(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

Yes, the mission is complete. Let us catch our breath, and we can return via the tunnel to the keep to see how things go.

HD: 1d10 + 2 ⇒ (1) + 2 = 3

Anything from the search of the bodies?

After catching their wind, Ragar stands.

We best get back to the keep and report.


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

HD: 1d8 + 2 ⇒ (1) + 2 = 3

wecanhidebehindthewallsandnotgetstabbedbysmellykobolds *deep breath* Good idea Ragar


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

HD: 1d6 + 1 ⇒ (6) + 1 = 7 hit points regained

Grateful for the chance to rest, Gilandiril spends an hour studying his spellbook and meditating to recover some of his spent arcane energy.

Arcane Recovery: Regain one 1st-level spell slot

Lantern Lodge

Male

1d100 ⇒ 71d6 ⇒ 5 50 gp of pilfered possession.

The keep has a sally port along the west wall for counterattacking foes who bring a battering ram against the gates. On your way back you hear a group of culstist who have managed to break through and are now in the courtyard.

Before you, you see a cultist, four kobolds, and one very, very large wingless lizard, that currently block your way to reach the sally port.

Adrick: 1d20 + 2 ⇒ (5) + 2 = 7
Darius: 1d20 + 3 ⇒ (20) + 3 = 23
Gil: 1d20 + 3 ⇒ (16) + 3 = 19
Ragar: 1d20 + 2 ⇒ (2) + 2 = 4
Rhen: 1d20 + 3 ⇒ (17) + 3 = 20
Zat: 1d20 + 3 ⇒ (15) + 3 = 18
Acolyte: 1d20 ⇒ 4
kobolds: 1d20 + 2 ⇒ (7) + 2 = 9
ambush drake: 1d20 + 2 ⇒ (2) + 2 = 4

Initiative Order
Darius (for a 20 take a surprise round), Rhen, Gil, Zat, Kobolds, Adrick, Ragar, Acolyte, Ambush Drake


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

Zat whispers ohnothedragonishere! and he dodges aside, hoping to hide Stealth: 1d20 + 5 ⇒ (16) + 5 = 21


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

Surprise Round

Darius notes the dragonling, and is briefly fascinated.

Intelligence: 1d20 + 2 ⇒ (19) + 2 = 21, if Arcana or History apply add +2. And I have the dragon scholar background.

He quickly shakes off the intellectual curiosity, and takes the advantage of surprise to unleash an arrow on the creature.

Shortbow vs. wingless lizard, w. Advantage: 1d20 + 5 ⇒ (14) + 5 = 19 <--
Shortbow vs. wingless lizard, w. Advantage: 1d20 + 5 ⇒ (11) + 5 = 16

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


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

Round 1

"I don't think I've ever encountered quite that coloration of scales before. Remind me to take a sample before we leave."

Shortbow vs. wingless lizard: 1d20 + 5 ⇒ (11) + 5 = 16
Damage, w. sneak attack: 1d6 + 3 ⇒ (6) + 3 = 9


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

During the Short Rest
Adrick kept watch at the tunnel exit while his troupe recuperated. Once, done he pushes them forward as planned.

On my turn...

The cleric holds fast in front of the Elven Wizard hoping to keep him safe to cast a spell. He readied his hammer against any foe dumb enough to get in his reach.

Readied Warhammer: 1d20 + 4 ⇒ (2) + 4 = 61d8 + 2 ⇒ (4) + 2 = 6

Rolling Gangbusters over here...


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

Rhen gets a look at the drake and tries to suss out exactly what it is.
Int check: 1d20 ⇒ 4
Int check, advantage: 1d20 ⇒ 8
Advantage because dragons are a favored enemy... Too bad both rolls are low

Under the assumption the drake is the most dangerous single opponent, Rhen follows up Darius's example and shoots at it.
long bow: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d8 + 3 ⇒ (1) + 3 = 4 if it hits...


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

Yikes! Here we go again... I hate to spend my last spell slot for the day, but I’d also hate for anyone to get hurt again so soon after our rest. So...

Staying well behind Adrick and hoping that Darius and Rhen have felled the enormous lizard, Gilandiril concentrates on the cluster of kobolds and the cultist and speaks a now-familiar incantation in a firm, clear voice.

Sleep: 5d8 ⇒ (4, 5, 1, 5, 1) = 16 hit points of creatures fall unconscious, starting with the one that has the lowest current hit points.

Hopefully, that’ll at least take out the kobolds...


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

Round 1, Great Weapon Fighting

Ragar sees the threat and immediately makes for the Drake.

Keep me standin', Adrick! Come on!

Ragar approaches with a mighty overhand blow to the wingless Lizard, as Kobolds fall to the earth in slumber.

Greataxe Att: 1d20 + 5 ⇒ (18) + 5 = 23
Greataxe Dam: 1d12 + 3 ⇒ (8) + 3 = 11

Lantern Lodge

Male

Initiative Order
Darius, Rhen, Gil, Zat, Kobolds, Adrick, Ragar, Acolyte, Ambush Drake

Darius recognizes the danger in the dragonkin, an Ambush Drake. A relatively weak cousin but a dangerous hunter in packs and puts an arrow just below the shoulder followed immediately to one in the neck.
(dead) The beast drops to the ground, unmoving.

Rhen sees the beast drops and goes for the next dragonkin opponent, a kobold and severely injures one. (4 damage)

Gil says the familiar arcane incantation and puts the four kobolds to sleep.

Kobolds are having nappy time.

Adrick stands at the ready.

Ragar walks up and slays the acolyte without hesitation or mercy. If you wanted to knock him out let me know otherwise he is dead.

COMBAT OVER

You see that the door to the Sally Port has been busted down.


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

That's an unfortunate breach in this keep's security. We had better fill it," he says as he steps up to the sally port to peer out. He looks about to assess the immediacy of any threats to the keep.
Perception: 1d20 + 4 ⇒ (10) + 4 = 14


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

"Yes, we'll need to notify the Mayor, says Darius as he scrapes a sample of scales off the Ambush Drake with his dagger.


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

Ragar looks up to the parapet to see if he can spot the leader of Greenest.

Perception: 1d20 + 2 ⇒ (4) + 2 = 6


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 finishes putting away his sample.

"Alright then. Let's go to the Governor, and tell him the Sally Port and Old Tunnel are opened for business as it were. He'll need to assign someone here quickly."


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

Staring at the broken Sally Port, Adrick says, "I may be able to do minor repairs with me spells."

Could I get the thing up again with Mending?

"Orc, I have no more healing to give this day. I've been thinkin' about how we fight and you and I should focus on keeping the archers and mage safe. Why make ourselves run more than we need to if they're dumb enough to walk into our reach?"

Lantern Lodge

Male

Rhen you do not see any immediate threats to the keep while the door is repaired.

I am going to assume Ragar kills the cultist.

I will need five castings of Mending to repair the door so that the immediate threat cannot use this means of entry.


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

"I think we can hold the door while you work your magic, Adrick. Let's just hope they don't mount a major assault on it until you're finished."


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

Zat peeks his head up from his hiding place and says isitoverdidwewin? and then seeing his new friends still standing he moves to the busted door onceihadafriendthatusedtrollstobustdowndoorslikethis *deep breath* Looks broken...


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 hate to be a one-trick pony, but Sleep seems like the go-to spell against groups of low-level creatures...

“We should truss up these kobolds before they awaken… Perhaps we can get some information out of them while Adrick repairs the sally port.”

Assuming we can tie up the kobolds...

Once the kobolds are securely bound, Gilandiril nudges one of them with his staff to awaken the creature.

“Why have you attacked the good people of this town? And whom do you answer to? Does the dragon command you?” he demands, indicating the circling beast with his staff. “Tell me, wretch, or I shall burn the scales from your flesh...”

At that, he summons four glowing orbs and sets them spinning over his raised palm, as if preparing to hurl them at the kobold.

Cast Dancing Lights and have them hover over my hand menacingly.

Intimidation: 1d20 + 0 ⇒ (5) + 0 = 5 plus whatever bonus I can get from the threatening light show?


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

The Faithful of Moradin approached the broken Sally Port to assess the damage. He was more used to working with stone but, the principles were the same. Hinges, support brackets and fasteners working in tandem to create a strong portal against those you want out. That, he understood. Most folk think that saying a few words and waving your arms always produces the exact effect you want when you weave magic. This was not always the case.

Divine spells especially rely on more than memorization and focuses. They required faith. Depending on which God/Gods you are blessed by, this faith requires different things. A cleric of Moradin is required to have faith in his own power and skill first before daring to ask the World-Forger for help. That was Adrick's first obstacle, learning about his problem and then solving it with his mind and then his magic. Healing wounds and mending doors were very similar in this aspect.

From his sleeve the Dwarf produced a tiny silver hammer etched with runes. The holy symbol began to glow as he chanted softly. He hefted the major part of the door upright and affixed it to its hinge as he finished the first casting, moving to the next piece of the puzzle...

Assuming I don't get interrupted, Adrick will finish repairing the door.

Lantern Lodge

Male

Adrick is ready to cast the last spell, when a group of raiders approaches the door from inside the keep. It seems as though the party is closing off their means of egress. Four humans and four kobolds arrive drawing their weapons. There are also the four sleeping kobolds.

Please post actions, I will roll initiative after I have time to gather my thoughts and relax after work.

Lantern Lodge

Male

Adrick I forgot to mention, but for the post above I want to award you a point of inspiration.


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

Did we manage to get the sleeping kobolds tied up?


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 sighs as he sees more raiders.

"Look lively, chaps. We have company."

He sights an arrow but a sudden roar from the dragon above the castle makes his finger slip and the shot goes wide.

Shortbow vs. Kobold: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Ooh. Not great. I'm not even sure it's worth using inspiration for since that is some piddly damage. Well, you can't always roll awesome.

12 arrows left.

Lantern Lodge

Male

Yes, Gil they are tied...for now.

Adrick: 1d20 + 2 ⇒ (11) + 2 = 13
Darius: 1d20 + 3 ⇒ (16) + 3 = 19
Gil: 1d20 + 3 ⇒ (8) + 3 = 11
Ragar: 1d20 + 2 ⇒ (17) + 2 = 19
Rhen: 1d20 + 3 ⇒ (13) + 3 = 16
Zat: 1d20 + 3 ⇒ (2) + 3 = 5
Kobolds: 1d20 + 2 ⇒ (17) + 2 = 19
Guard: 1d20 + 1 ⇒ (15) + 1 = 16
Cultist: 1d20 + 1 ⇒ (15) + 1 = 16

Initiative Order
Darius, Ragar, Kobolds, Rhen, Guard, Cultist, Adrick, Gil, 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

I'm assuming that my above posted action counts as round 1, correct?

Darius stares down at his bow feeling betrayed.


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

Round 1, Great Weapon Fighting

Ragar attacks the nearest human.

Greataxe Att: 1d20 + 5 ⇒ (16) + 5 = 21
Greataxe Dam: 1d12 + 3 ⇒ (11) + 3 = 14

Lantern Lodge

Male

Yes, it does Darius. Don't feel bad that damage was almost enough to kill a kobold.

Lantern Lodge

Male

Round 1.
Darius' arrow goes wide from the sudden shock of the environment.

Ragar takes his axe and plants it firmly in the chest of a cultist.

The four kobolds and the direction of one of the humans each go to free their captured kin.

Cultist 1 (Dead)
Kobold 5 (4 damage)
In case you are keeping track you are down one cultist opponent but now have 4 more kobolds to deal with.

Initiative Order
Darius, Ragar, Kobolds, Rhen, Guard, Cultist, Adrick, Gil, Zat
As always others in the round may post but will be ordered as listed according to the 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

Gilandiril levels his staff at one of the approaching kobolds, traces a sigil in the air, and looses a freezing ray at the scaly creature.

Ray of Frost: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 ⇒ 8 and the target's speed is reduced by 10 feet until the start of my next turn.


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

Rhen's heart sinks as he realized that these raiders are coming from inside the walls, meaning they and their cohorts could have been in among the innocent people taking shelter and causing untold harm. "Looks like it's going to be a long war, Colonel." he mutters softly to the memory of his grandfather as he loads and fires another arrow.

long bow, target: human cultist: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d8 + 3 ⇒ (7) + 3 = 10

Lantern Lodge

Male

Rhen sighs deeply and looses another arrow hitting the cultist square in the chest. Causing him to keel over, lying down in a pool of his own blood.

The remaining cultist moves to attack Rhen 1d20 + 3 ⇒ (6) + 3 = 91d6 + 1 ⇒ (6) + 1 = 7 but the swing of his scimitar goes wide.

The more heavily armored culstist moves to Ragar thrusting with his spear at the orcish man. 1d20 + 3 ⇒ (15) + 3 = 181d6 + 1 ⇒ (4) + 1 = 5 Finding its mark (5 damage)

Gil freezes a kobold cold in its tracks.

Ragar (5 damage)
Cultist 1 (Dead)
Cultist 2 (Dead)
Kobold 5 (4 damage)
Kobold 8 (Dead)

Initiative Order
Darius, Ragar, Kobolds, Rhen, Guard, Cultist, Adrick, Gil, Zat


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

Round 2, Great Weapon Fighting, Second Wind

Ragar returns the favor on the heavily armored cultist.

Greataxe Att: 1d20 + 5 ⇒ (16) + 5 = 21
Greataxe Dam: 1d12 + 3 ⇒ (12) + 3 = 15

Bonus Action - Second Wind

Second Wind: 1d10 + 1 ⇒ (8) + 1 = 9


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

Zat sees a cultist stab Ragar stopthatyoubully! and he fires an arrow from behind cover Shortbow: 1d20 + 5 ⇒ (1) + 5 = 6 unfortunately his arrow is far far off the mark.


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

Round 2

Backpedaling away from the cluster of enemies in an attempt to stay well out of the reach of their weapons, Gilandiril unleashes another ray of cold moonlight at a kobold.

Back away 30 feet (if possible) and cast Ray of Frost.

Ray of Frost: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 ⇒ 1 and the target's speed is reduced by 10 feet until the start of my next turn.

Lantern Lodge

Male

Zat's bowstring snaps as she let's loose another arrow, and evil GM wants to have fun with Gil's crit fail on a magic attack roll...

DM EYES ONLY:
1d100 ⇒ 54

Gil:
You have become more hardy and you are immune to being intoxicated by alcohol for the next days: 5d6 ⇒ (1, 1, 3, 4, 3) = 12

Ragar will plant his axe into the chest of the advancing cultist.

Cultist 1 (Dead)
Cultist 2 (Dead)
Guard 1 (Dead)
Kobold 5 (4 damage)
Kobold 8 (Dead)

Initiative Order
Darius, Ragar, Kobolds, Rhen, Guard, Cultist, Adrick, Gil, Zat


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

Adrick moves towards the remaining Kobold and swings to strike it dead.

Warhammer: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 2 ⇒ (5) + 2 = 7

Lantern Lodge

Male

Adrick takes out another Kobold.

Cultist 1 (Dead)
Cultist 2 (Dead)
Guard 1 (Dead)
Kobold 5 (4 damage)
Kobold 7 (Dead)
Kobold 8 (Dead)

Initiative Order
Darius, Ragar, Kobolds, Rhen, Guard, Cultist, Adrick, Gil, Zat

Lantern Lodge

Male

In order to speed this up everyone go ahead and post for this round. You are still facing a cultist and 6 kobolds.


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

Round 3, Great Weapon Fighting, Second Wind

Ragar moves in and attacks the remaining Cultist.

Greataxe Att: 1d20 + 5 ⇒ (7) + 5 = 12
Greataxe Dam: 1d12 + 3 ⇒ (9) + 3 = 12


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

Zat sends an arrow at a kobold, preferably one that is engaged in melee Shortbow: 1d20 + 5 ⇒ (20) + 5 = 25 Arrowintheknee: 2d6 + 3 + 1d6 ⇒ (1, 4) + 3 + (3) = 11

Lantern Lodge

Male

Zat even sneak attack dice are doubled in fifth. Please remember this in the future.
1d6 ⇒ 2


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

"Nice shot, Zat! That will end his raiding career."

In turn, Rhen takes aim at another kobolds and lets an arrow fly.
longbow: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d8 + 3 ⇒ (3) + 3 = 6

Lantern Lodge

Male

Darius will fire his shortbow at one of the kobolds.
1d20 + 5 ⇒ (7) + 5 = 121d6 + 2 ⇒ (5) + 2 = 7 killing it with one shot.

Ragar firmly plants his axe into the gut of the cultist before looking on to who's next.

The Kobolds move in pairs to attack
Ragar
1d20 + 4 ⇒ (15) + 4 = 191d20 + 4 ⇒ (8) + 4 = 121d4 + 2 ⇒ (1) + 2 = 3 hit
1d20 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (8) + 4 = 121d4 + 2 ⇒ (4) + 2 = 6 miss

Adrick
1d20 + 4 ⇒ (14) + 4 = 181d20 + 4 ⇒ (12) + 4 = 161d4 + 2 ⇒ (3) + 2 = 5 hit
1d20 + 4 ⇒ (10) + 4 = 141d20 + 4 ⇒ (18) + 4 = 221d4 + 2 ⇒ (3) + 2 = 5 hit
1d20 + 4 ⇒ (8) + 4 = 121d20 + 4 ⇒ (3) + 4 = 71d4 + 2 ⇒ (3) + 2 = 5 miss

Rhen looses another arrow killing yet another Kobold.

Adrick ...

Gil ...

Zat takes care of another kobold on Adrick.

Ragar (3 damage)
Adrick (10 damage)

Cultist 1 (Dead)
Cultist 2 (Dead)
Cultist 3 (Dead)
Guard 1 (Dead)
Kobold 1 (dead)
Kobold 2 (dead)
Kobold 5 (4 damage)
Kobold 6 (Dead)
Kobold 7 (Dead)
Kobold 8 (Dead)

Initiative Order
Darius, Ragar, Kobolds (3 left), Rhen, Guard, Cultist, Adrick, Gil, 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

Sorry for the delay. Got swamped this weekend.

Round 3

Darius cheers his last shot and then targets another kobold. The perfect shot sends the creature spinning in the air before it dies.

Shortbow vs. Kobold: 1d20 + 5 ⇒ (20) + 5 = 25
Damage, critical hit: 2d6 + 3 ⇒ (5, 4) + 3 = 12

"I really should get a longbow sometime. Better penetrating power."

10 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

Sorry I've been incommunicado... Just time for a quick post.

Round 3
Momentarily taken aback by the magical fluctuation that caused his spell to misfire, Gilandiril unleashes another freezing ray at a kobold, hoping that the Weave has stabilized.

Ray of Frost: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 ⇒ 3 and the target's speed is reduced by 10 feet until the start of my next turn.


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

"Surround me all ye want, ye buggars! You aren't gonna put me down!" Adrick fought courageously as three of the lizard-kin poked at him with their spears. They were fast and were able to confound the Dwarf by the sheer number of attacks alone. Two Kobolds found their mark as the third distracted him with a high strike lifting his shield. He felt his eyes going black as blood drained from the two wounds. He was losing his grip on consciousness. Losing control of his body...and the Storm.

As he fell to his knees the ground shook, foretelling the clap of thunder that exploded from his mouth toward one of the beasts. The shockwave crashed into it's chest, shaking it. The Moradinite never got to see what became of the creature. He fell and lay silent...

Wrath of the Storm (Thunder) DC13: 2d8 ⇒ (5, 2) = 7

Do I make a death save now or...? 0/11 HP

Lantern Lodge

Male

1d20 + 2 ⇒ (16) + 2 = 18

And one kobold is left.

Adrick I have you at 1 hp, two strikes for 5 hit points each leave you at 1/11 or did I calculate something wrong?

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