final damage and dex save dc 13 for half.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

And Amber explodes.

Hating the fact she missed an attack, Amber lunges not caring for defense in a Reckless Attack.

Raging Reckless Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Recklessly: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d12 + 5 ⇒ (3) + 5 = 8 Critical: 1d12 ⇒ 10

18 Damage total.


Init +4 | AC 15 | HP 24/24 | Saves: S+0/D+5/C+2/I+0/W+0/C+5 | spell DC 13 | Bardic Insp: [2] | Percp. +4

Aemon looks around as he try's to keep up with Conner.

Survival: 1d20 + 1 ⇒ (11) + 1 = 12
Survival advantage: 1d20 + 1 ⇒ (10) + 1 = 11


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Conner presses on to the lights and sounds of battle.


Group 1

Aemon and Conner only saw the town from above briefly once, when they first met with Governor Nighthill. Between the two of them they mostly figure out the quickest path to the lights directly, trying to keep up with the flying dragon while on the ground.

Spoiler:
You realize the dragon will be at the lights in less than a minute and you won't be far behind.

You'll arrive soon, but it will still be a little bit of time.


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

Larissa grunts through gritted teeth, then rebounds and counterattacks against the now-riderless drake that knocked her down.

Standing from prone, then attacking:
Longblade: 1d20 + 5 ⇒ (12) + 5 = 17, Slashing Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Bonus action: Second Wind
HP healed: 1d10 + 2 ⇒ (8) + 2 = 10
Woo! Fully healed. :D


Group 2, round 4

Amber, still convinced her overhead chop is the best strategy, strikes gold again striking the kobold mounted to the green drake and even though the cut isn't as clean the sheer force of the blow crushes them both beneath the blade - dead.

The drake by her doesn't hesitate to bite her torso even though the final kobold rider retreats into an alleyway.

Green Drake Bite Attack: 1d20 + 4 ⇒ (18) + 4 = 22, Advantage: 1d20 + 4 ⇒ (18) + 4 = 22
Bite Damage: 1d6 + 1 ⇒ (4) + 1 = 5 (2) piercing damage

The pain jolts Amber upright and just feeds her rage.

-----

Larissa and the blue drake exchange blows, Larissa finally regaining her proper footwork and gathering her steely will as the dead kobold flops around lifelessly on the drake's back.

Blue Drake Bite Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Bite Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Blue Drake Tail Attack: 1d20 + 5 ⇒ (1) + 5 = 6 -> The drake provokes and attack of opportunity.

The drake's initial bite is strong, but it mooves slow as it spins it's tail giving Larissa the perfect shot.

-----

Green Drake Dexterity Save: 1d20 + 2 ⇒ (2) + 2 = 4
Green Drake Dexterity Save: 1d20 + 2 ⇒ (15) + 2 = 17
Kobold Dexterity Save: 1d20 + 2 ⇒ (1) + 2 = 3

The immolation of the drakes and kobold is extreme, the heat killing the injured drake and kobold and severely wounding the last standing drake. The flaming kobold body sticks to the skin of the drake, forcing it to retreat making clicking and hissing noises as it retreats.

GM Notes:
Aemon 13/24HP - 0/3 inspiration - 1/4 1st level, 0/2 2nd level
Amber 21/35HP - 1/3 rages
Conner 10/28HP - 0/1 second wind, 0/1 action surge
Jazz 14/23HP - 2/3 sorcery points - 4/4 1st level, 1/2 2nd level
Larissa 19/26HP - 1/1 second wind, 1/1 action surge, 0/1 Arcane Recovery - 1/2 1st level

Blue Drake - 21 damage taken
Green Drake - 1/7 fighting
Kobolds - 0/8 fighting

Group 2 may act, Amber is 15ft from the house (and Larissa and the blue drake) Jazz is 10ft. Amber is engaged with one drake and Jazz is not.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

"No love bites from you!"

Amber aims to have her axe cleave the beast in two with another Reckless Attack

Raging Reckless Attack: 1d20 + 5 ⇒ (2) + 5 = 7 Advantage: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d12 + 5 ⇒ (12) + 5 = 17


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

AoO:
Longblade: 1d20 + 5 ⇒ (12) + 5 = 17, Slashing Damage: 1d8 + 5 ⇒ (1) + 5 = 6

What's left? With so many changes, I'm not sure of the situation anymore.

Sovereign Court

FeMale damaya lashunta xenoseeker technomancer 8: Init +4; darkvision (60 ft.); Perception +8, SP 0/48 HP 1/44 RP 6/10 EAC 22; KAC 23 Fort +3; Ref +6; Will +6 Speed 30 ft

Jazz will ray of frost the retreating drake. Oh, no, you don't get away from me that easily. hit: 5 + 1d20 ⇒ 5 + (17) = 22 dmg: 1d8 ⇒ 3 and if it hits, it is slowed by 10 feet, and then he will single move towards the building, if the building is indeed a house he knocks, if it is not a house, then he opens the door and finishes his movement.


Larissa, you are fighting a large and mean blue drake - it's proven much more formidable than the drake you fought before. The kobold rider that was on that drake is dead from Jazz's magic missile. You are positioned about 15 feet from a doorway into a two story building. The family that you originally saw being chased by this pack of kobolds and riders have retreated back into the building.

Amber is fighting with the last uninjured green drake about 15ft away from Larissa. She is surrounded by large chunks of kobold and drake. The last living kobold ran away from here still mounted on a drake.

Jazz is 10 feet away from Larissa, the only living drake having been burned bad enough to retreat is about 60ft from him.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

Who we waiting on?


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

I think I have a turn yet to take, but I need to see if my AoO is enough to drop my target first, I think.


It is not.


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

Okay, then I guess I'm not rushing over to help Amber this round. Sticking with my own target.

Longblade: 1d20 + 5 ⇒ (5) + 5 = 10, Slashing Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Phbbbt.


Group 2, Round 5

Amber fells the final drake against her, and moves to aid Larissa.

-----

Larissa reflexively strikes the drake, taking advantage of it's sloppy movements. Her follow-up slash missed the mark, and the drake strikes back.

Blue Drake Bite: 1d20 + 5 ⇒ (15) + 5 = 20
Bite Damage: 1d8 + 3 ⇒ (6) + 3 = 9 piercing damage

And uses it's tail to try and harry Amber.

Blue Drake Tail: 1d20 + 5 ⇒ (10) + 5 = 15, Blue Drake Tail: 1d20 + 5 ⇒ (11) + 5 = 16
Tail Damage: 1d6 + 3 ⇒ (1) + 3 = 4 (2) bludgeoning damage

-----

Jazz shoots a beam of frost at the retreating drake, dealing just enough damage for the creature to collapse dead in the distance. He then charges into the two-story building. It's a sizable shop stocked with a wide variety of tools and goods. The drakes charging through her upended the wooden shelves, scattering goods all over the shop floor.

There are no windows on this level, and the only other opening is on the far side past the knocked over shelves and scattered goods - a security door that has been smashed up with the wooden bolt broken and laying on the floor.

To Jazz's left is a counter, and behind it is a set of shelves lined with small vials and containers. There is also a ladder in the corner behind the counter that goes up to the second floor of the shop. There is a closed hatch in the ceiling that the ladder leads to.

There is no sign of the family that was attacked by the drakes.

The back door is 30ft away across difficult terrain. The ladder is 10ft away and the ceiling is 15ft up.

GM Notes:
Aemon 13/24HP - 0/3 inspiration - 1/4 1st level, 0/2 2nd level
Amber 19/35HP - 1/3 rages
Conner 10/28HP - 0/1 second wind, 0/1 action surge
Jazz 14/23HP - 2/3 sorcery points - 4/4 1st level, 1/2 2nd level
Larissa 10/26HP - 1/1 second wind, 1/1 action surge, 0/1 Arcane Recovery - 1/2 1st level

Blue Drake - 27 damage taken
Green Drake - 0/7 fighting
Kobolds - 0/8 fighting

Group 2 may act, Amber and Larissa are directly outside the building engaged with the blue drake that is starting to look beaten up. Jazz is just inside the building and surveyed the scene.


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

Larissa grunts at the hit, then struggles to strike a return blow.

Longblade: 1d20 + 5 ⇒ (6) + 5 = 11, Slashing Damage: 1d8 + 5 ⇒ (6) + 5 = 11


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The dice roller is really making this fight much harder on Larissa.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

"LIke this!" Amber yells, advising Larissa to strike in the same wildish manner that serves Amber so well.

Raging Reckless: 1d20 + 5 ⇒ (1) + 5 = 6 Advantage: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d12 + 5 ⇒ (12) + 5 = 17

"Mama Bears gotcha!" she yells, digging her axe as far as it will go. Wher ethe blood will splatter, she doesn't care.

Sovereign Court

FeMale damaya lashunta xenoseeker technomancer 8: Init +4; darkvision (60 ft.); Perception +8, SP 0/48 HP 1/44 RP 6/10 EAC 22; KAC 23 Fort +3; Ref +6; Will +6 Speed 30 ft

Jazz opens up the front door, to ray of frost the blue drake attacking his allies. hit: 5 + 1d20 ⇒ 5 + (1) = 6
dmg: 1d8 ⇒ 7
Quick, everyone in after we rid that one


Group 2, Round 6

Larissa cannot find a good path to land a hit, but it leaves Amber an opening to strike hard. The blow is solid, but the creature still stands enraged by the attack. It's trashing is too erratic for Jazz to get a clean shot and he shoots wide to avoid hitting his companions.

Blue Drake Tail Shove: 1d20 + 3 ⇒ (3) + 3 = 6, Advantage: 1d20 + 3 ⇒ (4) + 3 = 7
Amber Strength(Athletics) Check: 1d20 + 5 ⇒ (20) + 5 = 25, Advantage: 1d20 + 5 ⇒ (8) + 5 = 13

Blue Drake Bite Attack: 1d20 + 5 ⇒ (11) + 5 = 16, Advantage: 1d20 + 5 ⇒ (20) + 5 = 25
Bite Damage: 2d8 + 3 ⇒ (3, 6) + 3 = 12 (6) piercing damage

The tail failed to trip up Amber, but its teeth sink into her thigh.

GM Notes:
Aemon 13/24HP - 0/3 inspiration - 1/4 1st level, 0/2 2nd level
Amber 13/35HP - 1/3 rages
Conner 10/28HP - 0/1 second wind, 0/1 action surge
Jazz 14/23HP - 2/3 sorcery points - 4/4 1st level, 1/2 2nd level
Larissa 10/26HP - 1/1 second wind, 1/1 action surge, 0/1 Arcane Recovery - 1/2 1st level

Blue Drake - 44 damage taken
Green Drake - 0/7 fighting
Kobolds - 0/8 fighting


One more good hit will do it, hopefully someone besides Amber rolls well.


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

Longblade: 1d20 + 5 ⇒ (18) + 5 = 23, Slashing Damage: 1d8 + 5 ⇒ (7) + 5 = 12
WOOOOOO!!!! :D


Larissa is finally able to get the blade of her sword somewhere critical, drawing the blade under the creature's rear legs where Amber's ax punctured it's hide and slicing deep to it's hip joint. Losing all strength, it flops a few times as it bleeds from a major artery and falls still dead.

There's no enemies, but we're still in tactical movement. Larissa can make a move still, and Amber and Jazz can take a full round of actions.

Sovereign Court

FeMale damaya lashunta xenoseeker technomancer 8: Init +4; darkvision (60 ft.); Perception +8, SP 0/48 HP 1/44 RP 6/10 EAC 22; KAC 23 Fort +3; Ref +6; Will +6 Speed 30 ft

Jazz will climb up the latter and take a look at the 2nd floor


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

Ambles up to Larissa, smiling as if the young girl had been inspired by her for that final attack.

"Let's catch up with Jazz." she suggests as she makes her way up to the building.


Just need Larissa to take a move action.


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

Larissa takes a deep, steadying breath and then follows the others.


Group 2, Round 7

After slaying the last beast, the group moves into the building. Jazz tries to access the second floor from the first and pops the hatch open. The second story is a lofted living area for a small family, maybe the family you rescued from the kobolds. There is a stove, a table and chairs, pillows, and carpet. There are books and toys and the place looks lived in but abandoned quickly.

The hatch accesses a main room which is a large open area filling half the are of the building. There is a door to the outside down a small hallway to the rear of the building, and several windows out the front of the building. There are three room off of the main one along the hallway to the rear of the loft. The door is locked by an iron bolt.

The hatch also has an iron bolt that was left open.

Take another round of actions.


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

Noticing the shelf of vials, Larissa takes a quick look to see if it looks like there are any marked as healing potions. If so, she'll quickly swig one and then put the empty vial in her pocket as a reminder to come back and pay when time permits, then hurries after her companions.

Dunno what action costs and/or checks you want to use for that, if any.


It would be investigation.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

Unless someone stops her, Amber will walk up to door with an iron bolt, put her ear against it, and listen.

Perception: 1d20 + 3 ⇒ (14) + 3 = 17


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

Investigation: 1d20 + 3 ⇒ (11) + 3 = 14


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Is Group 1 anywhere in the vicinity? Do we notice the stoppage of the fireworks now that the battle has ended?


Group 1 will be arriving soon, but they are currently running through the village.

Just waiting on Jazz.

Sovereign Court

FeMale damaya lashunta xenoseeker technomancer 8: Init +4; darkvision (60 ft.); Perception +8, SP 0/48 HP 1/44 RP 6/10 EAC 22; KAC 23 Fort +3; Ref +6; Will +6 Speed 30 ft

Jazz will peak out a window perception: 4 + 1d20 ⇒ 4 + (7) = 11


Group 2, Round 8-9

Larissa takes some time, but finds and drinks a health potion (confirming the contents with a taste first).

Healing Potion: 2d4 + 2 ⇒ (1, 2) + 2 = 5

There appear to be 2 more in stock at the counter, and there is some blood smeared on the counter near them.

-----

Amber scrambles upstairs as Jazz opens the window and leans out over the street. Jazz can see the purple robed group still standing around very casually, and after a moment he sees them point west before beginning to run eastward. Following the direction of their pointing, Jazz sees that the dragon has moved from over the keep and is flying directly toward them at high speeds flying low over the rooftops.

-----

Amber runs to the backdoor and puts an ear to the door, everything has gone silent - too silent. Suddenly the door next to her bursts open, revealing the family huddling together in a back room.

How did you get up here? a woman holding a spear asks impatiently, ... and thank you for saving us. I did not think we would survive that attack.

One of the children has an embarrassed look on her face.

The dragon will be upon you soon! Take one more round of actons.

Group 1:
You managed to find a quick path through the village, but cannot keep up with the speed of a dragon. As you continue to dash you will arrive on the main street in 3 rounds.


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

Hearing the woman from earlier talking to her companions, Larissa grabs the other two healing potions and rushes to meet them. "Here, make use of these," she says. "I'm sorry, I also drank one myself. I can pay for it later."

Sovereign Court

FeMale damaya lashunta xenoseeker technomancer 8: Init +4; darkvision (60 ft.); Perception +8, SP 0/48 HP 1/44 RP 6/10 EAC 22; KAC 23 Fort +3; Ref +6; Will +6 Speed 30 ft

As a free action. Is there a basement? Jazz asks.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

Not aware of the impending dragon...

"We best get moving on. There's a temple that's been secured if you think you can make the trek. Think you know the sidestreets well enough to make it there unseen?"

"I wouldn't mind a healing myself." she states, hinting that she could use some healing after saving the family's life.

Need to go over how much damage she took.


Group 2

There is a brief reprise in the second floor of the shop, the fighting has gone silent, and the moment seem peaceful. Amber tells the family of a safe space as Jazz asks if there is a basement. The temple? Can... can you take us? I took some potions from our stock so the worst of our wounds are healed for the most part. There's just too many of them, the woman speaks he voice showing her fatigue, Please. Cuth and the girls can't take very much more of this, we need to make it somewhere safe.

When Jazz asks his question she says, No, the soil around here is too soft and the buildings already need solid stone foundations. Without magic you cannot carve the earth away so easily here.

As Larissa comes up offering potions the woman refuses, They're free - it's the least I can do all things considering. We already used a few of them. Take anything you need from the store... here! She hands Larissa a brass key ring, This will unlock the storeroom in the back alley, if you don't use it these invaders will loot it anyways.

Anyone who wants to drink a healing potion may drink one.

There is a sudden crashing sound in the distance and a mighty roar as everyone except Jazz hears the dragon is near.

-----

Group 1

Running between buildings you have not encountered the cult in the village. As you get near the area of the lights you hear the loud crunching noise of breaking beams and thatching somewhere ahead. You can easily guess the source even before the mighty bellow of the dragon. You run onward to try and catch up.

Rounds before Group 1 reaches the main street: 2


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

There's loud gulping sounds as Amber downs a potion as she grasps the bottom of the bottle.

Healing Potion: 2d4 + 2 ⇒ (2, 3) + 2 = 7

"Let's see if we can find anything useful before that horrendous roaring gets any closer."

Perception: 1d20 + 3 ⇒ (20) + 3 = 23


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

"Thank you," Larissa says politely. Sounds like one potion left from what I grabbed. I'd like it, but does anyone else need it more desperately?


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

When I'm raging I take half damage, effectively giving me 34 hp. I think Jazz needs it, if he's at 8 points left

Sovereign Court

FeMale damaya lashunta xenoseeker technomancer 8: Init +4; darkvision (60 ft.); Perception +8, SP 0/48 HP 1/44 RP 6/10 EAC 22; KAC 23 Fort +3; Ref +6; Will +6 Speed 30 ft

healing potion: 2d4 + 2 ⇒ (4, 3) + 2 = 9
edit, yeah, I forgot it was you who grabbed them and I was at 14 HP according to the DMs last post, but yes Jazz would like that healing potion, and if so, his roll is up here above.


Group 2, Round 10

After drinking potions, Amber searches for what to do next. The building is built well and is very defensible, there is furniture around that can be used as a barricade and the windows have a clear view from the street. The family tells you that the rear door exists to a balcony that has a retractable ladder that extends into the alley behind the building.

You can also prop up furniture at the windows to barricade them or upgrade the cover from 1/2 cover to 3/4 cover for ranged attacks. There are three windows and two doors, the three of you can only manage to move furniture to cover a single location in this round.

Dragon Initiative: 1d20 ⇒ 13

Initiative:
[list]
  • Group 2
  • Dragon
  • You can all act before the dragon! As you act you can hear the sound of massive wings beating.

    After this round Group 1 will reach the main street.


    Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

    EDIT: Whoops, misunderstood. New post incoming later.


    I should have been more clear, the balcony ladder is retracted - the family left and entered through the shop floor. There was a hint to why the hatch was left open:

    hiiamtom wrote:
    One of the children has an embarrassed look on her face.

    This was to indicate the child was supposed to bolt the hatch closed, but failed to do so allowing Jazz to enter easily.


    Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

    I vote we barricade one of the doors, in case cultists try to start flooding in here.

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