DDEX 1-9: Outlaws of the Iron Route (5e Adventurer's League) (Inactive)

Game Master bookrat

An adventure for 1st through 4th levels.


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Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

Clyde stretches his back and turns to the halfling. "Well, Master jailer, I believe we're owed some payment for our heroics? Also you may wanna invest more coin into the structural integrity of your prison. Might save you on busted minotaur cells and wandering adventurer costs. That little tip is free." Clyde winks at the halfling.


Male Human Varient | Battle Master Fighter 4 | Superiority Dice 4/4 | Maneuver DC: 14 | Action Surge unused | Second Wind used | HP: 34/36 | AC: 16 | Init +4 | Saves: S+1, D+4, Co+4, I+1, W+2, Ch0 | Pass Perc: 14 | Status: normal | Insp: 0

Insight: 1d20 + 2 ⇒ (12) + 2 = 14

Crew my ass. Rath mutters, drawing back an arrow. Then, as the rest of the group drop the fight and agree to let them leave, Rath mumbles a string of profanities and lowers his bow. If I see that dwarf again he's a dead man he thinks to himself, knowing he cannot tell the rest of the group or they might try and dissuade him from the task.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Shoo then turns to the others.

-Now, you lot- he says, containing his anger -next time you might want to contain your desires for battling a potentially fleeing enemy when I'm in the vanguard, specially since I was trying to save the place from turning to ashes. Thank you.

Then he faces the halfling. -You didn't actually deserve any saving. But maybe some of the prisoners did.

Of course, Shoo doesn't really think like that, but the heat of the moment is clearly making him say it out of scorn.


Male Human Varient | Battle Master Fighter 4 | Superiority Dice 4/4 | Maneuver DC: 14 | Action Surge unused | Second Wind used | HP: 34/36 | AC: 16 | Init +4 | Saves: S+1, D+4, Co+4, I+1, W+2, Ch0 | Pass Perc: 14 | Status: normal | Insp: 0

Rath, already upset over letting the dwarf go, cannot contain himself when Shoo turns on the group, Us lot waited and told the beast to leave and we wouldn't fight it. Only then did it decide to attack. Don't blame us for your injury, learn to dodge better. Maybe on our way to this meeting, which will most likely now be an ambush since we are relying on a criminal to betray her companions, you can practice dodging my arrows, then Sashah can patch you up when you repeatedly fail.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-Nice way of leaving someone go, fetching all your weapons. Next time someone saves your ass, you better be more thankful, someone might actually get angry and do something about it. Or just tell you to 'dodge better'.

While getting out of the place, Shoo adds -Come outside, bring your arrows and fire. I'll be dead and you'll be rotting in prison, maybe next minotaur you find likes your nice and shaved back.


Male Human Varient | Battle Master Fighter 4 | Superiority Dice 4/4 | Maneuver DC: 14 | Action Surge unused | Second Wind used | HP: 34/36 | AC: 16 | Init +4 | Saves: S+1, D+4, Co+4, I+1, W+2, Ch0 | Pass Perc: 14 | Status: normal | Insp: 0

Rath laughs out loud at Shoo's comment, perhaps the first bit of humor you have heard from the man, At least you admit me your better. You forget sir, as a member of the factions, we are given a bit of lee-way in the defense of our lives and the nations we serve. The Order might even thank me after raising you for teaching you valuable skills. Do not think your actions saved me, or even mattered to our mission. That rat hole could burn to the ground for all I care. I have faced dragons and giants and lived to tell the tale, a lick of fire is hardly my concern.

Alas, this can only really be playful banter, as PvP is not allowed per AL rules. ;D


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Of course. I'll comment later since now I can't really think of something witty and family is waiting :P


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

"Calm down, the both of you. Shoo, the minotaur attacked us first. We didn't have much choice. Rath told him he could go. I was inclined to agree, as it wasn't our problem and the jailer couldn't have been much less hospitable. I'm sorry you got injured. It hurts. I know."

Clyde turns to Rath. "And Phoenix Darkblade over here. You're a powerful warrior, yes. But you aren't invincible. You'd best watch who's and how many hands you're biting at, lest you meet YOUR superior one day. We have work to do. Leave if you want to, or stick around and get paid. I don't give a damn which, but you're both being liabilities at this point.“ Clyde turns away to check on the rest of the group, face reddened with a mix of anger and embarrassment for his outburst.


Half-Elf Wizard 4 / Cleric 2 | HP 26/26 | AC 10 | Saves: S+0, D+0, C+0, I+3, W+5, Ch+3 | Init +0 | Spell DC 13 | Spells: 1st: 2/4, 2nd: 2/3, 3rd: 1/3 |Pass Perc 15 | Status: Norm | Insp: Yes | Channel 1/1

The old half-elf heaves a big sigh as he makes his way over to Shoo to do some patching of wounds. As he walks over to Shoo he mumbles under his breath, "yes..yes..everyone has biggest genitals..." He then silently checks Shoo for any wounds.

Medicine: 1d20 + 5 ⇒ (10) + 5 = 15


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-Oh, then, Mr Powerful...- he starts saying, but then he changes his mind. -Doesn't matter. Time will put you in place.

He raises a hand to Sashah. -Don't worry, I'm ok, thank you. I took care of my wounds before- he says, struggling to contain himself and not adding another comment about the combat.

Sorry, but though I think the scene it's fun I realised some others might find it a bit uncomfortable, so I decided Shoo would just skip on going on, specially this being an AL short game etc. But it's been interesting to roleplay something different for a while.


Male Human Varient | Battle Master Fighter 4 | Superiority Dice 4/4 | Maneuver DC: 14 | Action Surge unused | Second Wind used | HP: 34/36 | AC: 16 | Init +4 | Saves: S+1, D+4, Co+4, I+1, W+2, Ch0 | Pass Perc: 14 | Status: normal | Insp: 0

We shall see. is all he responds with at the conclusion of the bickering before walking off for a while. He stays within sight of the group in case trouble starts, but otherwise keeps quiet and to himself for much of the two days.

Yeah, PC strife can always be awkward, its why I said something in the discussion side of things.


Male Dwarf Fighter (Unbreakable) 1

Shadoo just kept cleaning his weapon and adjusting his armor, looking around to check if anyone needed help. The Dragonborn didn't particularly care at all for all the genital measurements contest going on, and didn't want to dignify it with his opinions.

I assume you all already made your peace. - the Paladin finally said, walking by loudly as he usually was - Our mission shall proceed with all of your strength.

He breathes hard, looking across his companions through a thin cloud of cold. His final words sounded humble, despite the size and appearance of the reptilian humanoid.


Let's get back on track. This is a push post; everyone lease respond within 24 hours, even if it's just to post some of your character's thoughts.

You agree to allow the dwarf to leave with Rathene in tow. She gives a small smile back at you before headed out into the storm.

Meanwhile, Ragnar puts the unconscious minotaur back in his cell. From the looks of it, he didn't actually bust out. There's no damage to the door or any part of his cell. Someone must have unlocked it and let him out.

As promised, the halfling, despite being a miser, pays his dues. You're given the 140 gold he agreed upon. He argues that he doesn't have to give you the second amount of 25 gold, as you let the dwarf escape. But a DC 18 Charisma (Persuasion) check will convince him otherwise.

The rain is still coming down hard when you go outside to meet with Braden.

So. What did you find out? he inquires.


Half-Elf Wizard 4 / Cleric 2 | HP 26/26 | AC 10 | Saves: S+0, D+0, C+0, I+3, W+5, Ch+3 | Init +0 | Spell DC 13 | Spells: 1st: 2/4, 2nd: 2/3, 3rd: 1/3 |Pass Perc 15 | Status: Norm | Insp: Yes | Channel 1/1

The old half-elf hangs back and reviews his notes on minotaurs studiously.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-Lots of things, and really interesting.- is what comes from Shoo's mouth. He is desperate to have a drink, though, and they should be getting ready to part if they want to be at the meeting on time, so he lets the others do the talking on their way back.


Male Human Varient | Battle Master Fighter 4 | Superiority Dice 4/4 | Maneuver DC: 14 | Action Surge unused | Second Wind used | HP: 34/36 | AC: 16 | Init +4 | Saves: S+1, D+4, Co+4, I+1, W+2, Ch0 | Pass Perc: 14 | Status: normal | Insp: 0

With the money having been forked over by Ragnar, Rath lets the big man negotiate for the return of his funds. We found out about the forces on both sides, and that they plan on meeting at King's Pyre to discuss consolidation of forces and likely, division of territory for plunder. Rath chooses not to advise on their potential mole in the Gray Pilgrims, as this merchant could try and buy himself some leniency from Sahnd with that information.


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

Clyde smiles to the greedy halfling as he reluctantly hands over the coins. "Thank you for your contribution to the Screech Owl Preservation Society."

On the journey back, Clyde is relatively quiet and hangs close to the equally quiet Ragnar.


Male Goliath Barbarian (Path of the Totem Warrior) 3 | Rages: 1/3 | HP: 18/32 | AC: 14 | Init + 2 | HD: 3/3 | Saves: Str + 5 Con + 4 Dex + 2 Int + 0 Wis + 1 Cha -1 | Perception + 3 Passive: 13 | Status: Normal | Inspiration: (-) |

Can I try intimidate instead of persuasion?


Male Dwarf Fighter (Unbreakable) 1

Shadoo didn't care particularly for the extra gold. As they go back to talk to Braden, the dragonborn breathes deeply on the rain, feeling the cold on his own veins. He was happy to be on the heavy cold rain, but didn't express anything other than a quick smile to his companions. He stayed silent while Rath gave a quick report of findings.


Female Human Monk 1 || AC 15 | HP 9/9 | Init +3 | Saves: S+1 D+5 C+1 I+1 W+2 Ch+1 | Pass.Perc. 14 || Cure Wounds 1/1 | Insp: Yes || Status: Normal

Oh, it was a real to-do. Sati sighs at Braden's question.

She mostly hangs back and lets the others do the talking and negotiating. After the arguments earlier, she honestly finds Rath to be somewhat intimidating and is willing to let him take the lead.


Ragnar; yes, you can use intimidate.

Braden Yil is horrified to hear of a truce between Krulek and the sorcerer. He begs you to make for King’s Pyre and sabotage their meeting. You must stop them! A unified banditry would decimate trade in this region!

I know of Kings Pyre, and it's only a few days away. I can acquire some horses for you, or even arrange for a small sail boat.

Once you decide how you're going to get there, we'll start Part 3. Part 3 is the main portion of this adventure, longer than the other three chapters, combined.

Going into Part 3, everyone will have inspiration again.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-Well, if you ask me, I'd take whatever takes us there faster. That way we can recognise the terrain and think of a contingency plan. What do you guys think?


Male Human Varient | Battle Master Fighter 4 | Superiority Dice 4/4 | Maneuver DC: 14 | Action Surge unused | Second Wind used | HP: 34/36 | AC: 16 | Init +4 | Saves: S+1, D+4, Co+4, I+1, W+2, Ch0 | Pass Perc: 14 | Status: normal | Insp: 0

Rath just casually waves off the question, not really caring which mode of transport is chosen, As long as we have time to prepare an actual plan before facing possibly two unified groups.


Male Goliath Barbarian (Path of the Totem Warrior) 3 | Rages: 1/3 | HP: 18/32 | AC: 14 | Init + 2 | HD: 3/3 | Saves: Str + 5 Con + 4 Dex + 2 Int + 0 Wis + 1 Cha -1 | Perception + 3 Passive: 13 | Status: Normal | Inspiration: (-) |

Well, if the intimidate on the dwarf didnt get get him to back out of the hostage situation, then no need to push for the 25, unless someone else wants to persuade him.
The chain links on Ragnar's manacles jingle lightly as he crosses his arms.
"What would get us there quicker, Braden?"


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

Clyde listens as the group discusses travel arrangements with Braden. During a moments lull in the conversation, Clyde asks the merchant a question. "Odd question, but where might I find a screech owl for purchase?"


The boat will get you there quicker, but we can't charter one until tomorrow. It's too late, tonight. As it is, we won't get back to Phlan until close to midnight.

It'll take about 15 hours to get there by sea, but the risk is you may be spotted. There's no way to hide out there.

I can get you horses right away. It takes about two days with resting to get there by land. The advantage is that it's easier to sneak up. The ancient site isn't exactly on the Iron Route, so you'd need to go the last few miles by foot along the shoreline.

As for a screech owl? I'm not sure. Maybe the market had one? Won't know until morning and you go out to browse.

The meeting is scheduled to be in two and a half days. If tonight, before midnight, is the 9th, the meeting would be on the evening of the 12th. Does that make sense?


Male Human Varient | Battle Master Fighter 4 | Superiority Dice 4/4 | Maneuver DC: 14 | Action Surge unused | Second Wind used | HP: 34/36 | AC: 16 | Init +4 | Saves: S+1, D+4, Co+4, I+1, W+2, Ch0 | Pass Perc: 14 | Status: normal | Insp: 0

Well, then I'd say we ride the horses. Sneaking about this meeting and finding the best places for ambushes and traps may give us a fighting chance when things go sideways. says the gruff archer. Will we have enough time to make it there if we wait for the morning to hit up the market stalls?


Yes, but depending on what time you leave, it may be just in time - meaning no preparation time.

Basically, if you leave in the evening, you'll arrive during the meeting. If you leave in the middle of day, you'll arrive before the meeting with some time to prep. If you leave in the morning, you'll arrive early in the day with lots of time to prep.

You may also ride hard/skimp on sleep time to arrive [one section of time] earlier, in exchange for one level of exhaustion. I hope that makes sense.


Half-Elf Wizard 4 / Cleric 2 | HP 26/26 | AC 10 | Saves: S+0, D+0, C+0, I+3, W+5, Ch+3 | Init +0 | Spell DC 13 | Spells: 1st: 2/4, 2nd: 2/3, 3rd: 1/3 |Pass Perc 15 | Status: Norm | Insp: Yes | Channel 1/1

No major preference


Male Human Varient | Battle Master Fighter 4 | Superiority Dice 4/4 | Maneuver DC: 14 | Action Surge unused | Second Wind used | HP: 34/36 | AC: 16 | Init +4 | Saves: S+1, D+4, Co+4, I+1, W+2, Ch0 | Pass Perc: 14 | Status: normal | Insp: 0

With 2.5 days to get there, I'd think even if we left in the morning, giving Clyde time to look for the owl, we'd still arrive there on the morning of the meeting, which looks to give us time to prep? Am I mathing correctly


Yup! Ok, so you'll spend the night, shop in the morning, and head out in the day. That puts you arriving mid day before the meeting. I'll update the game sometime today.


Half-Elf Wizard 4 / Cleric 2 | HP 26/26 | AC 10 | Saves: S+0, D+0, C+0, I+3, W+5, Ch+3 | Init +0 | Spell DC 13 | Spells: 1st: 2/4, 2nd: 2/3, 3rd: 1/3 |Pass Perc 15 | Status: Norm | Insp: Yes | Channel 1/1

The old half-elf looks up from his studies during the discussion, "Vat exactly do you need owl for?

After waiting for the response he knows is coming the half-elf chants a short prayer and you hear the screech of an owl from the hillside Casts Thaumaturgy
One of the options for my cantrip Thaumaturgy is this:

"*You create a instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, a cry of a raven, or ominous whispers"


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-Yeah, I agree. The screech owl feather might prove helpful if our intel is correct.


You ride back to town where Braden and he sets you up for the night.

In the morning, you visit the market before headed out to King's Pyre.

Please state what you're going to purchase, if anything.

I'm also adding a new handout. Please see the link at the top of the page for Handout 3 - King's Pyre


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

"Ha ha! Sashah! You're a genius. I guess we are all prepared then."


Male Goliath Barbarian (Path of the Totem Warrior) 3 | Rages: 1/3 | HP: 18/32 | AC: 14 | Init + 2 | HD: 3/3 | Saves: Str + 5 Con + 4 Dex + 2 Int + 0 Wis + 1 Cha -1 | Perception + 3 Passive: 13 | Status: Normal | Inspiration: (-) |

I'd like to buy a potion of healing


This is a weekend Push Post. Please respond within 48 hours.

Late morning the next day, you head off.

King’s Pyre is situated on the coast, about 40 miles west of Phlan. Traveling overland, you brave the Iron Route, a rugged trail that drives through wild grasslands and along wind-whipped cliffs.

The party arrives at King’s Pyre after 2 days of travel. Along the way, you pass a dock that anyone who participated in DDEX1-3 Shadows over the Moonsea recognize as that used by Warsh the Boatman to ferry you to “the Village.” When you pass by the dock, Warsh and his ferry are nowhere to be seen, but the island still looms in the distance, shrouded by mist.

The Iron Route skirts around the site, so the last few miles are spent on foot following the shoreline to reach your destination. When you arrive, fog swirls aside, revealing the effigy of a king carved into the stone of the cliff face, a full eighty feet tall from toe to crown, seated on a rocky ledge overlooking the sea. Trees sprout from the statue’s lap, moss clings to its weathered surface, and its right hand grasps a goblet. Tumbling waterfalls flank the statue, bathing its body in glistening spray. Structures of various degrees of permanency surround the statue, coils of smoke winding lazily through the misty air. Please see Handout 3.

The two outlaw groups maintain their own camps on either side of the statue. To the west, a loose circle of tents surrounds a large covered wagon. Wood smoke drifts from a low cave nearby. Beyond the camp, an overgrown trail cuts through steep woods to the cliff top. A neat circle of tents makes up the eastern camp. More
tunnels dot the rock face behind it, and a great sea cave yawns at the foot of the cliff. A longship bobs in the water near the cave, anchored to the statue’s sunken hand.

General Features:

King’s Pyre is open to the sky. Fog banks roll over it from the sea, and the cliff is honeycombed with caves.

  • Fog. Sea fog lightly obscures all exterior locations, imparting disadvantage on Wisdom (Perception) checks that rely on sight.

  • Caves. The caves are dark unless stated otherwise. Cave ceilings vary in height, ranging between 5 and 15 feet above the floor.

  • Cliffs. A character can climb the rugged cliff face with a DC 15 Strength (Athletics) check.

  • Rivers. The rivers are noisy and dangerous to ford. Creatures within 60 feet of a waterfall have disadvantage on Wisdom (Perception) checks that rely on hearing. Characters attempting to wade through a river must succeed on a DC 12 Strength (Athletics) check or be pulled 2d12 feet downstream. If washed over the falls, the character takes 10 (3d6) bludgeoning damage.

  • Statue. Moss clings to the statue’s body, making it relatively easy to climb. A character must succeed on a DC 10 Strength (Athletics) check to climb one of the statue’s limbs.

  • Thickets. Gorse and sage scrub covers the cliff-side. Thickets count as difficult terrain and provide half cover.

  • Smells. Wood smoke, ocean salt

  • Sounds. Muffled shouting, idle chatter, horses, falling water, seabirds.

Please state what your plan is or what you're going to do. You may discuss your plan amongst yourselves.

I've updated Handout 3 to a version with numbers so we can easily identify which section of the area you're talking about.


Male Human Varient | Battle Master Fighter 4 | Superiority Dice 4/4 | Maneuver DC: 14 | Action Surge unused | Second Wind used | HP: 34/36 | AC: 16 | Init +4 | Saves: S+1, D+4, Co+4, I+1, W+2, Ch0 | Pass Perc: 14 | Status: normal | Insp: 0

During the trek to King's Pyre, Rath approaches the group, likely during one of their meal rests, So how do we want to attack them? Do we want to hit one camp first, then the other, or try and facilitate infighting by shooting the opposite camps? Shadoo being a dragonborn, if you crouch and shout in draconic, The Grey Pilgrims may think you an oversized kobold. adding quickly Even though you are a far superior race to those dragonkin.

Scratching his beard, he comments, Depending on the layout, we could try and find a snipers perch that would allow us bow users to cover both camps perhaps? I'm proficient in shots of up to 600 feet, which means over 1000 feet of coverage between both sides.

Any way to tell the scale on the map? Are we looking at a mile between camps, or a few hundred feet?


the module doesn't say one way or another, but I'd say its about a kilometer or two wide, and a couple hundred feet high. I think it's intentionally imprecise to allow for GM's to modify as needed.

Each numbered location has a special notation about it in the book, but it's a living situation. As you make decisions, the entire scene changes. This section tells the GM to modify as needed to make the entire scenario feel alive.

For the opening scene, however, I feel we can use the number system to identify where you guys want to enter the area and which parts you want to focus on first. With some good stealth checks, I'll even give some preliminary scout information. Let me know who is on the scout team, where you're scouting, and make some rolls.


Male Goliath Barbarian (Path of the Totem Warrior) 3 | Rages: 1/3 | HP: 18/32 | AC: 14 | Init + 2 | HD: 3/3 | Saves: Str + 5 Con + 4 Dex + 2 Int + 0 Wis + 1 Cha -1 | Perception + 3 Passive: 13 | Status: Normal | Inspiration: (-) |

Ragnar stays quiet during the planning and preperation phase, subtlety not being his strong suit. The way he sees it, his special brand of rip-s@@* riot was plan B. He would leave coming up with plan A to the others.


Half-Elf Wizard 4 / Cleric 2 | HP 26/26 | AC 10 | Saves: S+0, D+0, C+0, I+3, W+5, Ch+3 | Init +0 | Spell DC 13 | Spells: 1st: 2/4, 2nd: 2/3, 3rd: 1/3 |Pass Perc 15 | Status: Norm | Insp: Yes | Channel 1/1

The old half-elf sorts through his papers and ponders aloud, "It vould be intriguing knowing real story from exile Banites before zhey may die."


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-Even though we have a plan A- Shoo states, -it would be wise to be ready for a plan B. I say we take positions to cover one of the camps. With a well-coordinated attack and retreat, we can make them bite.

Which were their numbers again, sorry?


From Rathene: 14 outlaws, 2 lieutenants, bandit leader. Plus her and the dwarf jailor. Total: 19 (and one supposedly on your side).

At least 30 kobolds, plus the lieutenant - a winged kobold with two heads - and the dragonborn sorc.


Male Human Varient | Battle Master Fighter 4 | Superiority Dice 4/4 | Maneuver DC: 14 | Action Surge unused | Second Wind used | HP: 34/36 | AC: 16 | Init +4 | Saves: S+1, D+4, Co+4, I+1, W+2, Ch0 | Pass Perc: 14 | Status: normal | Insp: 0

Well, how do you propose we obtain this "real" story from the Grey Pilgrims. Walk up and ask to join, then while we're discussing joining, mind telling us your life story? comments Rath, trying not to let his venom over their hopes of redeeming Sahnd creep into his voice. I think we can instigate a fight easily enough, then pick off the survivors. Its the talking and diplomacy I'm not sure how its going to work.


Male Dwarf Fighter (Unbreakable) 1

As unfortunate as the loss of lives may be, we have a righteous path that needs to be walked, and sacrifices are necessary according to the will of Tyr. - said the Paladin, finally - Our bravery doesn't have to be measured with stupidity - in other words, fighting an unfair battle wouldn't do us any good. So, our plan seems to be the one that, despite its trickery, evens more the battlefield.

He gestured slowly, but decidedly.

We could try to intervene at the fight at the exactly moment one of the groups take the obvious advantage. We will surely manage to at least have some living members from the other group, which we can nurture into surviving for an interview once we conclude the battle. Rath, I'm not opposed to your idea of impersonating a kobold either - although we should leave it as a last resort.


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

Clyde thinks deeply, tapping his feet nervously. "I think there are too many to handle. I think the best thing to do would be to find out what's happening at the bandit camp before the meeting. If we can eavesdrop and found out what they're planning, we'll be better prepared. If they're worried about the possibility the kobolds will turn on them, we'll know Rathene helped us out, and Sashah can use his owl cry to start a fight or at least scare some people off."


Half-Elf Wizard 4 / Cleric 2 | HP 26/26 | AC 10 | Saves: S+0, D+0, C+0, I+3, W+5, Ch+3 | Init +0 | Spell DC 13 | Spells: 1st: 2/4, 2nd: 2/3, 3rd: 1/3 |Pass Perc 15 | Status: Norm | Insp: Yes | Channel 1/1

The elder nods as if convinced of something, "I vould very much like to speak vis bandit leader. Maybe our release of half-orc vill make amenable enough."


Male Goliath Barbarian (Path of the Totem Warrior) 3 | Rages: 1/3 | HP: 18/32 | AC: 14 | Init + 2 | HD: 3/3 | Saves: Str + 5 Con + 4 Dex + 2 Int + 0 Wis + 1 Cha -1 | Perception + 3 Passive: 13 | Status: Normal | Inspiration: (-) |
Sashah wrote:
The elder nods as if convinced of something, "I vould very much like to speak vis bandit leader. Maybe our release of half-orc vill make amenable enough."

Ragnar strokes his chin thoughtfully.

"That just might work. Tell 'em we were looking to join the patriots for some good coin, we heard one of 'em was captured, we bought her freedom to get her to put in a good word for us, and we figure now would be a good a time as any to offer our services, what with the kobolds gonna betray them and all. If we want get the groups to fight, and make sure the bandit leader lives so we can get his side, it would probably be best to join the fight on the patriot's side."
After explaining his idea, he goes about sharpening and cleaning his gear.


Goals:

1) 100 GP + 100 GP for the head of Sahnd Krulek.
2) 100 GP for the head of the Dragonborn Sorceress.
3) Faction Goal for Lords Alliance - Recover the Stolen Necklace.

Current Plans (not in any order):
1) Use a screech owl sound to scare 2Lt of Krulek
2) Plant Rathene to spread rumors of Kobold betrayal (successfully planted; success of rumor unknown)
3) Eavesdrop on meeting
4) Instigate a fight
5) Try to determine real story
6) Infiltrate a camp
7) Attack one camp head on, then the other
8) Attack one camp, then retreat hoping they blame the other camp

I think that's all of them.

Generalized Options (aka more suggestions from me):
9) Scout around
10) Wait for meeting and do a full on assault
11) Sneak in and take out small groups a little at a time
12) Take out sentries and alarms

There's probably lots more options

Whatever you choose, you also need to decide where to enter the map.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-Actually, yes- says Shoo rubbing his chin, -we could do a little scouting and see if it helps us take a decision. Plus, if we eliminate some patrols we can potentially find, this could help them be more receptive to suspicion.

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