Clyde Reinhart |
Dex Check: 1d20 ⇒ 19
The least dexterous of the team sees the fleeing kobold and springs into action. While his keen-eyed companions struggle to take action, Clyde releases his grip on his sword and pulls a dagger from his belt. In one quick motion, he hurls the dagger at the creature. His roguish company looks forward in awe.
Dagger Throw: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Shoo Zahal |
Shoo watches the entrance of the cavern while the injured are attended. When the task is finished, he asks "Should we sneak out there, or go all in?"
"Rath" |
I'd be curious about where that one was trying to run off to. Is there a second encampment waiting to ambush us? says Rath as the group decides which way to proceed.
Clyde Reinhart |
Clyde leans over the furry kobold and retrieves his knife. "I agree with Rath. He was probably running for backup."
The dagger slides back into the leather belt with a quiet hiss and Clyde begins adjusting his armor. "Whether they are waiting in ambush, though... That's uncertain. It's best to err on the side of caution though. Should we send a scout?"
AL DM |
Peaking out of where the Kobold was escaping, you find yourself back on the same trail that was headed into the Kobold camp. Back where you found the dead body with the faction missions for Order of the Gauntlet (Location 1). The exit of the cave is Location 2 on the map.
You have the choice of leaving the cave system through Location 2, 2a, or 2b.
AL DM |
Your original plan was to go out 2a and rappel down the cliff face to the cave at location 6. From this position, you can actually see a little bit down into the camp through the trees. There are a medium sized group of Kobolds celebrating their win (less than 15). You do not immediately see the dragonborn sorcerer.
You also have the option of leaving the cave at location 2, and entering the Kobold camp at location 3. From your earlier scouting, you know there are Kobold guards at the effigy at location 3. There's also a caged owlbear at location 4, and the Kobold leader's wagon is location 5.
Let's do the "first three to agree" rule. If we don't have an agreement within 24 hours of this post, I'll roll randomly for which direction you go.
Clyde Reinhart |
I'm down for rappelling. Since we forgot to go save Rathene(Mad at myself for forgetting), I'd like to see if she possibly got captured from the tent. Or if she may have kept quiet and is still there.
AL DM |
I like the idea of coming at location 2, ambush the guards at location 3 and go release the owlbear at location 4. Would it be possible for one of us to sneak past the guards directly from 2 to 4 to release the owlbear?
I'd allow that with a really good stealth check. Let's say DC 15 Dexterity (Stealth).
Shoo Zahal |
Shoo has really no idea what to do. "All plans seem to have a god point and carry some risks. If you're willing me to do the stealtrh, I think I can do it, but I'll leave it up to you guys."
"Rath" |
I too can help with sneaking if you'd like, though sniping from on high is my preferred method of combat. says Rath. I could stay at the ledge 2a and provide covering fire if Shoo tries to sneak in to release the owlbear. Or we both could cover you while the main melee force rushes the guards, then the main base.
AL DM |
Rappelling turns out to be only slightly easier than climbing. The most challenging part was to do it without being seen. That cliff face looks to be wide open.
DC 10 Dexterity (Stealth) as a group check. More than half of you must pass.
6d20 ⇒ (6, 6, 13, 19, 18, 11) = 73
With bonuses, that easily passes.
A low cave slashes the rock face. Wood smoke drifts from within, and firelight flickers against the cave mouth. Looking closer, you see the shape of a clawed hand acting out a shadow play against the cave wall.
In the cave are 6 Kobolds. Those who listen carefully can hear kobolds explaining how their god came to serve Tiamat in the Nine Hells.
With the 6 Kobolds are 7 human prisoners. They all look like simple caravan guards, but one of them is also wearing a Harper Symbol.
The first person to enter the cave needs to roll a DC 13 Wisdom (Perception).
I'll allow anyone to declare they're going to do something before we roll initiative.
"Rath" |
Stealth: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Rath rappels down easily enough, though he does make a bit more noise than he'd like. As they near the cave, Rath holds up a hand to motion the group to halt, hearing something...
Shoo Zahal |
Shoo follows Rath and finds a sweet spot to initiate the ambush.
Stealth 1d20 + 5 ⇒ (17) + 5 = 22
Ragnar the Grim |
Ragnar follows suite and attempts to be as quiet as possible.
stealth: 1d20 + 2 ⇒ (20) + 2 = 22
AL DM |
Ragnar: 1d20 + 2 ⇒ (6) + 2 = 8
Rath: 1d20 + 4 ⇒ (3) + 4 = 7
Sashah: 1d20 + 0 ⇒ (8) + 0 = 8
Shadoo: 1d20 + 0 ⇒ (3) + 0 = 3
Shoo: 1d20 + 3 ⇒ (12) + 3 = 15
Sahnd: 1d20 + 0 ⇒ (4) + 0 = 4
Kobolds: 1d20 + 2 ⇒ (14) + 2 = 16
You have surprise on the Kobolds. They will not act this round.
Round 1
Kobolds
Shoo
Ragnar
Sashah
Clyde
Sahnd
Rath
Shadoo
Map Updated. Please respond within 24 hours.
Sashah |
Sashah chants a quick prayer holding the symbol around his neck and a bright light springs from his finger and shoots at the closest kobold.
casts Sacred Flame Dex save DC 13 dmg: 1d6 ⇒ 4
"Rath" |
Rath lines up a shot on one of the ones towards the right, with an orange cloak, hoping to instill fear in the foe.
Menacing Attack: 1d20 + 9 ⇒ (7) + 9 = 161d8 + 5 + 1d8 ⇒ (2) + 5 + (6) = 13
Ragnar the Grim |
Ragnar rushes in and slashes at the nearest kobold.
Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 2d6 + 3 ⇒ (2, 1) + 3 = 6
Wow, that was disappointing
Shoo Zahal |
Shoo puts his priority in the ones with bows or other kinds of ranged attacks.
Longbow Attack 1d20 + 7 ⇒ (19) + 7 = 26
Dmg 1d8 + 3 ⇒ (1) + 3 = 4
Clyde Reinhart |
Clyde draws his steel from his side and rushes into battle. He charges in next to Shadoo to help clear his path.
Attacking the same kobold Shadoo is attacking.
Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
AL DM |
Round 1 Summary
Damn there's a lot of 1s.
Shoo lodges an arrow into one of the Kobolds, but he remains alive.
Ragnar rushes in and attacks, but misses. Technically there's no enough movement to get to it in one 30' movement. Since you rolled a Nat 1, I won't have you throw something.
Sashah casts. Save: 1d20 + 2 ⇒ (13) + 2 = 15 Unfortunately, the creature shrugs it off.
Clyde rushes in. There's not enough movement to be able to melee attack, so I'm going to say you moved in and threw a dagger for the same amount of damage. Targeting the same Kobold that Shoo hit, he kills it.
Sahnd double moves in to attack.
Rath's arrow kills it dead. The one you said you targeted is one of the human prisoners. Unless you say otherwise, I'll assume you were going for a Kobold instead. The seven human figures in the back out area are all captives. The Kobolds are in the middle of the cave.
Shadoo moves into attack, and misses. Same issue as Clyde and Ragnar. Since you rolled a Nat 1, I won't have you throw something.
The Kobolds move to attack. They all launch slings, each attacking one of the four front line warriors.
Kobold vs Clyde: 1d20 + 4 ⇒ (14) + 4 = 181d4 + 2 ⇒ (4) + 2 = 6
Clyde takes 6 Bludgeoning damage.
Kobold vs Ragnar: 1d20 + 4 ⇒ (8) + 4 = 121d4 + 2 ⇒ (4) + 2 = 6
The rock misses Ragnar.
Kobold vs Sahnd: 1d20 + 4 ⇒ (18) + 4 = 221d4 + 2 ⇒ (4) + 2 = 6
Sahnd takes 6 Bludgeoning damage.
Kobold vs Shadoo: 1d20 + 4 ⇒ (12) + 4 = 161d4 + 2 ⇒ (3) + 2 = 5
The rock misses Shadoo.
PCs turn.
Round 2
Kobolds
Shoo
Ragnar
Sashah
Clyde
Sahnd (-6 HP)
Rath
Shadoo
Map updated.
Shoo Zahal |
"Oh my God, Sahnd... and Clyde... who should I help? Mmm... Clyde already died once, I won't let him die again, not while I'm here."
Shoo takes another arrow and shoots at the kobold attacking Clyde.
Longbow Attack 1d20 + 7 ⇒ (13) + 7 = 20
Damage 1d8 + 3 ⇒ (1) + 3 = 4
"Rath" |
Ahh, hard to tell who was friend and foe with the little icons, yes, no need to shoot the hostages....yet ;)
As if sensing Shoos inner turmoil, Rath focuses in on the one attacking Sahnd, before letting the arrow fly.
Attack: 1d20 + 9 ⇒ (9) + 9 = 181d8 + 5 ⇒ (1) + 5 = 6
So.. many.. 1's...
Ragnar the Grim |
Ragnar will get in range of both 3 and 2, and attack whichever is least wounded.
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 2d6 + 3 ⇒ (4, 6) + 3 = 13
Clyde Reinhart |
Clyde stumbles a bit from the rock bouncing off of his head. When his eyes regain focus, he'll charge to Ragnar's side and attack the kobold Ragnar left.
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Ragnar the Grim |
Ragnar moves to free one of the groups of captives, hoping to find Rathene among them. She didn't deserve this fate, and he was kicking himself for not thinking of her before and during the kobold attack. After all, it was his fault, he felt, that she was back in the camp in the first place.
Clyde Reinhart |
Clyde slides down into the pit and begins cutting the prisoners free. When he notices the Harpers pin on one, he smirks, "Hey now. You can't go getting captured by kobolds now. You're gonna make us look bad."
"Rath" |
Rath lets the others play hero, and instead chooses to keep his eyes on watch for any other threats.
AL DM |
The men are immensely thankful for being rescued.
The Harper agent looks at Clyde in surprise, Another Harper. Oh thank the gods. Listen, I've been here for a while and I've been studying the Cult of the Dragon. If you don't know who they are, they're a fanatic religious group that exists within the Kobold bandit gang, and they've been organizing a warband of orcs in the wilds of That.
Jeralla is not the leader of the cult, as I first suspected. She's just the leader of this gang. I need you to capture the true leader of the cult and bring him to the Harpers. His name is Sharrak, and you can recognize him because he has two heads. Capture him, and bring him back to us so we can question him.
Harper Assignment: Capture the two-headed Kobold in the camp.
I'm keeping track of all treasure. You'll split it evenly at the end of the adventure. I'm also including the sale of all weapons/armor from people killed in this camp.
Shoo Zahal |
Shoo passes nearby while helping Clyde and overhears the end of the conversation. ]b]"Capturing him alive? Mmmmh... will be difficult with all the mayhem that's gonna be, but we'll try. If the cult is responsible for human sacrifices, we should try to stop them and any info is valuable. Thank you, mate."[/b]
Yes, Shoo's not a HArper, but still his alignment communes with this objective.
Ragnar the Grim |
We could keep taking out all the little groups of kobolds, whittle them down so we have as few minions to deal with as possible when we confront the leadership.
AL DM |
Ok, let's move this forward. I had planned on updating yesterday, but my day changed in ways I didn't expect.
As you leave the cave in preparation of assaulting the last of the Kobold gang, your hear horns bellow from the west.
Burning battle standards appear through the trees above, carried by a large group of screaming humanoids. The war band charges down the wooded slope toward the statue, battle cries filling the air.
The Kobolds immediately responds to the sounds, and Jerella the dragonborn exists her wagon practically in front of you!
Please see the map; you're existing the cave at 6, Jerella is within 50 feet of you at the wagon at location 5.
She immediately starts barking out orders trying to organize her gang.
As the war band gets closer, you can see they're orcs with dragons painted on their shields. It's the Cult of the Dragon's hired orc warriors! And they're killing everyone in sight!
This is a push post. Everyone please respond within 48 hours. What does your PC do?
AL DM |
Some notes:
The orc warband is at location 3 and closing in on the camp at location 4.
The owlbear is still caged; you mentioned wanting to free it to cause chaos.
Your current missions are: capture the two-headed Kobold, ensure any Kobold prisoners escape, recover the Heart of Myth-Drannor, bring back Sahnd alive, and kill/capture the dragonborn leader.
"Rath" |
Rath watches the scene with some.. amusement? Interesting that a cult of Tiamat would be attacked by the Cult of the Dragon... I say we let them sort themselves out and clean up the pieces.
This is not the option the player would prefer, as we'd fail 3/4ths of the objectives most likely, but Rath is a callous arse, and perfectly fine with letting them kill themselves.