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

Game Master DaWay

Greenest
Raider Camp
Dragon Hatchery


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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

Zat, sneak attack die are also doubled on a critical hit. So add an extra d6.


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

If I get the Attack too - here it is!

Ragar attacks with his Great Axe.

GA Att: 1d20 + 5 ⇒ (12) + 5 = 17
GA Dam: 1d12 + 3 ⇒ (4) + 3 = 7


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

Oh yea! Exhibit 1A in why Rogues are awesome in 5E

SA: 1d6 ⇒ 3

Lantern Lodge

Male

Darius: 1d20 + 3 ⇒ (10) + 3 = 13
Gil: 1d20 + 3 ⇒ (17) + 3 = 20
Ragar: 1d20 + 2 ⇒ (20) + 2 = 22
Rhen: 1d20 + 3 ⇒ (10) + 3 = 13
Zat: 1d20 + 3 ⇒ (14) + 3 = 17
Guard: 1d20 + 2 ⇒ (18) + 2 = 20
Cultist: 1d20 + 1 ⇒ (8) + 1 = 9
Acolytes: 1d20 + 0 ⇒ (6) + 0 = 6

Initiative Order
Ragar (Bonus Round), Gil, Guard, Zat, Rhen, Darius, Cultist, Acolytes

Ragar steps forward and deeply wounds one of the cultist.
Gil looses an arrow and hurts another cultist.
Zat takes out one of the guards with a well aimed arrow.
Rhen's arrow takes out the one Gil had previously attacked
Darius kills a cultist with one shot, much like zat

Acolyte 1 on Ragar (7 damage)
Cultist 1 (dead)
Cultist 2 (dead)
Cultist 3 (dead)
Guard 1 (0 Damage)

other side
Acolyte 2
Cultist 4
Cultist 5
Cultist 6


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

Zat hides Bonus Action Stealth: 1d20 + 5 ⇒ (10) + 5 = 15 and then continues sniping at the bad guys Shortbow: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d6 + 3 + 1d6 ⇒ (4) + 3 + (2) = 9


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 takes aim at the guard, and looses an arrow.

Longbow vs. Guard: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

After taking his shot the elf hides.

Stealth: 1d20 + 7 ⇒ (7) + 7 = 14

14 arrows left.


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

Round 2, Great Weapon Fighting

Ragar again lays into the Acolyte.

Your friends are next for what you did in Greenest, scum!

GA Att: 1d20 + 5 ⇒ (6) + 5 = 11
GA Dam: 1d12 + 3 ⇒ (2) + 3 = 5
GWF Dam: 1d12 + 3 ⇒ (11) + 3 = 14


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

Seeing that the situation on this side seems to be well in hand, Gilandiril drops his shortbow, levels his staff at the group of cultists on the other side of the boulders, and chants, "Templa seer'e kaima!"

Sleep: 5d8 ⇒ (1, 7, 2, 3, 5) = 18 hit points of creatures fall unconscious, starting with the one that has the lowest current hit points.

Hopefully, that'll take out a few of them...

Lantern Lodge

Male

Initiative Order
Ragar, Gil, Guard, Zat, Rhen, Darius, Cultist, Acolytes

Ragar steps forward to the Acolyte dropping where he stands, and then strides toward the Guard taking another giant swing at the man.
1d20 + 5 ⇒ (5) + 5 = 10
1d12 + 3 ⇒ (8) + 3 = 11
1d12 + 3 ⇒ (3) + 3 = 6
but misses him entirely

Gil, upon chanting his words of power sees the acolyte fall asleep.

The Guard takes his turn on waylaying your group of intruders, attacking Ragar 1d20 + 3 ⇒ (15) + 3 = 181d6 + 1 ⇒ (6) + 1 = 7
He then yells, Hammond, go warn the camp! Now!

Zat puts an arrow into the guard, who whences in pain. Who is subsequently put down by an arrow from Darius.

....waiting on Rhen.

Acolyte 1 (dead)
Cultist 1 (dead)
Cultist 2 (dead)
Cultist 3 (dead)
Guard 1 (dead)

other side
Acolyte 2 (sleep)
Cultist 4
Cultist 5
Cultist 6


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

Why did you post for me? I just posted two above you...am I missing something?

Lantern Lodge

Male

Yeah, I gave you an additional bonus round for having a 20 on initiative. You missed my cue in my previous post.

Posting for Rhen.
Rhen quickly notches and looses an arrow at the fleeing Cultist to cut off word from getting back to the rest of the camp.
1d20 + 7 ⇒ (13) + 7 = 201d8 + 3 ⇒ (2) + 3 = 5
And nicks him but does not slow him down.

Two Cultist take aim at Rhen with his crossbow while another wakes the sleeping Acolyte.
Rhen: 1d20 + 3 ⇒ (19) + 3 = 221d8 + 1 ⇒ (8) + 1 = 9
The third Acolyte continues fleeing

The Acolyte stands and causes a purplish flame to erupt on Gil.
DEX DC 12 or take radiant: 1d6 ⇒ 2

Top of Round 3.

Acolyte 1 (dead)
Cultist 1 (dead)
Cultist 2 (dead)
Cultist 3 (dead)
Guard 1 (dead)

other side
Acolyte 2
Cultist 4
Cultist 5
Cultist 6 (5 damage, fleeing 80'+/-)

Initiative Order
Ragar, Gil, Guard, Zat, Rhen, Darius, Cultist, Acolytes


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

Got it...thanks!

Round 3, Great Weapon Fighting

Ragar moves to the other group and again lays into an Acolyte.

GA Att: 1d20 + 5 ⇒ (7) + 5 = 12
GA Dam: 1d12 + 3 ⇒ (7) + 3 = 10


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

"I'll get after him! He won't get away."
Rhen moves after the fleeing cultist to try to keep him in sensible range (and in view) and fires another shot at him.
Long bow: 1d20 + 7 ⇒ (4) + 7 = 11
Damage, in the unlikely event it was a hit: 1d8 + 3 ⇒ (4) + 3 = 7


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

Dexterity Save: 1d20 + 3 ⇒ (3) + 3 = 6

Move 30’ toward the fleeing cultist and cast Ray of Frost to try to slow him down.

Ray of Frost: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d8 ⇒ 1 and the target's speed is reduced by 10 feet until the start of my next turn.


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 lets out a string of expletives and decides to back up Rhen. He dashes into position and then fires his bow at the fleeing cultist.

Used Cunning Action to Dash so I can get a good shot.

Longbow vs. Hammond: 1d20 + 5 ⇒ (20) + 5 = 25 <-- Critical Hit!
Damage: 2d8 + 3 ⇒ (3, 6) + 3 = 12

"Sorry, Hammond," Darius said coldly.

13 arrows left.


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

Zat dashes forward and fires at a Cultist Shortbow: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d6 + 3 ⇒ (4) + 3 = 7

-Posted with Wayfinder

Lantern Lodge

Male

Ragar rushes forth and puts an end to the Acolyte, his skull slit in twain.

Gil fires a ray of frost and causes the already limping Hammond to slow even more.

Zat puts an arrow in one of the cultists.

Rhens arrow goes wide.

The two cultist gang up on your tank.
1d20 + 3 ⇒ (19) + 3 = 221d6 + 1 ⇒ (5) + 1 = 6
1d20 + 3 ⇒ (8) + 3 = 111d6 + 1 ⇒ (4) + 1 = 5

Top of Round 4.

Acolyte 1 (dead)
Cultist 1 (dead)
Cultist 2 (dead)
Cultist 3 (dead)
Guard 1 (dead)

other side
Acolyte 2 (dead)
Cultist 4 (7 damage)
Cultist 5
Cultist 6 (6 damage, fleeing 90'+/-)

Initiative Order
Ragar, Gil, Zat, Rhen, Darius, Cultist, Acolytes

Are you guys planning to question any of these cultist.


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

Zat fires his bow at the cultist engaged with Ragar Shortbow: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d6 + 3 + 1d6 ⇒ (1) + 3 + (1) = 5


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

Round 4, Great Weapon Fighting

Ragar attacks one of the Cultists ganging up on him.

GA Att: 1d20 + 5 ⇒ (11) + 5 = 16
GA Dam: 1d12 + 3 ⇒ (6) + 3 = 9


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 continues running after the cultist, Hammond.

"We can't let him get away."

He takes a shot, but he stumbles on a tree root, sending his missile flying far off the mark.

Shortbow vs. Hammond: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Used Cunning action to dash closer to Hammond. That's 30 feet of regular movement, and another 30 feet on top of that for the dash.

12 arrows left.


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

Rhen continues to pursue the fleeing cultist and though he isn't pouring on the speed quite like Darius, his elven speed is keeping him from falling as far behind as he might.

Long bow: 1d20 + 7 ⇒ (2) + 7 = 9
Man, this fleeing cultist is invulnerable.


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

Hang on... Darius scored a critical hit on the fleeing cultist last round. Not sure if he should be dead, but he should have 18 damage on him (6 from me and Rhen and 12 from Darius), right?

In any event...

Seeing that he can't possibly keep up with the pursuit of the fleeing cultist, Gilandiril turns back toward the melee and casts Ray of Frost at one of the cultists fighting Ragar.

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

Lantern Lodge

Male

End of Combat as the raucous of the fray comes to an eerily silent end. XP will be adjusted.


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 sighed as he observed the dead before them.

"I've never been a soldier before. I wonder if this is what war feels like. If so, well, I hope I never get used to this."

After a moment, Darius checked the bodies to see if they had any arrows he could take. Already his quiver felt dangerously low.


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

"Count yourself lucky." Rhen sighs. "This is barely a skirmish. A battle between armies leaves a lot more carnage. The moans of the wounded. And the smell... At least as an archer, particularly part of a specialist unit, I didn't have to get too close and personal. Not like the infantry." He shudders.

Rhen moves about, policing up extra arrows as he can.


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

Zat says weshouldhurrybeforemoreofthemcometocheckontheseandthenmorecometocheckonthos eandthenwewouldbeinarealpickle

*breath*
We should hurry...

Zat keeps an eye out for reinforcements


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

Ragar wipes his blade on the nearest fallen enemy.

Yes, let's move on towards the camp.


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

Gilandiril retrieves his shortbow from where he dropped it, and then rejoins his companions as they prepare to continue to the cultists' camp.

Lantern Lodge

Male

No arrows, using crossbows.

Posting an image shortly so you can tell me what you want to do. Approaching from the Northwest.

Raider Camp


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

Are those square white things tents? Do the cliffs appear to be an easy climb?


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

At this point, knowing little of detail, I think we should survey the camp from up on the clifftops. See if we can pinpoint command tents and identify more about the cave - dragon lair is my guess.


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

That was my thinking exactly - Let's circle around to the north.


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

Zat heads forward, trying to stay unseen and get to the topmost escarpment. Stealth: 1d20 + 5 ⇒ (2) + 5 = 7


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

I agree with circling around. GM, will we need like a survival check to get around?

Lantern Lodge

Male

No, I would just like a stealth check of don't F this up. @ragar, honestly it doesn't say.

After you have successfully scaled the hilltop quietly please give me a perception check so I know what information to release to you guys.


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

Stealth Disadv: 1d20 + 2 ⇒ (18) + 2 = 20
Stealth Disadv: 1d20 + 2 ⇒ (17) + 2 = 19

Perception: 1d20 + 2 ⇒ (11) + 2 = 13


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

Wow, even disadvantaged, you're rockin' the stealth Ragar.

Stealth: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 4 ⇒ (20) + 4 = 24


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

Stealth: 1d20 + 7 ⇒ (19) + 7 = 26
Perception : 1d20 + 2 ⇒ (1) + 2 = 3


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

Stealth: 1d20 + 3 ⇒ (1) + 3 = 4
Perception: 1d20 + 3 ⇒ (6) + 3 = 9


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

Zat looks around Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Lantern Lodge

Male

Luckily, I am making that a group skill check so you all pass, barely.

The cultists have set up their camp in the hollow of a rocky plateau that's shaped roughly like a horseshoe. The lower portion of the plateau rises gently from the surrounding land, but it quickly steepens and ascends to a height of 150 feet above the landscape. Boulders form jumbled heaps at the bases of the cliffs. The level shelves and top of the plateau are covered in long grass, and brush and scrubby trees grow in patches.

The steep sides of the plateau are dotted with shallow caves. Boulders or brush conveniently conceals many of the cave mouths.

The cultists have built two guard towers at the camp, one at the entrance to the hollow and one atop the plateau. These towers are 20 feet high and made from rough timbers lashed together with rope. They are large enough for a few lookouts.

You can see the nine prisoners being overseen by four cultist in the stylized masks you have previously seen. The prisoners are shackled and secured with chains.

The entire landscape is dotted with tents.

The camp seems as though it is one high alert at the moment. Spending a couple hours of observation you can count with a reasonable degree of accuracy one hundred kobolds and a mix of bandits, guards and cultist totaling about eighty.

Any other info? Resting in the caves till the commotion calms down? Infiltrating the camp? What's next?


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 sighed as he looked out over the valley. "I wish I still had my spyglass. Dreadfully useful tool. I really need to see about getting another."

"Well, personally, I like the idea of sneaking in after dark and just walking out with the prisoners. But that idea might be a bit overly optimistic."

GM, what's the racial diversity of the camp? Do we see any other half-orcs, or elves, or gnomes, so that we could blend in? If so, we might be able to just walk in broad daylight like we own the place.


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

"I wonder why they're on high alert? Is that because we put up so much resistance in the town or are they just still highly active from the raid? I'd consider trying to infiltrate now while things are still chaotic, except that if we make any mistakes, there will be too many of them ready to try to kill us. I think our best chances will be when things calm down a bit." Rhen suggests.

"That and I could use a short rest to make sure I've got this injury dressed right."


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

weshouldgodownthereandfreethosepeopleyouneverknowiftheymightbethatdragonslu nch. breath

Those people... Zat says We should help them


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

I agree. We will help those people when the eyes are not so alert.

Lantern Lodge

Male

It does not say either way Darius, but as it's not Hillsfar I will say that the racial make up is about 60% human the rest are the other races.

Wisdom (Insight) DC 10 will tell you that it is more due to the raid and the fear of retaliation than the resistance they encountered from your group.


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

Well, since no one wants to move us forward. I'll do it.

Zat waits until sundown and then

okimgonnagoseeificanhelpthosepeoplemaybeyoucanwaithereanddistractthemabitby makingnoisesorsomething

*deep breath* Perhaps someone could create a distraction for me...

and with that said Zat picks his way down the hilltop and attempts to get to the prisoners

Stealth: 1d20 + 5 ⇒ (17) + 5 = 22

Lantern Lodge

Male

Sneaking down the plateau Zat makes his way to the area of the Prisoners hard at work. They look dirty and malnourshied, all nine of them, and one does match the description of Leosin, the missing monk. They are guarded by four Dragonclaw, and all prisoners are shackled and the shackles are all secured to a single chain. They don't seem to notice the small gnome.

What are the rest of you doing in Zat's haste.

Lantern Lodge

Male

Actions everyone.


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 still here! Sorry I've been out of touch... I've been sick and today is the first day I've felt well enough to crawl out of bed.

Throwing one of the cultists' cloaks over his own, Gilandiril follows Zatqualmie down into the raiders' camp as quietly as he can.

Stealth: 1d20 + 3 ⇒ (4) + 3 = 7
Inspiration: 1d20 + 3 ⇒ (14) + 3 = 17

Assuming we can get into the camp unnoticed, I'm thinking we should just act like we belong here and try to fast talk the guards. I'm not sure we want to get into a fight with 180+ enemies around...

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