Adventures League Lost Mines of Phandelver 5e
(Inactive)
Game Master
DoubleGold
Parts 2 through 4.
map
Inits
Shimmer 3
Klava 2
Raina 2
Vynirisia 2
Female High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 | AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |
Not wishing to be a glory hound Shimmer silently motions the others to join her. She stays hidden and ready to pounce if the cultists become aware of her friends.
DungeonMaster
so is the plan to go through the front door or draw them out, or something else? You know there is no sneaking through the front door, you know by scouting it out it makes noise and it is too windy out, they'd feel the cold air as soon as you open that thing.
Female High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 | AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |
Was thinking to go through the window just before the others went through the door. Or to jump the enemy if they come out while the rest of the party approached.
Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7
I think we should open a window and focus fire on individuals from outside, taking out as many as we can before drawing attention of them all.
NG Dragonborn Sorcerer 2 Max HP: 16 | AC 16 | Init: +2 | Saves: Str: +2; Dex: +2; Con: +3; Int: 0; Wis: 0; Cha: +5 | Prof: +2
I think that is a lovely idea.
As the group approaches, Klava sees Shimmer crouched near a window and mimes opening it to her.
DungeonMaster
I'm going to bot shimmers sleight of hand to open window to speed things up sleight of hand: 1d20 + 3 ⇒ (2) + 3 = 5
The two guards are alerted, but they might not live to alert others init: 1d20 ⇒ 17 cultist
init: 2 + 1d20 ⇒ 2 + (3) = 5 Klava
init: 2 + 1d20 ⇒ 2 + (13) = 15 Raina
init: 3 + 1d20 ⇒ 3 + (20) = 23 Shimmer
init: 2 + 1d20 ⇒ 2 + (12) = 14 Vynirsia
Shimmer is up you have two cultists ten feet from the window, can you take them both out before they alert others? Casting a 1st level spell other than sleep alerts the others, casting cantrips and attacking with weapons does not, they have 9 HP and 12 AC
Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7
Oh man, I've got such a great idea, but my initiative won't allow it. :(
I wanted to charge through the window as a badger, making them think it's just a wild animal, while everyone else gets a sneak attack. :)
DungeonMaster
botting shimmer who would probably cast sleep sleep: 5d8 ⇒ (5, 2, 6, 6, 8) = 27
They are both alseep, heroes drag the bodies out and tie them up or kill them if they want as the rest are not alerted.
You still have one cultist on the other side of the house alone and you have a 2nd floor to explore, what shall you do heroes?
Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7
I say we sneak in to the window, stealth through the hallways and take out that last cultist. Then head upstairs.
DungeonMaster
Heroes go in through the open window and peer around the corner into the other room.
alright everyone give me an attack on the cultist, there are 4 of you, can you do it? Advantage on attack as this is surprise.
Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7
Bite: 1d20 + 3 ⇒ (1) + 3 = 41d20 + 3 ⇒ (4) + 3 = 71d6 + 1 ⇒ (1) + 1 = 2
Hit: 7, Damage: 2
Claw: 1d20 + 3 ⇒ (17) + 3 = 201d20 + 3 ⇒ (7) + 3 = 102d4 + 1 ⇒ (4, 4) + 1 = 9
Hit: 20, Damage: 9
NG Dragonborn Sorcerer 2 Max HP: 16 | AC 16 | Init: +2 | Saves: Str: +2; Dex: +2; Con: +3; Int: 0; Wis: 0; Cha: +5 | Prof: +2
DC 13 Dex save or take: 1d6 ⇒ 6 Acid damage.
Yuan-ti Warlock 4 | HP 27/27 | AC15 (13) | Init +2 | 2/2x2nd | Saves: S-1; D+2;C+1;I+1;W+3;Ch+5
Blast: 1d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (20) + 5 = 25 dmg: 2d10 ⇒ (9, 7) = 16
DungeonMaster
As heroes finish off the last cultist downstairs, they go upstairs. the stairs creak too much, so stealth is impossible, though they ain't going to ready attacks, cause they don't know it is intruders
Heroes get upstairs for the final fight of the day, the cultists are 25 feet from the top of the 10 foot wide stairs. any back and middle liners have to make it past allies or wait for them to go to get anywhere and stairs are rough terrain, so middle people have to move 35 feet worth of movement to reach the cultist position and backliners 45 feet
Heroes are up 3 cultists.
Yuan-ti Warlock 4 | HP 27/27 | AC15 (13) | Init +2 | 2/2x2nd | Saves: S-1; D+2;C+1;I+1;W+3;Ch+5
"Come to me, preciouss." hisses Vynisia to one of the cultists, her voice speaking ancient words.
Charm Person on one of the cultists, mostly so we can question him easier rather than any speculation of threat.
Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7
Raina charges.
Bite: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 1 ⇒ (5) + 1 = 6
Claw: 1d20 + 3 ⇒ (8) + 3 = 112d4 + 1 ⇒ (2, 3) + 1 = 6
Female High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 | AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |
Shimmer closes on a cultist and attacks.
Rapier: 1d20 + 5 ⇒ (18) + 5 = 231d8 + 3 + 1d6 ⇒ (8) + 3 + (6) = 17
DungeonMaster
wis: 0 + 1d20 ⇒ 0 + (2) = 2 Vynirsia charms a cultist
Shimmer stabs one through the neck and downs one
Raina bites one but fails to claw it, he is bit good in ribs, but still alive.
NG Dragonborn Sorcerer 2 Max HP: 16 | AC 16 | Init: +2 | Saves: Str: +2; Dex: +2; Con: +3; Int: 0; Wis: 0; Cha: +5 | Prof: +2
Klava will fall back on her Acid Splash, hoping to use it to good effect.
DC 13 Dex Save or take: 1d6 ⇒ 4 Acid Damage on (hopefully) 2 adj. enemies.
DungeonMaster
dex: 1 + 1d20 ⇒ 1 + (13) = 14 dodged.
Out of fear the cultist will reveal to much, the one not charmed will attack the one charmed. we fight to the death, no survivors
hit: 3 + 1d20 ⇒ 3 + (8) = 11 dmg: 1d6 + 1 ⇒ (6) + 1 = 7 and miss
heroes are up
Female High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 | AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |
Shimmer tries to down the un-charmed one but misses.
Rapier: 1d20 + 5 ⇒ (3) + 5 = 81d8 + 3 + 1d6 ⇒ (2) + 3 + (4) = 9
NG Dragonborn Sorcerer 2 Max HP: 16 | AC 16 | Init: +2 | Saves: Str: +2; Dex: +2; Con: +3; Int: 0; Wis: 0; Cha: +5 | Prof: +2
"You" she calls out to the cultist who dodged "What is your name? I want to make sure that I get the verse about the cultist J@ck@$$ who was a minor inconvenience on our travels and died for it correctly."
Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7
bite: 1d20 + 3 ⇒ (9) + 3 = 121d6 + 1 ⇒ (6) + 1 = 7
claw: 1d20 + 3 ⇒ (17) + 3 = 202d4 + 1 ⇒ (3, 4) + 1 = 8
Yuan-ti Warlock 4 | HP 27/27 | AC15 (13) | Init +2 | 2/2x2nd | Saves: S-1; D+2;C+1;I+1;W+3;Ch+5
Eldritch Blast: 1d20 + 5 ⇒ (2) + 5 = 7 dmg: 1d10 ⇒ 4
DungeonMaster
And the last cultist dies.
You have one friendly cultist for one hour, what would you like to do?
By the way, that was the last building, so you get a long rest, then you get to go on to fight a Dragon if you want, you don't have to kill it, you just have to deal 30 damage to drive it off.
Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7
That's awesome. Let's go fight a dragon!
(Right after we nap.)
Female High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 | AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |
And search for and gather loot!
Yuan-ti Warlock 4 | HP 27/27 | AC15 (13) | Init +2 | 2/2x2nd | Saves: S-1; D+2;C+1;I+1;W+3;Ch+5
Vyrnisia will spend as much time as she can questioning him. Firstly to see if he knows anything about the dragon, any more cult hideouts or other dangers nearby. Then she will query more personal things, trying to gather a skeleton of his life/personality so she can add him to her library of potential persona's in the future.
She'll make sure she has plenty of time to finish him off before the charm wears off though.
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DungeonMaster
There are no more cultists nearby, we are spread out through Phlan and other places. We all worship Tiamat. And if you'd want to join, a woman as beautiful as you can worship Tiamat with us. We were here to shoe away any intruders, but I think we should recruit instead, as you'd make the perfect woman to worship such a perfect Dragon that wants to make our world better. The Dragon up ahead in Greenfangvenom, he is a green Dragon that worships Tiamat. Hey he is a male charmed by a female, so I'm going to play that out.
NG Dragonborn Sorcerer 2 Max HP: 16 | AC 16 | Init: +2 | Saves: Str: +2; Dex: +2; Con: +3; Int: 0; Wis: 0; Cha: +5 | Prof: +2
Agreed. I say fisticuffs with my kin!
Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7
Yeah, she would, wouldn't she? Raina says with a wry smile.
That's not too bad an idea, is it? Why don't you tell us where this dragon is, specifically, so we can all go pay our respects.
DungeonMaster
A days journey from here, you just have to follow that path, which will take you to a tower, he is at the top of it.
Yuan-ti Warlock 4 | HP 27/27 | AC15 (13) | Init +2 | 2/2x2nd | Saves: S-1; D+2;C+1;I+1;W+3;Ch+5
"Well, your actions have certainly proven how powerful your cult is. Does the Dragon command your arm of the cult, would he attack a cultist approaching his lair?"
DungeonMaster
Attack a cultist?! No never. But he doesn't order us, we worship on our own free will and make our own decisions, never does he give instructions. He says very loudly with a surprise that you would ask. but charm only last an hour and it is a days travel to there.
Female High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 | AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |
We could all become cultists. Shimmer submits. I think our friend here would teach us how to act.
DungeonMaster
Okay one day later you reach the top of the tower and get on the roof, a circular roof with a 50 foot wide diameter, but no dragon. And what did you do with the cultist after the one hour charm effect was up?
Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7
We tied him up and took him back to the druid, where he'll be steadily lectured for long hours week after week, month after month, and eventually converted into druidism.
DungeonMaster
Just then the Green Dragon lands on the top of tower. I could have breathed poison while flying over here, but that wouldn't be a fair fight, besides, you are all weaklings anyhow and can't put even the smallest scratch on me. I'll tell you what, you all can either A, go back to where you came from and continue to let me terrorize the small towns nearby, or B fight me and die. If it hurts too much, I will leave, but you weaklings can't hurt me. He laughs Turn back now, or you can all bow and worship me and we can all worship Tiamat together, all you have to do is help me terrorize towns, and I can help make you powerful 30 damage is all you need for him to leave, but like 200 to kill him outright, which would mean critting and maxing out damage when nearing the 30.
Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7
Raina smiles at the challenge, and the casts Moonbeam on the dragon.
DC 13 Con Save for half.
Radiant Damage: 2d10 ⇒ (4, 7) = 11
NG Dragonborn Sorcerer 2 Max HP: 16 | AC 16 | Init: +2 | Saves: Str: +2; Dex: +2; Con: +3; Int: 0; Wis: 0; Cha: +5 | Prof: +2
Klava likewise opens up with magic missiles.
Magic Missile: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8
Female High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 | AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |
Shimmer also opens with Magic Missiles, unless somehow Klava's missiles were somehow diverted. After which she moves away from the group so as to not present a single mass target.
Magic Missile: 4d4 + 3 ⇒ (1, 2, 3, 1) + 3 = 10
DungeonMaster
So you really do accept a challenge, you will all die As three of you get surprise on him
con: 3 + 1d20 ⇒ 3 + (3) = 6 as it takes the full force
init: 1 + 1d20 ⇒ 1 + (2) = 3 young green dragon
init: 3 + 1d20 ⇒ 3 + (10) = 13 shimmer
init: 2 + 1d20 ⇒ 2 + (14) = 16 Klava
init: 2 + 1d20 ⇒ 2 + (15) = 17 Raina
init: 2 + 1d20 ⇒ 2 + (17) = 19 Vynirsia
Round 1, heroes are up
Female High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 | AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |
Last damage should have been 3d4+3 not 4d4+3. Drop the last die which was a 1. Sorry.
Shimmer follows up with a fireboat. After she continues to move away from both the dragon and the group.
Firebolt: 1d20 + 6 ⇒ (16) + 6 = 221d10 ⇒ 10
DungeonMaster
Shimmer lands a good hit on the Dragon 38 damage on him, he will definitely disengage on his turn, but how much damage can the rest of you do? Killing it outright is worth a lot of xp
Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7
As an Action, Raina moves the moonbeam back over the dragon, hitting him again.
DC 13 Con Save for half
Moonbeam: 2d10 ⇒ (9, 6) = 15
NG Dragonborn Sorcerer 2 Max HP: 16 | AC 16 | Init: +2 | Saves: Str: +2; Dex: +2; Con: +3; Int: 0; Wis: 0; Cha: +5 | Prof: +2
If it is within Burning Hands Range:
Klava will breath fire on it.
DC 13 Dex save or take: 3d6 ⇒ (2, 5, 5) = 12 Fire damage. Half damage on a successful save.
If it is not within Burning Hands Range:
Magic Missiles: 3d4 + 3 ⇒ (3, 3, 4) + 3 = 13
Yuan-ti Warlock 4 | HP 27/27 | AC15 (13) | Init +2 | 2/2x2nd | Saves: S-1; D+2;C+1;I+1;W+3;Ch+5
Well my only more powerful attack spell also makes it retreat quicker, so I guess...
Eldritch Blast: 1d20 + 5 ⇒ (1) + 5 = 6 Dmg: 1d10 ⇒ 8 And shooting fireworks into the sky again
DungeonMaster
con: 3 + 1d20 ⇒ 3 + (20) = 23
dex: 1 + 1d20 ⇒ 1 + (15) = 16 it dodges and tanks the damage
And the Warlock gets too excited and misses.
It disengages and flies away 60 feet. 51 damage on him
Last round go he disappears into the woods next turn 136 is its max HP, can you outright kill it?
Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7
Is he flying between any solid object, like trees or buildings, or is he up in the air? Considering casting web to trap him, but it won't work if there's nothing to attach it to.
Female High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 | AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |
Shimmer sends the dragon on his way with more magic missiles.
Magic Missiles: 3d4 + 3 ⇒ (1, 4, 2) + 3 = 10
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