Hoard of the Dragon Queens Single Hero (Inactive)

Game Master DoubleGold



DungeonMaster

The town of Greenest is in trouble, but the hero must get there, plenty of monsters want to raid it. 15 Feet in front of the hero, he runs into 32 kobolds and 12 cultists, 3 of the kobolds of which are flying Each group of kobolds are 4 wide by 2 long and cultists 2 by 2 to the right of the kobolds. Each group is 10 feet behind the other. One group of kobolds and cultists are behind a rock giving them improved cover. The flying kobolds are 15 feet off the ground. I combined 3 encounters plus a random encounter, you are suppose to run into three seperate encounters getting to Greenest, and the amount is semi-random 1d6, etc, I took the maximum amount. Feeling challenged? Not yet, but this give you an idea

init: 1 + 1d20 ⇒ 1 + (5) = 6 Kobold
init: 7 + 1d20 ⇒ 7 + (4) = 11 Cultist

Roll init and act


I have 3 interviews to conduct today. Next one is at 11am. I'm moving Gabriel to an Alias and doing spell selection. I will post around lunch time or early afternoon. Thanks. So we are on a 7 day clock in game right? So one of the scrolls of Spellbane will be used each day.
So it will be in effect now while traveling if it is Day 1. Thanks.


DungeonMaster

Yes, 7 day clock in game and it is 7:00 pm, the first chapter takes exactly one day cause of storyline purposes, other than that 1 day is about 2 to 3 chapters worth. You do the hiring then for your company? Cool, just post when you get to it.


Will do, Interviews went longer then expected which usually happens. I will get around to finishing and a good first post tomorrow. After that I can post many times between 7:30am and 4pm while at work. When I get home in the evenings I usually only check in and post once. Weekends I'm gone a lot. I do one maybe two post a weekend usually on Sunday evenings. Thanks.


Init: 1d20 + 18 ⇒ (16) + 18 = 34

Gabriel takes a moment to assess the situation he approaches and the enemies seem hostile and taking up position to attack.

"Justice, Vengeance, do you see. Dragon cultist and kobolds the lackey's of dragons. What do you advise."

Justice "Towns are being raided, bring them swift justice allow their souls judgment or redemption."

Vengeance "Cleanse them with the fire of vengeance. They do evil for greater evils."

Gabriel continues forward while he discusses things with his blades.

He speaks to the enemies in Draconic so they will understand.

"Those that survive the cleansing fire may flee and live. Those that choose to attack will have their souls sent for judgement before their god."

He speaks the arcane words following with a snap of his fingers a wall of fire springs up surrounding the enemies as Gabriel continues moving forward on the road.

Can be up to a 100' Circle 20' high. He will make is as large as it takes to in circle them.

Any within 10' of the flame take Fire: 2d4 ⇒ (1, 4) = 5 Any within 20' take Fire: 1d4 ⇒ 3. Any that decide to pass through will take Fire: 2d6 + 20 ⇒ (1, 1) + 20 = 22.

"The ones that fly probably wield magic. They are likely to attack."

He draws both blades while moving forward.

Playing it slow until I know what I'm dealing with.

Tracking:

Summoner Spells Used Day 1:
1st
2nd
3rd 1/9
4th
5th
6th


DungeonMaster

Gabriel creates a large fire getting all of them and killing them.
Behind a rock far from the fire comes a farmer and his children. from my understanding, everything inside the circle took 20 dmg, more than their HP. 100 feet radius caught everythingWow, you took care of that problem, the town of Greenest is in trouble. Anyway, we were going to be killed or worse yet, be their slaves. Take the underground path there, will you?


Yes anything that had to pass through would have taken the 22 damage, they could wait it out inside. It was a 50' radius so 100' circle, anything within 20' of the wall took damage so if they grouped up in a 60' circle and waited they would live. The ones flying could just fly out, it was 20' high, so just normal kobolds wasn't sure if they were all juiced up :)

"Gather their equipment when the fire dies down. Sell it and take care of your family. I have come to help yes. I have heard of the cult activities. Why the underground path?" He stretches his wings. "I can fly, I just choose to walk now and then."


DungeonMaster

ah, okay, now I get it, it is a wall, not the entire circle filled with fire.
The farmer is a white southern looking male in his 40s and his children are 5 to 15 in age.
Cause it is best to sneak up on them, plus we have a rat problem down there too, as well a few may have discovered that area, take care of that now before they camp there. If not, at least the rats should be good enough. The fire downs down, leaving the parts of the grass scorched a little. The enemies were too stupid that they went through the fire to get to you or in the case of fliers they were too close to begin with. You feel some kind of energy in those enemies though, as if they are a collective, like the ones that didn't even see the battle got smarter and know what happened. They all had the symbol of Tiamat on them.


Tiamat, foolish dragon cult. If these rumors are true, well. It is a good thing I'm here I guess.

He looks back to the farmer and family.

"Don't worry much now. I will do as you suggest if you think it will make the land safer. They won't camp here. They will flea or die by the fiery vengeance of Ragathiel if they stay. I am Gabriel the Just, Sword of Ragathiel. If there is nothing else I can do for you I will go and make the town safe. Can you show me the entrance to the underground passage please. Thank you."


DungeonMaster

The hero takes a 5 foot wide path then he encounters 2 rat swarms and 20 feet behind the swarms are 20 kobolds with slings. Hero is in melee with a rat swarm. It is completely dark in here and cold, something like 52 degrees Fahrenheit.
init: 18 + 1d20 ⇒ 18 + (5) = 23 the hero
init: 2 + 1d20 ⇒ 2 + (18) = 20 enemies


Gabriel draws Vengeance as he advnaces down the passage.

it is nice and cool in here a welcome break from traveling in the sun.

Upon seeing the advancing swarms he commands Vengeance to unleash his hold fire.

"Cleanse these tunnels Vengeance."

Vengeance"As you wish Sword of Ragathiel"

Delayed Blast Fireball no delay on the swarms: Fire: 10d6 ⇒ (4, 5, 5, 1, 2, 5, 1, 1, 4, 3) = 31+50% vs swarm for 46 DC 22 ref;ex for half. sp 46 or 23

Gabriel continues walking forward addressing the Kobolds in Draconic.

"I am not here for you vile little creatures but stand against me and burn in holy fire all the same. Flee tell your masters I am coming for them."


DungeonMaster

He fireballs two swarms and the tip of the fireball reaches one kobold. Unless you have a way to delay part of the fireball, which I haven't heard of.
reflex: 5 + 1d20 ⇒ 5 + (14) = 19 but they die anyway
reflex: 5 + 1d20 ⇒ 5 + (5) = 10

The alive kobold drops his slings takes out his knife and skins the Tiamat tattoo off his body, and you can see he is no longer part of a collective as that energy goes away. I surrender, but without my master I have no job, who would higher me? I don't even have wilderness survival skills.


"Here." Gabriel tosses the kobold a platinum piece.

"That is a platinum, worth ten gold. It should feed you for a year easy. Find a church seek redemption. Tell them you were spared and seek redemption at my name. Gabriel the Just Sword of Ragathiel. Now leave this place."

Gabriel advances on. He holds up the blade Vengeance.

"Thank you my friend. Many will get to taste your holly fire before we put an end to this cults corruption." He then sheathes the sword continuing through the tunnel.


DungeonMaster

Thank you Then he exits the area
You come out the other end, the end he exited out at. You see two cultists and six kobolds, they all yell traitor at him as they see his tatoo scraped off until they see you come out. Ah, a new target. shoot, we didn't get a good look at him, collective ain't going to be happy. If we don't track him down after killing one delusional hero who thinks he can kill dozens of us, they'll have our heads

You arrive next to a port, well somewhat next to it. These guys are on land. The two cultists 15 feet to your right, the 6 kobolds, 10 feet in front of you in groups of two's with each group another 15 feet behind the others, they ain't about to be too close for your area blasts. The port 25 feet to your right. You see some ships being held hostage as they are taking ship passageners hostage the boats are docked.

Off to your right 25 feet and up a hill are 10 kobolds and an ambush drake all clumped together, drake is like an alligator, kobolds have slings pointed at you. Hill is 15 degrees uphill, giving you a climb check of dc 12 or acrobatics check dc 12 to not slip going up it. 20 feet further up the kill are 2 cultists.

On the port, one ship has 4 kobolds, an acolyte and an ambush drake, groups of 2's and each group 10 feet from the next. The hostages are far away enough from area blasts.

A second ship 15 feet further, so 40 feet from you has 3 cultists a guard and 4 kobolds, all clumped together, but they are right next to 6 hostages surrounding them, giving them 3/4 cover and making impossible to use even as little as much as a burning hands to not get any hostages. If you had something that did a line, like lightning bolt, you can get at most 3 enemies without getting a single hostage, but as they die down they regroup, so only 2 after you kill 3 of them.

init: 18 + 1d20 ⇒ 18 + (1) = 19 hero
init: 2 + 1d20 ⇒ 2 + (1) = 3 kobolds
init: 2 + 1d20 ⇒ 2 + (1) = 3 cultists
init: 3 + 1d20 ⇒ 3 + (11) = 14 ambush drake


"He made the correct choice. I suggest those not threatening people do the same, for those that are."

Gabriel begins to move as both swords are drawn his wings flap propelling him with supernatural speed toward the 6 hostages.

"Justice, Vengeance bring down heavenly flame on those on that boat."

With telepathic link the spirits in the swords were already aware and brought down righteous flame on the ones standing far from the hostages.

Flame Strike: 15d6 ⇒ (4, 1, 5, 3, 4, 6, 2, 3, 4, 3, 3, 6, 5, 5, 4) = 58 DC 20 reflex for half 10'radius so 20'circle. on half

Flame Strike: 15d6 ⇒ (2, 6, 4, 5, 5, 1, 6, 5, 6, 3, 2, 3, 3, 5, 1) = 57 DC 20 reflex for half 10'radius so 20'circle. on other half

Two columns of flame crash down from the heavens onto the first boat as Gabriel streaked through the air toward the far boat charging and destroying the threats.

Justice: 1d20 + 58 ⇒ (14) + 58 = 72
Justice: 1d20 + 53 ⇒ (15) + 53 = 68
Justice: 1d20 + 48 ⇒ (4) + 48 = 52
Justice: 1d20 + 43 ⇒ (14) + 43 = 57
Damage: 1d10 + 26 ⇒ (4) + 26 = 30
Damage: 1d10 + 26 ⇒ (9) + 26 = 35
Damage: 1d10 + 26 ⇒ (5) + 26 = 31
Damage: 1d10 + 26 ⇒ (2) + 26 = 28

Vengeance: 1d20 + 58 ⇒ (11) + 58 = 69
Vengeance: 1d20 + 53 ⇒ (5) + 53 = 58
Vengeance: 1d20 + 48 ⇒ (7) + 48 = 55
Damage: 1d10 + 26 ⇒ (9) + 26 = 35
Damage: 1d10 + 26 ⇒ (7) + 26 = 33
Damage: 1d10 + 26 ⇒ (1) + 26 = 27

Bite: 1d20 + 52 ⇒ (20) + 52 = 72
Damage: 2d6 + 10 ⇒ (5, 4) + 10 = 19
Gore: 1d20 + 52 ⇒ (15) + 52 = 67
Damage: 2d6 + 10 ⇒ (2, 3) + 10 = 15
Hoove: 1d20 + 52 ⇒ (13) + 52 = 65
Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Hoove: 1d20 + 52 ⇒ (4) + 52 = 56
Damage: 2d6 + 10 ⇒ (5, 2) + 10 = 17
Wing: 1d20 + 52 ⇒ (12) + 52 = 64
Damage: 2d6 + 10 ⇒ (1, 4) + 10 = 15
Wing: 1d20 + 52 ⇒ (3) + 52 = 55
Damage: 2d6 + 10 ⇒ (4, 3) + 10 = 17

Free: Talk, Command Swords
Swords use at will ability to flame strike each

Gabriel: Full Attack Pounce, 110' fly speed so can pounce up to 220' One attack each extra attacks won't be used unless an attack doesn't drop one of them.

Gabriel stands above the hostages.

"Your safe now."

He looks back to the the ones on the hill and where he left the tunnel.

"Still interested in fighting or you want to join your friend that ran."


DungeonMaster

The first flame strike radius is just enough to get all those on the first boat. The 2nd flame strike gets 4 of the six kobolds north of you. Gabriel rams over the other two north kobolds as he flies by and then lands on the ship with hostages simply killing all them holding the hostages. Leaving bodies massacred everywhere.
You still have the ones on the hill and 2 cultists that were near the first ship but not on it.
We fight and die for Tiamat. Hail Tiamat. Hail Tiamat. Hail Tiamat. One of them speaks, a cultist We have a religion, it is called Tiamatism, and it rejects all other inferior deities. It represents vengeance instead of turning the other cheek, which is what that coward did.
The kolbolds fire slings, as you have 10 of them hit: 10d20 ⇒ (6, 15, 7, 18, 1, 2, 19, 3, 15, 7) = 93 no use putting in a modifier, they ain't hitting your AC unless they crit threat.

All 4 cultists will casts hold person on you make 4 will saves, dc 14 each You might be powerful, but a person who can't move can't fight, this spell could take down even a god


Will Save: 1d20 + 60 ⇒ (4) + 60 = 64
Will Save: 1d20 + 60 ⇒ (19) + 60 = 79
Will Save: 1d20 + 60 ⇒ (5) + 60 = 65
Will Save: 1d20 + 60 ⇒ (9) + 60 = 69

"So the rumors are true. Tiamat wishes to be free does she. You speak of vengeance as if you understand it. I will show you divine wrath."

Gabriel turns and takes flight again charging the cultist.

Justice: 1d20 + 58 ⇒ (14) + 58 = 72
Justice: 1d20 + 53 ⇒ (3) + 53 = 56
Justice: 1d20 + 48 ⇒ (4) + 48 = 52
Justice: 1d20 + 43 ⇒ (12) + 43 = 55
Damage: 1d10 + 26 ⇒ (8) + 26 = 34
Damage: 1d10 + 26 ⇒ (8) + 26 = 34
Damage: 1d10 + 26 ⇒ (3) + 26 = 29
Damage: 1d10 + 26 ⇒ (9) + 26 = 35
Vengeance: 1d20 + 58 ⇒ (13) + 58 = 71
Vengeance: 1d20 + 53 ⇒ (14) + 53 = 67
Vengeance: 1d20 + 48 ⇒ (9) + 48 = 57
Damage: 1d10 + 26 ⇒ (3) + 26 = 29
Damage: 1d10 + 26 ⇒ (3) + 26 = 29
Damage: 1d10 + 26 ⇒ (2) + 26 = 28

Bite: 1d20 + 52 ⇒ (8) + 52 = 60
Damage: 2d6 + 10 ⇒ (4, 2) + 10 = 16
Gore: 1d20 + 52 ⇒ (18) + 52 = 70
Damage: 2d6 + 10 ⇒ (5, 4) + 10 = 19
Hoove: 1d20 + 52 ⇒ (17) + 52 = 69
Damage: 1d8 + 10 ⇒ (6) + 10 = 16
Hoove: 1d20 + 52 ⇒ (20) + 52 = 72
Damage: 2d6 + 10 ⇒ (2, 2) + 10 = 14
Wing: 1d20 + 52 ⇒ (18) + 52 = 70
Damage: 2d6 + 10 ⇒ (2, 3) + 10 = 15
Wing: 1d20 + 52 ⇒ (3) + 52 = 55
Damage: 2d6 + 10 ⇒ (3, 5) + 10 = 18

Again he only uses the attack necessary to drop them. Just easier to copy and paste the whole routine :)


DungeonMaster

Gabriel gets down all or most enemies as long as he has movement to reach them, however being as there are two groups, he goes after the larger one first, taking down all those on the hill. The two on the ground commit suicide rather than suffer your wrath.

The people on the ships come thank you. Welcome to the town of Greenest and as you can tell, it is in trouble, kobolds, cultists, they want to resurrect Tiamat. The town is just about saved, North side of the town has a dragon and is attacking our guards, drive it away or kill it. Yes part 1 actually has a dragon, though at level 1 you are just suppose to drive it away after dealing 21 dmg and it doesn't attack PCs, but the guards, NPCs, but it would be different here.


"Very well, go help make safe the people of the town. I will take care of the dragon."

Gabriel once again stretches his wings and takes to the skies. He darts through the air heading to the North side of the town on the lookout for this dragon.

Perception: 1d20 + 59 ⇒ (20) + 59 = 79


DungeonMaster

Gabriel make his way to the adult blue dragon random encounter addec: 1d20 ⇒ 1
Gabriel is able to observe so much, he can even hear people praying to their deities in their own homes, he can hear dinner coversations, he can't hear whispers though, or through homes with very thick walls or basement conversations. Some are scared, some have faith in the new hero, and others are talking about what they plan to do when this is over.

If you attack anyone but me, I will breath fire on those guards, I figure this way it makes you force all your energy on me, while my kobolds get free shots at you. There are guards shooting at the Dragon, but none can pierce his thick skin, others are trying to untie people tied up, all are trying to save innocent victims. Guards are on a castle ledge 50 feet from the Dragon, as well as the tied up hostages guards are trying to untie. My kobolds did well tying up people now if I can get rid of you, I can take sacrificial victims with me.

1 Adult Blue Dragon
5 Kobolds
1 Flying Kobold
init: 18 + 1d20 ⇒ 18 + (11) = 29 Gabriel
init: 4 + 1d20 ⇒ 4 + (13) = 17 Dragon
init: 2 + 1d20 ⇒ 2 + (13) = 15 Kobolds


I a little bit want to dominate this dragon, see what it knows. Eh its early, will just continue to let things unfold :)

"You are a fool if you have been watching and you still stay. I am the sword of Ragathiel, you will feel his vengeance."

Swift: Smite the Dragon
Full: Charging Pounce
Justice will flame strike the 4 if it can be done without putting any guards or people in danger.
Vengeance will disintegrate the flying one

Justice: 1d20 + 73 ⇒ (18) + 73 = 91
Damage: 1d10 + 66 ⇒ (8) + 66 = 74

Justice: 1d20 + 68 ⇒ (1) + 68 = 69
Damage: 1d10 + 46 ⇒ (4) + 46 = 50

Justice: 1d20 + 63 ⇒ (5) + 63 = 68
Damage: 1d10 + 46 ⇒ (6) + 46 = 52

Justice: 1d20 + 58 ⇒ (6) + 58 = 64
Damage: 1d10 + 46 ⇒ (3) + 46 = 49

Vengeance: 1d20 + 73 ⇒ (2) + 73 = 75
Damage: 1d10 + 46 ⇒ (10) + 46 = 56

Vengeance: 1d20 + 68 ⇒ (3) + 68 = 71
Damage: 1d10 + 46 ⇒ (4) + 46 = 50

Vengeance: 1d20 + 63 ⇒ (11) + 63 = 74
Damage: 1d10 + 46 ⇒ (5) + 46 = 51

Bite: 1d20 + 67 ⇒ (8) + 67 = 75
Damage: 2d6 + 30 ⇒ (4, 6) + 30 = 40

Gore: 1d20 + 67 ⇒ (13) + 67 = 80
Damage: 2d6 + 30 ⇒ (2, 6) + 30 = 38

Hoove: 1d20 + 67 ⇒ (5) + 67 = 72
Damage: 1d8 + 30 ⇒ (4) + 30 = 34

Hoove: 1d20 + 67 ⇒ (8) + 67 = 75
Damage: 2d6 + 60 ⇒ (1, 5) + 60 = 66

Wing: 1d20 + 67 ⇒ (11) + 67 = 78
Damage: 2d6 + 30 ⇒ (5, 6) + 30 = 41

Wing: 1d20 + 67 ⇒ (1) + 67 = 68
Damage: 2d6 + 30 ⇒ (3, 6) + 30 = 39

Justice Confirmation on 1st Attack: 1d20 + 73 ⇒ (14) + 73 = 87
Confirmation Damage: 1d10 + 66 ⇒ (9) + 66 = 75

Flame Strike: 15d6 ⇒ (3, 1, 3, 2, 4, 6, 1, 1, 5, 4, 5, 1, 5, 4, 6) = 51 DC 20 reflex

Disintegrate: 1d20 ⇒ 15 vs touch, if hit DC 21 fort save
Damage: 30d6 ⇒ (2, 3, 2, 2, 1, 4, 2, 3, 2, 5, 3, 3, 3, 4, 5, 1, 2, 5, 4, 4, 6, 5, 2, 2, 5, 4, 4, 4, 5, 6) = 103 or Save Damage: 5d6 ⇒ (1, 1, 2, 4, 5) = 13


DungeonMaster

Justice with a few strikes kills the blue dragon as it goes down and then kobolds, he then frees the hostages. Just then a single cultist comes, I don't wish to hurt you, I just have a message to deliver. He hands you a letter.
"Give the cultist 1,500 gold who will deliver the money to us and we will release the hostages at the Max Tower. If we see you at all, we will kill all ten hostages. The nearest bushes are 150 feet away, so there is no place to hide, don't even think about playing hero, cause we have have guards all over the place, I doubt you'll be able to stealth in and if you see you kill one of use, we kill hostages, I doubt you will be able to kill us without our knowledge or before we react."

How do you respond?


"Here take it. If I don't see all ten hostages there will be no place you can hide from me."

Gabriel gives the cultist the platinum. Once he walks away he will ask the guards for a description of the tower and where ten people would most likely be held, a description of that room.

"I don't hold them trustworthy and they will probably execute the people anyways or they may not even have hostages. Either way I will go and eliminate the threat head on."

Once he has the description he will cast greater invisibility then greater teleport to the room most likely with the hostages.


We don't have discussion page yet so putting this here. I'm going on vacation today. We are going to the Pennsic War (SCA) for the week then my family reunion next weekend. I will be back to normal posting on the 13th. I plan on checking in on the phone. Since this is Solo game do you want to wait or keep going? I'm fine moving forward but making the bigger post will be hard from the phone. I can probably just describe what I want to do with you and you can post the rolls as I have most everything in/on my sheet. Leaving around noon today so won't be checking things until late tonight as I will be driving. Thanks.


DungeonMaster

Gabriel gives the cultist the platinum and then teleports himself to the prison room. He sees what is going on. Two mercenaries are in the room, as well as Frulam Mondath, he seems to be a Cleric and he does have Tiamats symbol on him. The mercenaries are not wearing a symbol of Tiamat and as you look outside the window, neither are any of the guards circling the building. The cultist you saw did have the symbol This room holds the ten prisoners. You are on the 2nd floor. When Jacob returns with our gold in about two hours, we will release the hostages. I will keep 80% of the gold, you all split the other 20% as you see fit.
Just finish up the prison stage, then we pause, and I'll know exactly what page I'm on. You got two more things after this to do in the chapter, one is a puzzle, other is a fight, so it ain't all just easy piece of cake fights.


are the hostages bound or chained up? Are the in any danger say from a trap? The safe play will be mass charm to figure out why the guards are helping as well as other info. So yep mass charm. DC 31 will save.


DungeonMaster

Gabriel charms the guards and the boss as they can't pass
The hostages are just in jails, not chained up
What up as they speak to you
As you ask the guards whey they are helping they simply answer they were paid, ie mercenaries, and he offered us high up positions working for him, and longetivity, that he would cast a spell on us to help us not age.


DungeonMaster

Alright, the 13th, hope your still with me.


Yep, 13 hours in the car yesterday. Back now. :)

"Come friend. Let's release these hostages then. Your gold is on the way. Where do you plan on going once Jacob arrives with it?"


DungeonMaster

We really don't know, but this guy had us hostage the day we made a contract. He will hurt our families or send people after us if we disobey him. And if we don't have families, we go into slavery.
The main guy looks at you all And I thought separating you all from each other would keep you all from knowing the truth. I will kill you, then Me and Jacob are all going to make these guys understand, work for us for the pay we give you, or bad things happen. You all signed over all your rights to me six months ago.
his init: 4 + 1d20 ⇒ 4 + (14) = 18


Crap sorry that wasn't clear. I was asking the main guy now that he is my buddy. Not the hostages.


DungeonMaster

You have the main guy, the mercenaries and the hostages, the hostages didn't talk, the mercenaries did, though not hostages they are bound by a contract. The hostages are just prisoners. The mercenaries are doing it for the pay, but are held hostage by a contract in a way, sort of like they got themselves involved in a gang and they can't get out. But to backtract, here we go
I plan on going the magical blacksmith to buy magical weapons. And share the rest with the cult of Tiamat, the true heroes of Faerun.


"I get it. You took these people hostage. These two are just contracted to you. They do what they are told or you kill them or they become slaves. So Jacob is on his way with the gold. Why stay? You want to help the cult. How so? Is there a high priest you answer to around here? I would like to meet him if there is. Come on let these people go and we can continue to talk on what we can do for the cult."

Gabriel knows the guy is still on edge. He could end things easily but would know little more than he does now. So he continues trying to get what information he can from the guy.


DungeonMaster

There is no high priest I answer to, I live to serve Tiamat. If you join me, I'll split the profit we get 50/50, we can get profits from doing evil. You want to serve the cult, join and he reaches out his hand to shake on it.
Tiamat has promised us all power, even though we've never seen her, she says she is trapped for now. don't you wan power? He is still charmed, so I know he won't attack until it wears off.


"My friend Tiamat will stay trapped, I will make sure of that. I will leave you to be judged by those you have threatened."

With nothing more to gain Gabriel decides it's time to put this guy down and get the hostages out.

Plan is to just do non lethal damage, strip him of his holly symbol and leave him imprisoned here for the people to judge. After I will fly out to meet up with Jacob to do the same and get my Platinum back imprisoning him as well. I assume we don't need to do all the rolls here just let me know :)


DungeonMaster

Gabriel does so and frees the prisoners and the same to Jacob. The mercenaries speak Thanks, you got us out of one situation, no longer bound by contracts, but now we will have to find other jobs, the pay we were making, we have money saved up to support us for a year or so but, now what do we do. Other mercenaries guarding the area have 6 months, some two years, but nobody below six months, that is how much they have save. Paizo was acting up and I'm gone all afternoon and morning tomorrow.


No worries yeah site maintenance.

Gabriel gathers up the mercenaries.

"I understand you were being given money to be here. I have driven the cult away. As all mercenaries do it is time for you to move on. I will divide this gold up to each of you. If I catch word that any of you take any actions against the people of this town I will return and deal with you. Now come collect your gold and be gone."

[ooc]Gabriel divides up the 1500gp he got back from Jacob.


DungeonMaster

Thank you and they head off. Any questions for us before you head on?
You were also told by the townsfolk the windfarm has been having problems, these mercenaries know nothing of this.
Roleplay as you'd like, putting a scene here
You get to the windmill farm, it has 2 in front of the windmill, 2 in front of the farm and plenty of people inside the farm. These people appear to be guards from the town of greenest. You've heard reports of food shortages, missing animals, cultist activity, and reports of the bread being poisoned. However, the animals, there are plenty of, you don't see any cultists. And you see a guard eating bread in front of you, and he isn't even midly sick from it.


"Be well, and choose who you work for with a little more care next time. I would hate for us to meet again as enemies."

After getting the information from the townsfolk Gabriel heads to the windmill.

Strange, corruption possibly.

Gabriel approaches the bread eating guard.

"You, who is in charger here. There seems to be nothing of what the townsfolk reported on cultist activity, missing animals or poisoned bread. Why are you keeping food from the people?"


DungeonMaster

Missing food? They take you to the food supply room. It seems to have plenty of food. There you see someone loading it up on a wagon. All in crates. See plenty of food, about 100 lbs worth
They go further. Poisoned bread, I ate some.
Missing animals. They take to the animals, back of the barn 20 cows, 6 horses, 11 sheep, and 4 hens. They don't seem to be moving much, but they are making sounds.
All of the food you saw looked like natural food, came directly from the garden or the milk from cows, eggs from the chickens, no man made food was being shipped, like bread or cakes, etc.
And they respond with Nobody is in charge her.


DungeonMaster

Paizo site has been down for a week, but I'm willing to continue if you are


Yeah I was at a concert last weekend so didn't post or try to until monday and this is the first the boards were up :) I'm out tomorrow for an event but I will make a late night post or post on Sunday to get the ball rolling again. Thanks.


DungeonMaster

Paizo continues to crash, game canceled. I just want to get through my SFS and PFS games now.


I understand. I tried to get back on Sunday and it was down, was in training the last two days and it was down. If you want to pick it back up just shoot me a PM assuming the site is stable :) Thanks.

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