Horde of the Dragon Queen by hiiamtom (Inactive)

Game Master hiiamtom

A modified Hoard of the Dragon Queen starting at level 3.


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Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Healing: 2d4 + 2 ⇒ (3, 3) + 2 = 8
Healing: 2d4 + 2 ⇒ (1, 3) + 2 = 6

Do they want to go to the temple or the safety of the Keep?

By my count, that is 6 of the 12 used.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

"Dunno. And Conner, I'm all for smashing cultists heads but I think keeping ourselves put together is a bit of higher priority."

She then directs the question to the family directly, wondering which is closer and probably the safer route.

She also hands onto an extra potion, in case one of the others falls unconscious again.

Leaving the current pool with 5 left

"Might take this along, Could prove useful."

Amber takes (if available): a crowbar, Acid and Alchemist's Fire to give to the family so they can fend off attackers, a handful of oil flasks, and a tinderbox to light the oil should fire prove useful.

"I'm ready to go." she announces.


You cannot find any acid or alchemist's fire, but you found everything else.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Conner grabs two from the extras, leaving three.

Just conveying the orders from the Keep. Apparently, this group simply does as it wishes.


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]
Conner Hawthorne wrote:
Just conveying the orders from the Keep. Apparently, this group simply does as it wishes.

"Welcome to the adventuring life, soldier," Larissa says as she tucks two more potions into her belt and tosses the last one to Jazz. "Nobody's in charge until they start having the best ideas."

Larissa then turns to the family and reasserts the question: "Temple or keep?"


Wouldn't it be better to take the people from the temple to the keep?


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Imagine that, just what I said. I guess even the career soldier can sometimes have the best ideas, eh?


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

Whoops, I think I misunderstood the situation again. :/


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

"Big herd might be a big draw for the cultists to attack."

She ponders a moment longer.

"Why don't we take you to the temple, and while we're there notify the guards that the passage is good for use. If they need some help, then we'll escort the lot of you with them."

Nah, I'm confused with you Larissa


Init +4 | AC 15 | HP 24/24 | Saves: S+0/D+5/C+2/I+0/W+0/C+5 | spell DC 13 | Bardic Insp: [2] | Percp. +4

Aemon shakes his head at his companions confusion and asks, "It would be nice if I could have a couple of potions of healing.


That's what makes sense to me, says the man, but we would be thankful just making it as far as the temple!


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

There are five left, Aemon. Take a draught or two and one for the road. We need to get moving.

Conner moves down the trap door to the ground floor, draws both weapons and prepares to leave.


Init +4 | AC 15 | HP 24/24 | Saves: S+0/D+5/C+2/I+0/W+0/C+5 | spell DC 13 | Bardic Insp: [2] | Percp. +4

"Right," Aemon agrees. He quickly drinks a potions and places another in his belt pouch as he makes to follow Conner.

Potion 1: 2d4 + 2 ⇒ (3, 2) + 2 = 7


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

Wait...no. Somethings wrong. We used 6 of 12 to heal me, Conner, and Larissa. That means we have 6 left. Of those 6 I took one first, leaving 5. Conner took 2 leaving 3. And Larissa took 2 and tossed 1 to Jazz, leaving 0.

So who is Aemon taking his 2 potions from? For the sake of reviving downed people, I think we should each have one. Meaning, in my opinion, Larissa or Conner should give up one of their two. And then someone's going to have to go without. Since Amber is more about dealing damage anyway, she can give up hers to him. Just make sure she doesn't die please.

"Here." she says handing her potion to Aemon who then stores it in his belt. "Let's hope you won't have to use it. Who gave you that other potion you just drank?"


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Ok, then, let's revisit the allocation of the remaining 6 after we healed ourselves. One of those just went to Aemon. That leaves 5. So, we each take 1 potion for ourselves. DM indicated we could search for more in the storeroom. No one made the investigation check beyond the 12 readily available. So, I will, but I would hope that someone better in the skill would do a quick sweep, as well.

Conner quickly searches the storeroom for more healing potions.

Inv: 1d20 ⇒ 12


Anyone wanting to search for more should do so with advantage (assuming the rest of you help), but only one player needs to roll.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

Amber aids Conner in his search, prying crates open with her new crowbar.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Investigation Adv: 1d20 ⇒ 16


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

Okay, so of the original 12, seven have been drunk, and then one each is being carried by me, Conner, Amber, Jazz, and Aemon? Did I miss anything (pre-search)?


Conner and Amber work quickly, but only manage to find two crates of antitoxins. Working them open with the crowbar, Amber notices that the crate was already opened once. Inside mixed with the dozen antitoxins are 1d4 + 1 ⇒ (2) + 1 = 3 potions of healing, picking one of them up the bottles are cracked and moving them causes the fluid to begin dripping out of the glass. Two are currently "sealed" by the packing material, but the first one is currently dripping and without quick thinking will lose too much of the potion to be usable.

You all had 5 left after Aemon used his potion. Now you have discovered 3 more in damaged bottles in need of repair.

Since I think it has been forgotten, there was loot capable of healing recovered at the farmhouse as well.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Quickly! Bring me the empty potion containers so I can save these three.

Conner, pours the contents of the damaged containers into three of the empties that were already quaffed.

Ok, then this should give us 12 vials of antitoxin to be distributed evenly among us (everybody gets 2 and two of us get three. Also, there are 3 additional potions of healing for those that did not take the extra antitoxin. I care not who they go to, but let's get them distributed now.


Conner Dexterity Check: 1d20 + 2 ⇒ (13) + 2 = 15

Conner moves swiftly managing to quickly to immediately place an empty potion vial under the dripping bottle, and overturn it in a smooth motion to save the contents. Repeating his action a few times he quickly saves all the health potions.

The wife speaks up, I had forgotten about those. I managed to store them quickly to save the contents, but never returned to repair the bottles.

The husband murmurs, I told you there was discrepancy with the inventory. We probably would have never found those again, no one ever gets poisoned around here and only adventurers buy them.

He gets a look. You know, that look.

You have 8 potions of healing cleaning out the entire stock.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

Amber laughs. It's nice to have a bit of humor in an otherwise precarious situation.

"Everyone ready then?" She asks while tucking the crowbar in her pack.

"If any of you think of something useful in this stock, now would be the time to grab it. Otherwise, I'm ready to head to the temple."

Amber will take the extra toxin as that's not as useful as a potion of healing. Either way we split it, having it dispersed is mostly for emergencies so people can revive each other. Not like we'll be saying "you already used your potions" or something like that.


Init +4 | AC 15 | HP 24/24 | Saves: S+0/D+5/C+2/I+0/W+0/C+5 | spell DC 13 | Bardic Insp: [2] | Percp. +4

Aemon smiles at the brash barbarian while he removes his blade from his scabbard, "Ready."


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

I will take an extra healing potion and 2 antitoxins.

Conner places the vials and potion in his pack, checks his armor, secures both weapons and heads out.

Let's be off.


Approaching the temple to the south it's not long before you see the high peaked roof of the temple to Chauntea. Almost immediately you can tell something is wrong. There are several tendrils of black smoke curling up from behind the building, and you can hear a rhythmic *THUMP*... *THUMP*... *THUMP*.

Aemon and Jazz also hear the yipping sound of kobolds in the distance.

Sovereign Court

Male Warrior Android Analyst Witchwarper 3: Spd:25, AC:19, HP:34/34, Fort:6(Constructed), Ref:8, Will:7, Perc:7, Darkvision, 1/1 Focus Point
Amber Strakeln wrote:

Amber laughs. It's nice to have a bit of humor in an otherwise precarious situation.

"Everyone ready then?" She asks while tucking the crowbar in her pack.

"If any of you think of something useful in this stock, now would be the time to grab it. Otherwise, I'm ready to head to the temple."

Amber will take the extra toxin as that's not as useful as a potion of healing. Either way we split it, having it dispersed is mostly for emergencies so people can revive each other. Not like we'll be saying "you already used your potions" or something like that.

It is also a matter of who is carrying what for weight purposes and if we are down, like how far do you have to travel to feed your healing potion to a downed ally, 20 feet or 5 feet. Any Jazz will take other extra antitoxin.

Jazz whispers to his allies. Kobolds as he points the general direction.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

Amber tightens her grip on her weapon.

"Dammit...must have gotten through the temple's defenses. We could try and help out, perhaps save the few survivors left, but we'd either be draggin this family with us or sending htem to scurry off on their own..."

Amber frowns, trying to figure out what would be a good course of action.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

They can hide nearby, or make their way to the tunnel. We have a guard on duty there. We need to help these folks. Maybe we can find our prisoner here too!

Conner draws both weapons and stalks towards the back of the temple.


I'll let others weigh in, but right now the course of action is: let the family make a run for the tunnel, and the party heads to the temple.


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

Larissa turns to the family. "Do you think you can make it to the tunnel on your own?" she asks.


The woman and man look at each other, Based on your description it would be a very short journey to the area, as long as we don't encounter anything more than a couple cultists at once we should be fine.


Init +4 | AC 15 | HP 24/24 | Saves: S+0/D+5/C+2/I+0/W+0/C+5 | spell DC 13 | Bardic Insp: [2] | Percp. +4

Let the family run for it. These Koblods could kill twenty families if we ignore them,"Aemon offers.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

Biting her lip, Amber agrees though she's not happy with it.

I'm going to be kicking myself if the family that came to our aid is slaughtered.

She does bring out one of her hand axes and two of her javelins.

"I'll be needing these back right? So you best make sure you're alive to return them to me." she says, trying to bolster the family's spirits as she gives them some decent weapons to work with.

"Stay safe."


The woman takes a deep breath and says, Ask for Linan at the keep to get these back.

The family slips away in the alleyways toward the west.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

"Who's ready to kick some ass!" Amber hisses, a grin creeping across her face.


What's the approach here?

Sovereign Court

Male Warrior Android Analyst Witchwarper 3: Spd:25, AC:19, HP:34/34, Fort:6(Constructed), Ref:8, Will:7, Perc:7, Darkvision, 1/1 Focus Point

Jazz don't have a plan here, his plan would be to charge in and use thunderwave or shatter them all, but he only one level 2 spell slot left


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

Amber grunts as she motions to everyone, then points at the gate, then she punches one into the other, a nice big smile on her face.

"You magic guys still got juice in the tank?"


Init +4 | AC 15 | HP 24/24 | Saves: S+0/D+5/C+2/I+0/W+0/C+5 | spell DC 13 | Bardic Insp: [2] | Percp. +4

"Nothing but the strength of my own arm," Aemon says as he lifts his blade.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Time to fight. I really see no other approach.

Conner continues his dash to the back of the temple where the noise originates.

Perception: 1d20 + 2 ⇒ (11) + 2 = 13


Rounding a corner, you nearly run into an unarmored man in simple purples robes carrying a staff. He squares off to face you as three of the town guard come up behind pinning him in this alley between your party and the town guardsmen.

Amber, you recognize one of the guards as the guards from the temple.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

"Hey! Need some help!?" Amber calls out, not sure if the robed man is a friend or foe. She has a javelin ready in her hand, as if she were fish hunting back in the wilds. Sure, the slippery beasts were quick, but nothing a razor spear couldn't pierce when she got her aim right.

"He was a guard at the temple." Amber explains to Conner and Aemon. Though, worried thought darts through her head.

Sense Motive, is he a fake guard? And what of the robed man?: 1d20 + 1 ⇒ (19) + 1 = 20


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

Larissa stands silently, ready to act but making no offensive movement just yet.


He's with the cult! comes the cry from the guards. Amber insight tells her this is the truth.

The robed man swivels between the two groups not sure what will happen next.


Init +3 | AC 16(13) | HP 26/26 | Saves: S+2/D+3/C+4/I+3/W+0/C-1 | Perc +2 | 2Wind: [X] | Surge: [X] | ArcRec: [ ] | Spells: 1st (1/2) | Insp: [ ]

"Is he important enough to be worth questioning?" Larissa asks, blade raised.


Init +4 | AC 15 | HP 24/24 | Saves: S+0/D+5/C+2/I+0/W+0/C+5 | spell DC 13 | Bardic Insp: [2] | Percp. +4

Aemon begins to sing, "Wearing that awful purple dress, you cant run away from this mess."

Aemon Casts vicious mockery DC 13 will save

damage: 1d4 ⇒ 4 and have disadvantage on the next attack roll it makes before the end of its next turn if the save is failed


Aemon's spell causes the man in the purple robes to grip his head and fall over from the damage. The guards immediately start calling for your aid, I'm glad you came back, follow us! There's no time to explain!

The three guards begin moving around the corner of the building.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

He is no leader. I am with you. Lead me to the trouble.


Init +4 | AC 15 | HP 24/24 | Saves: S+0/D+5/C+2/I+0/W+0/C+5 | spell DC 13 | Bardic Insp: [2] | Percp. +4

Used to betrayal Aemon cautiously follows Conner and the guardsmen. "Careful," he whispers to his companions.

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