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

I do not like the notion of setting free such a strong enemy just to track him and have to fight him all over again. I think our chances against the 5 cultists holding the prisoners is pretty good. Will it be an issue getting the prisoners out once we take the barracks? Mayhap we could go in dressed as cultists? we have the uniforms of those taken captive.


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: [ ]

"The main goal is to keep the people safe, yes? Everything else comes after. With respect, the choice is obvious."


After Conner speaks Nighthill responds, That is a good point, it's a big risk on the future safety of our town - no, the entire Coast. However, these are not the cultists you fought already they are a veteran squad trained and loyal to each other. As I mentioned before Cyanwrath alone has killed many of the guards in this town on his own. I think sneaking in dressed as cultists won't work with a group like that.

As Larissa speaks he responds, Yes. Yes you are right, the top priority is the people being held hostage. I won't risk their lives in any response to the hostage crisis. But I cannot just let the remaining military leadership of this raiding party just walk away into the night without confidence we can track them down again.


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

"I agree with Conner, we need to take out the cultists now. The bigger picture is the future safety of the town and all the inhabitants," Aemon added.

Reluctantly he added, "I am not here by happenstance, I have tracking this cult for a while and I've had some success in infiltrating this cult." With a small grin he continued, "This Cyanwrath is known to me and will probably recognize me. Perhaps we can use this to our advantage."


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

"Wish that dumb dragon was around to order them to surrender..." Amber mumbles. "Would make this a heck of a lot easier."

"But you said there is someone we could have a chat with?"


Yes, I was aware of Aemon's status. He was meant to meet with Leosin to be debriefed in a location we felt was secure. No one expected this large of a force I think.

Nighthill rubs his injuries nervously as Amber talks about the dragon returning.


Amber thinks to her life in the wilds, a life strewn from the northern tip of the Coast down now almost to Buldur's Gate in the far south. She remembers how much she wanted to see Neverwinter, so far north but snow never touches it. She dreamed for so long and heard so many bards only for it to be some dumb magic hot spring. Lame.


There is a knock on the door and before everyone even completely turns to look at the noise it is being opened. Escobert hastily walks forward giving a grim, Gov'ner, I have news. May we speak in private?

Escobert, I made the decision to include them in the situation. I assume this is for the hostages? Escobert nods. Then speak openly inside these chambers, I - we have not been able to settle on a path forward.

Escobert stiffens a bit and says, The creature Cyanwrath has delivered a list of demands via one of the hostages. The child is alive but heavily injured and dehydrated. She is being treated in the keep, and we have transcribed the message.

Escobert unrolls a small scroll and reads aloud, To Whom it may Concern, I have grown weary of waiting on the apparent cowardice and bureaucratic interests of whatever elites claim ownership of this town. I am honor-bound to not kill these citizens I have been forced to house in self-interest, but that does not mean I will just allow you to continue putting their lives on the line to try and gain an advantage over me and my soldiers that you will not find. My interest lies more with their own than with yours, and it does not surprise me that these vaults we have emptied have resulted in a draconian interest in my head. Your money is gone and will not come back even if I am tortured to my last breath, however you are unwilling to consider the very citizenry above the paltry gold you have lost-

Nighthill interrupts with a sagging head resting on his good hand, Escobert, I'm finding it difficult to disagree with this - but what is his point?

Escobert stiffens a bit and says, Sir, do not take too much stock in these words. They were cut into the flesh of the hostage he released... he's just trying to get to you. Escobert puts the scroll away, This goes on a while longer, but the point is that he is offering a hostage exchange. He says he will exchange any nobility or soldier for a single citizen if they bring food and water with them. He claims they can be heavily armed if they want, he claims it will not matter.

Nighthill sits straight up, My immediate reaction is that it is a trap, but he has not broken his word so far. Escobert, put a word out for volunteers we need to at least prepare as if we will proceed with the demands. Aemon, do you have any idea what he could be up to?


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 throws her hands up.

"As much as I hate it, I say our best bet is to let the cultists go for now. Any guard we send in will just be resupplying the enemy, and I will not condemn the hostages to a slow death as the cultists try and brainwash them to their own end."


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

I dislike letting the cultists go free, but it will spare those they are holding. We really need to be certain we can track them, and then stay right on their trail so as to take them in a less fortified position.


Escobert bristles a bit but with a more formality says, Lord Nighthill, they finally showed their willingness to injure the civilians. Only a small handful of people know what that rambling manifesto says, and like you said this is likely a trap. Releasing these goons now is the ideal time if you are going to do it - we have won the battle with minimal losses on our side, justice can't be greedy.

Nighthill stands and says, I've made my decision, we will release the hostages and let the cultists leave unharmed. The guards will make a formal show to leave them a path out of town to the north to allow the shortest route.

He continues turning to the group, I must ask you all to prepare quickly, we have to run the tracking operation off-book to keep our word. From the moment you leave the keep you are acting independent of the guard. Come with me and I can show you exactly where to hide to see the cult leave town, and you can follow from there. I need you in position within half an hour so we can stage a quick release. I know I am demanding a lot, but we are in a desperate situation still.

Turning to Escobert Nighthill says, Escobert, Leosin is a Harper and knows a bit about tracking - have him join this group to make sure we have put every resource we have available to work. He can bring any of his group with him as he sees fit.

Escobert nods and rushes from the room. Nighthill turns to you one more time, If there is anything we might have to help you name it and it is yours. I can't promise grand relics or even fully stocked armories, but we are still well equipped in 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

Conner nods.

Whatever healing potions you have would be helpful.


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

"I just wish I had a good night's rest, but I don't think you whip that up in 3 minutes. If you can find a throwable handaxe for me, I gave one of mine to a family fleeing towards here."


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: [ ]

"Indeed, healing potions, and any equipment you may have which might aid in stealth or observation would be useful."


???: 1d20 ⇒ 5

Escobert pipes up, I'm afraid I doubt we have any healing supplies left due to the injured, but it's possible to get lucky down in Despara's personal stock she keeps for the governor or in the gear taken from those cultists you brought in. Other than that, the keep is well stocked in gear for travel and hunting since the keep is responsible for policing the entirety of the green fields of Amn - including the foothills of the Troll Mountains. We occasionally get a horde or two from the Fields of the Dead wandering down this far too. Our goods are plain but sturdy like our wives and lifestyles.

Nighthill says, Take whatever is necessary. I will prepare for the prisoner release, be ready as soon as possible.

They have non-rigid armor so no plate armor, simple and martial weapons including ammunition, any non-magical or caster good from Adventuring Gear table so no focii or spellbooks or potions of healing, you can pull together supplies for any kit, and there is a full stable of riding or draft horses with riding saddles, saddle bags, etc. as well as several carts or wagons that can be taken. If you wish to check for other items in the governor's personal supply, then give me an investigation check (with advantage if someone is helping out).


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

So though I doubt it, could we possibly find more potions with an investigation check?

Amber smiles as she picks up a pair of handaxes and puts them in place at her side. She continues to look around, but got what she came for.


You will only know by trying.


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: [ ]

Investigation: 1d20 + 3 ⇒ (20) + 3 = 23
Aaaawwww yeah!


Good roll! Anyone else that wants equipment should pipe up, I'll move things along quickly from here.

I need to poke Aemon...


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

Conner searches for Splint Mail or a Breastplate. Are either available?


Splint mail would be.


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

Conner requisitions Splint Mail.


Larissa is led to a small chamber that is the personal quarters of the Governer's assistant Despara. The tiefling has lovingly adorned her room with deep reds, yellows, and touches of gold and brass. The chambers while cluttered with her decorations has a comforting feel much of the rest of the fortress lacks. Waiting for Larissa's arrival, Despara sits reading a book that she hastily places aside.

Giving a small curtsy she unlocks a sizable vault built into the wall saying, Not all of this will be useful, but you are free to use what you must.

Contents:
A chest with ivory inlays that is about a foot wide and eight inches deep and tall.

There is a carved bone statuette that you have seen elsewhere in town, it appears to be some sort of charm.

Some jewelry - gold bracelets, rings, and earrings.

A few velvet pouches of varying sizes.

A small scroll.

A wooden crate that looks very similar to the ones from the warehouse you visited.

A glass jar with a slightly green tinted jelly inside.

A glass orb.

-----

Amber and Conner are led to the barracks of the guard, where there is a room with several tables and beds that is unclean and has dice and several coppers spread on the table along with an unorganized pile of thin books. Several men partially adorned in armor stop what they are doing and watch as you are led through the quarters. The final destination is attached to a hallway from here, a well equipped armory.

Amber takes some worn had axes that have been recently sharpened, while Conner dons a new set of armor with a little help. The splint mail bears a welded icon of a captain on the shoulder.


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

"Looking good Conner, hope it holds well. Amber says, giving her new axes a test throw or two.


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

Aye, it will certainly help. I am liking those new toys of yours, as well. Aim true, Amber!


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's eyes scan over the uninspiring contents of the lady's vault. "Is any of this magical?" she asks bluntly. "And what is that green jelly?"


Despara fans the air disinterestedly while staying seated, Almost all of this is magical, my lady. It is some money, useful trinkets, etc that I store for our lord governor. That jelly is famous for its healing properties, and that crate has a few potions left as well. I can't recall the scroll's spell offhand, but I think the orb is an old driftglobe that isn't needed anymore... and those statues are just a common charm.


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: [ ]

"Right then, thank you," Larissa says. She scoops up the scroll, orb, and jelly; then opens the chest, crate, and pouches to check their contents.


The chest contains platinum and gold pieces, the crate contains 5 potions, and the pouches all contain silver and copper. There is hundreds of gold here, maybe even over one thousand.


Just let me know what you want to do with the gold, let's keep moving.

When returning to the room, you find a note left by Aemon.

Note wrote:

Dear comrades,

I am proud of our accomplishments moving against the cult during their assault on the town, but my work is as a spy and an informant. Getting involved against Cyanwrath would completely blow my cover within the cult, and I still must press on and attempt to gather information on their next move. I was already too late arriving in this town to adequately prepare for an attack.

Leosin is a close associate of mine, he will join you tracking Cyanwrath with his men. I wish I had supplies worth giving, but I will not take anything with me either. I wish you luck in your further adventures.

Regards,
Aemon Stormsinger

PS that is not my real name. When my operation is over I will try to find you, I'm sure your names will be known by all before then.

The guard says, The Governor returned to the war room. When you are prepared please meet master Leosin at the stables. He has secured horses for your travels, they will aid you in the hunt. The Governor sends his regards and hopes to see you again with good news. We have agreed to a release on the hour, and you must be in position by then.


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

"Alright gang, sucks about Aemon, but lets get moving!"

Amber starts moving ahead, as usual.


Sorry guys, traveling for work and Paizo was down when I tried to update Sunday. I'll update today.


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: [ ]

I'll take the cash too, just in case.


Larissa counts out a total of 208 gold in a variety of coinage silently before saying her goodbyes and thank you to Despara who returns them in kind.

Goods OOC:
There are 5 healing potions, you don't know their strength.

You have a salve that looks like aloe with multiple applications that is for healing, but don't know the details.

You have a spell scroll you have not identified.

You have a magical orb that can be used as an arcane focus, but has its own abilities as well. A drift orb can serve as a floating light source if you know the command words.

-----

Together again, you leave the keep from the front door on foot with the promise of horses hidden near the edge of town. Walking along the main road north from the Keep's drive you quickly see the guard forming rank to the north and east where the town center you saw on your trip into town sits.

You continue north into the larger and more affluent homes near the market place, and while the road is wider and the homes are further apart the larger homes and manicured gardens hide you from the market sitting on the hill to the east.

The road ends at a crossroads, and three men you have not seen before stand holding the reigns of seven horses. A bald half-elf you recognize as Leosin, having met him before the raid, waves but also gives the sign to be quiet. He only speaks when you draw close, Forgive my haste and lack of formality. The guard is going to free the cultists soon and let them leave due north under the conditions they requested. The path is to be completely free of life as far as they can perceive or else they claim they can kill the hostages remotely. One of my men is in that vault, and I'd prefer to give him the best chance to survive.

We will walk quickly to the northern edge of town, there is a warehouse there that also serves as a shelter. We had cleared it out earlier in the fight, and the cult did not find out the obscured entrance of the shelter. We are planning to use that are large enough to hold us and the horses, and move out when Jassan - gesturing to a man standing with you - says the path is clear from his eyes in the sky. Leosin points up, the sky clear and in the far distance you see a bird making wide circle.

We don't trust a bird to scout the entire time, but for now and if we get lost it can help guide us. Fortunately Nesim is a talented hunter even though I am hopeless. With that Leosin grins and waves his arm in a gesture to get moving before walking up the road.


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 nods along as the half-elf explains the plan, and asks for his name.

"Sounds good. Just let me know when I should start swinging."

She smiles, tapping the blade of a newly procured handaxe hanging off her belt.


Coming to the building, Leosin pokes around the side for a bit until suddenly his arms up to his elbows sinks into the side of the building even though the side of the building hasn't changed appearance.

Ah! Found it, just like Escobert said.

He leads two horses through the wall, followed by the rest of you.

Inside you see this large barn door has been covered in a permanent illusion. The inside is a small stables easily holding the horses you have, and there is a ladder to the attic above you. Leosin says, Up there a few dozen people can sit comfortable, and wait out an attack. It would take a thorough search and a clever man to figure out the architecture doesn't match the inside. Now we wait.


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: [ ]

I'm a bit confused as to the details of this plan, I'm afraid. Can we have a recap?


Here's a breakdown of the key information from before the raid and the plan to capture Cyanwrath:

You three (Larissa, Amber, and Conner) have parted with Aemon who has gone back undercover within the cult. You were told to meet the monk you met when you first came to the keep, Leosin Erlanthar, and his partners.

You know that Leosin is a members of the Harpers, which is a famous secret society across Faerûn who works overcome evil within the realms. He had come originally to meet Aemon about the cult, and you three got pulled into the conflict when the town was raided (instead of taking the positions you came to the town for). Now you have been acknowledged as a powerful independent force for good, and Governor Nighthill has requested someone who is not directly associated with Greenest chase Cyanwrath while the guard stays back and the town recovers.

Leosin wears the typical clothing of a monk and travels with:

  • Galinndan - Male elvish monk working with Leosin.
  • Nesim Waladra - Male human monk working with Leosin, he is the largest in the group and looks capable in a fight.
  • Jassan - Male human monk working with Leosin, he has an animal companion or familiar that is a bird of prey.

The plan is to hide in this shelter until Jassan says that Cyanwrath is moving out, by using his bird to scout the events from the sky. The next step then will be to pursue Cyanwrath on horseback and fight him outside of town so the hostages can be recovered safely. With Jassan's bird it should be easy to chase a giant blue dragon-man across the tree-less grassland.


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

Conner paces in the shelter, ready to head out after their quarry.


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 rests against a wall, wondering if she can get some more sleep before they depart.


Jassan remains still meditating as the shelter remains silent for an amount of time that is not long but the lack of action and tense situation drags out how long it feels. Suddenly his eyes open and you hear a light thud on the roof above you.

It's time to go, he says simply as Leosin nods in confirmation, Cyanwrath and his men released the prisoners first and then started moving due north of the building across the grasslands. Sayr will be able to track them as they are making haste and not trying to hide themselves well right now.

Leosin turns to everyone and says, We can easily outrun them, do you think it would be better to confront them directly? Or should we track them for some time and wait for a better time to strike?


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

If we can at least select the best ground for an attack by tracking them for awhile, then we should. Can ya send the eyes ahead so that we can determine their destination, possibly? They may be retreating to a base operations, and we would want to attack them before they arrived at a fortified location.


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: [ ]

"I'm still drained of magic for the day," Larissa announces. "If it looks like they'll have to stop for the night before they reach cover, we could follow from a distance and then ambush them in the early morning after I've recovered my spells."

If feasible, my suggestion is that once night falls and they're camped out on the plains, I do my 4-hour elf-sleep to get spells back, then cast mage armor, then rest another hour to get that slot back via arcane recollection. Then we attack their camp at like 3-4am.


Conner Intelligence Check: 1d20 ⇒ 8 I wanted to see if you recalled something.

As Nesim and Galinndan readies the horses Jassan speaks up, That wouldn't be an issue, while the rolling hills hide us from the sky it might as well be a flat plain through these lands.

Leosin nods, And they must camp, they are also drained from the raid and it is nearly two hundred miles in any direction before you reach anything besides grassland. Even the farms are only within a two-day walk from Greenest. We are still suffering from the exhaustion and injuries of fighting the cult. The only disadvantage is fighting them at full strength as well.


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: [ ]

"Are there many elves among them?" Larissa responds. "I would reach full strength hours before any human cultists, after all."

I figure that elf-trance ability has to be in the book for a reason, right? :D


Well I'm not sure what Cyanwrath is, but the others are all humans. If we get ahead of them, maybe we can camp a distance ahead of their path and keep watch to make sure they don't change direction after the sun sets.


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

sounds like an ambush is in order.


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 smiles, gripping her weapon tightly.

"Sounds good to me."

Perhaps Conner's strategic mind had its uses after all.


Nesim speaks up, We're ready.

Leosin climbs on a horse, Any more plans will have to be made on the road, we have to leave now.

Taking the horses onto the field, you can see a bird of prey as a small dot overhead as you trot across soft grass and rolling hills. The sun is set low already, and evening will turn to night very soon.

DM rolls:
???: 1d20 ⇒ 17

???: 1d20 ⇒ 16
???: 1d20 ⇒ 3

???: 1d20 ⇒ 6
???: 1d20 ⇒ 11
???: 1d20 ⇒ 2

???: 1d20 ⇒ 1

???: 1d20 ⇒ 13
???: 1d20 ⇒ 3
???: 1d20 ⇒ 14

???: 1d20 ⇒ 18
???: 1d20 ⇒ 5
???: 1d20 ⇒ 15

???: 1d20 ⇒ 9

???: 1d20 ⇒ 11
???: 1d20 ⇒ 15
???: 1d20 ⇒ 3


Langderosa and his 6 companions move quickly over the land north, with a slight curve to the west. After night falls, it becomes clear the cultists are not prepared for the wilderness. They managed to stumble into abandoned farmland that is now overtaken by vines and shrubs. It takes them some time to wade through the mess, and as they came out it became obvious they could not go one for much longer.

You draw your horses about an hour ahead of their path, and make camp. Over an hour later, you are resting comfortable in the pleasant weather under bright stars Jassam reports that after running into a nettle patch the cult made camp a mile to the east of your position. With the horses you can reach their camp in 10 minutes, though a sneaky approach would require 25 minutes to get there on foot.

While they are not good at traveling long distances on their own, their camp makes it clear they are veteran soldiers through and through. They have organized watches, are placed well for visibility, and without knowing they are there you would have little chance of discovering their location. They show no sign of realizing your tracking them.

You are taking a long rest, feel free to plan out an attack or ask questions or anything else.


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

Oh thank god....

Amber makes herself comfortable against a stump, and talks to the others. Wishing she had a fire to cook her rations over.

"As much as I'm a run in a kill things kind of gal, we might want to approach with a bit of caution. I doubt that they're careless enough to not have sentries up."

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