Supreme Being's Tyranny of Dragons (5E) (Inactive)

Game Master scranford

The Tyranny of Dragons story arc using the new 5th Edition of D&D ruleset.


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HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

I mean I'm lol'ing for sure at the whole scene. Imagine Zennor blasting sacred flame while Bor dashes all over town?


AC 15 Init +4 pass perc 13 hps 17/17 Inspiration 1/1 str-1, dex+4, con+1, int+2, wis+1, cha+0 arrows 24/24

Imagine Vano in ultimate stealth mode trying not to crap his pants when Bor bellows.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5
Vanoe'adae wrote:
Imagine Vano in ultimate stealth mode trying not to crap his pants when Bor bellows.

slash/ trips over you carrying a dwarf in scalemail


God Infinity........

I think we're kind of scattered everywhere at this time. Let's retcon to everyone looking from a strand of trees about 100 yards from the bridge, and the road into town. Everyone tell me what they're doing... If everyone is sneaking into town then it's a DC10 Stealth check to not be noticed. If you're using the creek for cover you get "Advantage" on this check.

Bor has stated that he's trying to get the Dragon's attention, but is this happening after you've entered the village? or before?

You mentioned ushering people out of town... but what if they don't want to leave? What if they want to defend their village. I would think that you need more information on what is happening.

I think some people are sneaking in, and in that case are several rounds behind those that are just running in.

I'm so confused...

Still thinking maybe we need a caller, or maybe you should discuss tactics in the Discussion thread before acting. I love all the characters, but you really need to coordinate better to help me out a bit, as I have no idea where everyone is. :-)


AC 15 Init +4 pass perc 13 hps 17/17 Inspiration 1/1 str-1, dex+4, con+1, int+2, wis+1, cha+0 arrows 24/24

Poor Supreme Being...

We're obviously going to be a tough group to wrangle, but for the moment, we're approaching this bridge, looking for someone to help and (except for Bor) trying not to get murdered by the dragon.

If we need a caller, I nominate Bor.


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

I'm pretty sure I can be convincing, if I need to be. :-)

If the townsfolk want to fight back we can take a look at what resources they have available.

-Posted with Wayfinder


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

It was my understanding that we were in a thicket of sorts outside of town before the bridge. We were able to determine the stream would be a advantageous means of getting in and out.

It was clear people were running around "some with weapons some without" and also that people are dying. Beyond that no one was able to discern anything about the dragon's attack strategy or purpose or if there is a ground enemy as well (like someone working with the dragon)...

Pretty much half my character personality says that I need to rush in and save people. That's my justification for my actions. I couldn't know more about the villagers' fight or flight motivations til I get closer. It seemed quicker to run down the street. I'm not trying to be suicidal but if there are people dying then that implies more urgency and my character might act rashly (INT8 but he means well!)..

Also I don't know what a caller is. :D

The Exchange

A Caller was a first ed job. You had someone to map, someone to jot down treasure and someone to act as the caller. He was often the leader since he pooled together what everyone planned to do and then filtered the final action plan to the DM.

Eventually everyone learnt to act in concert rather than chaos. So the caller went the way of the dodo.

I don't mind what Bor did (picking Zennor up) but I think it would be a good idea if we try to be a little less chaotic. For one thing it would make the Supreme Being's job easier.

Cheers


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

That charging through the forest post was half joke cuz things were moving slow!

OK so I plan on standing in the middle of this scrum. My character uses the protection fighting style. I'm hoping to smash things before they can inflict too much damage but until I can buy better armor I'm a big target.

If everyone wants to weigh in on their tactics, we can go from there.


God Infinity........

Would you guys prefer that I roll initiatives and group? Might save time

The Exchange

Please.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Tycandus is the only one missing right now right?


AC 15 Init +4 pass perc 13 hps 17/17 Inspiration 1/1 str-1, dex+4, con+1, int+2, wis+1, cha+0 arrows 24/24

I think GM rolling initiative is pretty conventional on the boards, and it speeds things up. I also think that, once we actually get into it (like, now) we'll probably stay a little more on task.

Tactics-wise, Vano is a rogue, he'll be looking for sneak attacks with his longbow as much as possible. In a pinch, he can get into melee with the daggers, but that's only a last resort.


Male 1/2 Elf Eldritch Knight/2, AC 18, Passive Perception 10, HP 21/21, Init +2

GM init will speed things up a lot. Ty will be mostly an offensive combatant, using the longsword at first and then both that and magic later.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5
Vanoe'adae wrote:
I think GM rolling initiative is pretty conventional on the boards, and it speeds things up. I also think that, once we actually get into it (like, now) we'll probably stay a little more on task.

I have seen this work exquisitely where the GM will drop 10d20 down a list of characters and then reorder them based on initiative. Then characters tend to act in turn based on the posted list... Some act ahead of turn but it's usually very easy to mitigate actions.

Vanoe'adae wrote:
Tactics-wise, Vano is a rogue, he'll be looking for sneak attacks with his longbow as much as possible. In a pinch, he can get into melee with the daggers, but that's only a last resort.

I figured this is how you were going to play it. I am fairly confident Tycandus is going to be melee until he gets magic. I'm curious about Dorn and Zennor's approaches though.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Initiative:

Vano
Bor
Dorn
• Kobolds
• Linan
• Zennor
Tycandus

• = waiting on actions


God Infinity........
Bor Bersk wrote:

Initiative:

Vano
Bor
Dorn
• Kobolds
• Linan
• Zennor
Tycandus

• = waiting on actions

Thanks Bor. Saved me the trouble.

From now on I'll roll initiative, and set initiative groups.


  • Before bad guys
  • Bad guys
  • After Bad guys.

For the bad guys I'll roll one initiative, and apply their initiative modifier. It might get a few out of turn... but no big deal.


AC 15 Init +4 pass perc 13 hps 17/17 Inspiration 1/1 str-1, dex+4, con+1, int+2, wis+1, cha+0 arrows 24/24

As I was stealthing, I won't be close enough to take a shot until round 2, so my action is already posted. That sentence about sticking to hte shadows.

Incidentally, for those who are worried, I plan on having Vano become a little less of a chickens*** as we grow. Plus (and for this I love 5e) all I need for a sneak attack is for one of you to be in melee with the creature.

Bor up!


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Consider me right next to at least two if not 6


Male 1/2 Elf Eldritch Knight/2, AC 18, Passive Perception 10, HP 21/21, Init +2

The only way I see the before/badguys/after being a bad thing is if there are a large number of bad guys. Then it has the potential to have a lot of attacks on a very few targets.

Example:

Bor scores high on his init
Dorn scores next
8 bad guys
rest of the PCs

Bor charges in, takes out one badguy, Dorn uses bardic ability to inspire.

7 bad guys now pound the piss out of Bor, since he's the only one in combat range

Rest of the PCs.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

A piss puddle remains where Bor once stood. Who can save him? If only there were a dwarven cleric about!!!!

My second round action will rely on Zennor's first ... Safe to say Vano and Dorn can post their second rounds.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Can I use my inspiration to rise from the dead...


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

YUS!! Thanks Zennor!

Round 2
Vano
Bor
• Dorn
• Kobolds 4/8
• Linan
• Zennor
• Tycandus

Supreme Being: if I don't drop again [:)] expect Bor to impose disadvantage using his shield on the next kobold attack that hits an ally within 5ft of me {protection fighting style}


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Also I don't consider Vano a chicken at all, perfectly reasonable to stay away and attack for a ton of damage at a distance. You want to get into the scrum though and my shield is yours. Well aware of your valuable damage dice!!


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Round 2
Vano
Bor
• Dorn
• Kobolds 4/8
• Linan
• Zennor
Tycandus


God Infinity........
Bor Bersk wrote:
Can I use my inspiration to rise from the dead...

Sorry nope :-). But don't forget your "Second Wind" as a fighter...

And I'll just roll for initiative and post everyone's order.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5
Supreme Being wrote:

Sorry nope :-). But don't forget your "Second Wind" as a fighter...

And I'll just roll for initiative and post everyone's order.

I was joking! I'm saving second wind for a bit too.

Do you plan on rolling initiative each round?

Supreme Being wrote:
Please put what round you're acting in in your post, to help me keep up. I believe in round 2 so far Tycandus has closed to the melee, and Bor and Vano have attacked?

You've got it right. The middle of the order needs to act. Dorn first to determine if he kills another kobold. There are four left currently.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Round 2
Vano
Bor
Dorn
• Kobolds 3/8
• Linan
• Zennor
Tycandus


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Round 2
Vano
Bor
Dorn
Kobolds 2/8
Linan
• Zennor
Tycandus


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Round 3
Vano (kob kill)
Bor (kob kill)
Dorn (stabs an already KO'd kob maybe?)
• Kobolds 0/8 (dead)
• Linan
• Zennor
Tycandus (you're most recent post is your 3rd round action, but they're all dead, maybe you make sure for certain?)

Combat with the kobold's is now at an end unless a new enemy appears and the encounter is continued.


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

Yeah, between all of our attacks that should be the end of the Kobolds.


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

I can cast cure wounds if needed. How's everybody looking HP wise?

The Exchange

fine. Zennor is a bit tankish.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Yeah I'm only down a bit, not worried about it, and I can second wind if I get too low so ... Save it for now. We'll see where the encounter leads when Scranford gets some time


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Welcome back!


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

Ditto.

-Posted with Wayfinder


AC 15 Init +4 pass perc 13 hps 17/17 Inspiration 1/1 str-1, dex+4, con+1, int+2, wis+1, cha+0 arrows 24/24

How I'm looking at it...

Vano Stealth+6, Perception+3 AC 15
Bor Stealth+3, Perception+4 AC 16
Dorn Stealth+4, Perception+1 AC 13
Tycandus Stealth+2, Perception+0 AC 16
Zennor Stealth+2 (disadvantage), Perception+2 AC 18

Vano is probably the best candidate for scout, though he would much prefer to be in the rear with the gear providing ranged support.

Bor is the only other likely choice for point, with slightly better perception, and being a front-liner by inclination.

Vano (imho) is the better choice if we hope to avoid encounters, Bor is the better choice if we assume we're going to end up tangling with someone.

Option 1 Vano ... Bor, Tycandus .. the Swifts .. Zennor, Dorn
Option 2 Bor ... Tycandus, Zennor .. the Swifts .. Dorn, Vano
Option 3 Something else.


I'd prefer option 1 because Zennor is the worst at stealth and can guard the rear pretty well.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

My marching order suggestion...

Marching order:

•Vano / Bor
• Dorn / elder son
• Linan / younger son
• Tycandus
• Zennor / injured husband


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

TWO CRITS ZENNOR THE STEALTHY

The Exchange

Ninja dwarf!


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

SB: looks like you posted instead of previewed that first one.

Bor is going to stand up front hopefully drawing the attention of the the enemy while the rest of the party floods over him in a deluge of honor and righteousness ... or something like that.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Initiative:

Cultists 3/3
Kobolds 2/2
Vano
Bor
• Dorn
Zennor
Tycandus

• = waiting on actions

Round 1 will be over with Dorn's action. We'll have to wait and see how many cultists fell though.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Round 2 starts now, have to wait and see if any of the cultists were killed and if the kobolds are scared.

• Cultists 3/3
• Kobolds 2/2
-----------------
• Vano
• Bor
• Dorn
• Zennor
• Tycandus


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5
Supreme Being wrote:
You are all concealed now because your in the depression of the river. You can sneak around the bridge and come up behind it on either side, though there will be perception rolls to spot you.

I would hate to waste Dorn's stealth roll so let's try and sneak up and around either side. Leave the families with daggers and handaxes in the cattails actively hiding. Now knowing the bank of the river is only 6 feet wide on the left bank I assume that is where the enemy is. If they are arguing wouldn't stealth be against their passive perceptions? Are they actively looking for us or aware o... oh wait, the two kobolds that escaped.. got it.

How deep is the water...cuz I'm about to Rambo this. Longbow out the water and everything. Tycandus and Zennor are the best armored, also the loudest. They should stay together maybe draw attention to the near side so they don't have to stealth as far. Dorn and Vano should go the long way having the best chance at staying quiet.

I'll likely fail my con save to hold my breath long enough but this should be very amusing regardless.

EDIT: just looked up rules for suffocating and it's 1 minute + Con Mod which makes 6 minutes for Bor.

The Exchange

My internet is all over the place. Will post when I can until it gets sorted. Sorry folks.


Indubitably Never 3d6

Now that we know getting the people to safety first is an option, I (and Vano) think we should take it. It's too dangerous out here for them. Hopefully, my attempt at recon will yield enough information for us to form a plan.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Plan of action: Vano recons for more info on the bad guys, numbers, armaments and such.
- Villagers stay put

Option 1: full frontal attack
Option 2: sneak and flank both sides
Option 3: sneak flank swim surprise

Anybody else got ideas? I don't think based on what SB is telling us that we can easily avoid this encounter based on our group size and heavy armor disadvantage.


AC 15 Init +4 pass perc 13 hps 17/17 Inspiration 1/1 str-1, dex+4, con+1, int+2, wis+1, cha+0 arrows 24/24

I was thinking of Vano doing an old MMO style pull. I'll fire into their midst, and when they surge out of the darkness to try to kill me, the melee contingent intercepts and we put them down.

Or, the melee contingent charges in while the ranged attackers lay down fire, which has the cuts-both-ways effect of using their fire to avoid darkness issues.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

I like the idea of kiting, but we need to put the villagers somewhere else if that's the case so we don't have to worry about putting them in danger while taking fire (assuming the have ranged attacks; kobold slings)

They're also aware of us or at least of our strength potential, so kiting might not work to our advantage.

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