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

Conner too, takes a load off.

Definitely ordered sentries will be present. We are chasing a military leader. I suggest you arcane types prepare whatever magic is necessary to cause them problems in an area of effect while we martial types run in after.


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: [ ]

"Speaking of watches," Larissa replies, "I'll take second. First I need to rest and replenish my magic, which I can achieve in only a few hours."

I'll do my four-hour trance, then keep watch. Unless something changes, I'll then cast mage armor an hour before we're scheduled to leave and then take a short rest.


For the ambush I need you to pick an option:

  • Charge in on horseback, using speed to overcome their watch
  • Attempt to sneak into the camp and catch them completely unaware.


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

I would suggest the sneaking approach.


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 ain't great at sneaking, but I think we go sneaking, better than fighting an entire camp


Group Stealth (Larissa): 1d20 + 3 ⇒ (17) + 3 = 20

Larissa has the highest stealth, Leosin's help means Conner's disadvantage is negated.

Larissa and Jassim readied their supplies in preparation of the assault on Langderosa's camp giving the opportunity to move out quickly and efficiently. Getting close to the campsite, Jassim takes the horses while the rest of you sneak along the grassy hills. There's not a lot to hide with, but you manage to find a blind spot in the watch to move single file into the circle of people.

They show no sign of realizing you have approached, but everyone is awake and preparing their gear to move out. If you attack now you will have surprise on your side.

What do you do?

Larissa:
You take time to identify the items you took from the keep with Jassim's help.

You have:

  • 5 potions of healing
  • keoghtom's ointment with 4 uses
  • 1 1st level scroll of identify
  • a driftglobe

Let me know if you don't have access to the DMG and I'll tell you what they do.


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 looks to the other two, and motions to the camp.

She makes a pounding motion with her fists, without actually hitting them together, followed by a thumbs up, thumbs down, and asking expression on her face.

Amber's good for a brawl now, heh.


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

Conner raises his thumb and draws both weapons quietly, ready to attack.


I just need to know who you attack first. No one is sleeping, but no one has detected you either.

There are 2 cultists on watch in dark leather armor with distinct purple cloaks, 3 more are preparing the camp for travel, 2 are discussing something heatedly with a 7ft tall blue scaled humanoid with gilded purple robes similar to Mondath. He has a huge curved sword stuck in the ground dramatically that you can see, and appears to be a larger than average dragonborn - except that his draconic features are more extreme and he has a long tail that is twitching side to side.

The three talking are in the center of the camp, and the others on the periphery. The entire camp is a circle about 30ft across.


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

Conner is waiting for the go ahead thumbs up from the others. If he does not get it soon, then he will move against the nearest perimeter guard.


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: [ ]

Definitely start with the two on watch.


Sounds good!

Amber Initiative: 1d20 + 2 ⇒ (14) + 2 = 16, Advantage: 1d20 + 2 ⇒ (3) + 2 = 5
Conner Initiative: 1d20 + 2 ⇒ (14) + 2 = 16, Advantage: 1d20 + 2 ⇒ (7) + 2 = 9
Larissa Initiative: 1d20 + 3 ⇒ (14) + 3 = 17, Advantage: 1d20 + 3 ⇒ (19) + 3 = 22

Leosin Initiative: 1d20 + 4 ⇒ (9) + 4 = 13, Advantage: 1d20 + 4 ⇒ (14) + 4 = 18
Galinndan Initiative: 1d20 + 1 ⇒ (3) + 1 = 4, Advantage: 1d20 + 1 ⇒ (20) + 1 = 21
Nesim Initiative: 1d20 + 2 ⇒ (16) + 2 = 18, Advantage: 1d20 + 2 ⇒ (9) + 2 = 11

Langderosa: 1d20 + 1 ⇒ (6) + 1 = 7
Cultists: 1d20 + 3 ⇒ (8) + 3 = 11

Turn Order:

  • Larissa
  • Leosin's Group
  • Amber & Conner
  • Cultists
  • Langderosa

For ease, I'm going to say this is the order:

  • Amber, Conner, Larissa
  • Leosin's group
  • Langderosa's group

You all may act! Attack those guards!


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

Round 1

Conner moves in and swings his longsword at the nearest guard and follows through with a pass of his flail.

LS Att: 1d20 + 5 ⇒ (17) + 5 = 22
LS Dam: 1d8 + 3 ⇒ (5) + 3 = 8

Flail Att: 1d20 + 5 ⇒ (20) + 5 = 25
Flail Crit Dam: 2d8 + 3 + 2d10 ⇒ (1, 4) + 3 + (10, 1) = 19


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: [ ]

Nice!

Going for a clean surprise, Larissa casts a spell in hopes of dropping the other guard.
Sleep: 5d8 ⇒ (5, 5, 5, 7, 4) = 26
So if the uninjured guard has 26 HP or less, he's asleep.

Larissa then advances toward her target.


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 charges forward and slam's her weapon into the guard Conner hit (if he's not dead).

Attack: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d12 + 3 ⇒ (6) + 3 = 9


Conner Advantage: 1d20 + 5 ⇒ (2) + 5 = 7
Conner Advantage: 1d20 + 5 ⇒ (8) + 5 = 13
Amber Advantage: 1d20 + 5 ⇒ (2) + 5 = 7

Conner's sword lands a heavy blow, cutting the cultist's thigh. As he cries out Conner's flail knocks his head clean off and launches it a dozen feet before it rolls out of sight.

The shock of the sight distracts Amber who attempts to take down one of the cultists preparing to leave, and her axe strikes the ground completely missing.

Larissa rises and casts the sleep spell knocking the other cultist unconscious.

Leosin and his men rush into the camp striking the remaining cultists in the outer circle of the camp.

Leosin Unarmed Strike: 1d20 + 5 ⇒ (18) + 5 = 23, Advantage: 1d20 + 5 ⇒ (13) + 5 = 18
Unarmed Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Cultist Dexterity Save: 1d20 + 3 ⇒ (19) + 3 = 22

Leosin Unarmed Strike: 1d20 + 5 ⇒ (13) + 5 = 18, Advantage: 1d20 + 5 ⇒ (17) + 5 = 22
Unarmed Damage: 1d8 + 3 ⇒ (2) + 3 = 5

He strikes the leg of the cultist causing a good deal of harm, but it doesn't fall over so he strikes their jaw with his palm knocking them unconscious.

Galinndan sticks with him, throwing a dart at the final cultist on the outskirts of the camp.

Galinndan Dart: 1d20 + 3 ⇒ (7) + 3 = 10, Advantage: 1d20 + 3 ⇒ (1) + 3 = 4

But the dart sails past into the surrounding grass. Nesim charges after the dart, striking the cultist with his swords.

Nesim Longsword: 1d20 + 5 ⇒ (7) + 5 = 12, Advantage: 1d20 + 5 ⇒ (7) + 5 = 12
Nesim Longsword: 1d20 + 5 ⇒ (16) + 5 = 21, Advantage: 1d20 + 5 ⇒ (9) + 5 = 14
Sword Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Nesim Longsword: 1d20 + 5 ⇒ (5) + 5 = 10, Advantage: 1d20 + 5 ⇒ (8) + 5 = 13

The noise of the ambush gave him just enough time to react and not die from the repeated attacks.

This is the end of the surprise round, you may all act again!

DM Notes:
Amber 35/35HP - 3/3d12 - 3/3 rages
Conner 28/28HP - 3/3d10 - 1/1 second wind, 1/1 action surge
Larissa 26/26HP - 1/1d6, 2/2d10 - 1/1 second wind, 1/1 action surge, 1/1 Arcane Recovery - 1/2 1st level

Cultists x 6 - 54 damage taken, 3 dead or unconcious
Langderosa Cyanwrath - 0 damage taken


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

Round 2

Conner moves in further towards the center of the camp and the dragonborn as he strikes at the next cultist to intervept him.

LS Att: 1d20 + 5 ⇒ (1) + 5 = 6
LS Dam: 1d8 + 3 ⇒ (5) + 3 = 8
Flail Att: 1d20 + 5 ⇒ (9) + 5 = 14
Flail Dam: 1d8 + 3 ⇒ (3) + 3 = 6


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 advances, looking to finish off a wounded cultist if possible, or else move on to a weak-looking one.

Longblade: 1d20 + 5 ⇒ (16) + 5 = 21, Slashing Damage: 1d8 + 5 ⇒ (1) + 5 = 6


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, spitting in anger, swigns her weaon around hoping to get a blow on the backswing.

Attack: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d12 + 3 ⇒ (2) + 3 = 5

Screw it, next turn I'm raging.


You rage as a bonus action, so you can do it after the attack too.

Larissa finishes off the cultist injured by Nesim, and Conner reaches the cultists in the center of camp near Langderosa. Conner's attack was anticipated by the reflexes of these cultists that seem more experienced, but his flail's more erratic movement still lands catching the hip of one of these cultists.

Amber leaps into the fray as well, but can't land a blow.

Nesim kills the sleeping cultist, and Leosin orders Galinndan to stay behind him, away from the obviously more veteran set of cultists and their leader. He charges forth to attack the other cultist with a dizzying array of strikes.

Leosin Unarmed Strike: 1d20 + 5 ⇒ (2) + 5 = 7
Leosin Unarmed Strike: 1d20 + 5 ⇒ (6) + 5 = 11
Leosin Unarmed Strike: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Cultist Dexterity Save: 1d20 + 3 ⇒ (4) + 3 = 7

The final kick trips the cultist who falls prone to the soft ground.

In response, Langderosa acts first pulling his sword from the ground and speaking, I should expect no less than the dirtiest tactics from mere humans, we had an arrangement! We held up our half of the deal and yet you hunt us down anyways. If you wish to die than so be it.

The two cultists sprout leathering wings from their backs and leap into the air away from the melee, and Langderosa breaths deep before releasing a stream of lightning.

Leosin Dexterity Save: 1d20 + 4 ⇒ (1) + 4 = 5
Galinndan Dexterity Save: 1d20 + 1 ⇒ (4) + 1 = 5

Lightning Breath: 4d10 ⇒ (6, 7, 5, 5) = 23
Recharge: 1d6 ⇒ 2

Leosin stretches out in from of the blast to protect his apprentice, but it's to no avail as the lightning moves through Leosin burning his flesh before striking Galinndan and stopping his heart. He falls to the ground lifeless.

But Langderosa is not done, he lurches forward with his sword.

Langderosa Greatsword: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6
Langderosa Greatsword: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11

Leosin protects himself deflecting what he could of the blows, but he is looking badly injured (lucky he has NPC health I guess)

DM Notes:
Amber 35/35HP - 3/3d12 - 3/3 rages
Conner 28/28HP - 3/3d10 - 1/1 second wind, 1/1 action surge
Larissa 26/26HP - 1/1d6, 2/2d10 - 1/1 second wind, 1/1 action surge, 1/1 Arcane Recovery - 1/2 1st level

Cultists x 6 - 74 damage taken, 4 dead or unconcious
Langderosa Cyanwrath - 0 damage taken


You may all act!


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

Round 3, Action Surge

Conner focuses the entirety of a futious attack upon Langderosa as his wrapons spinn and fly in successive passes.

LS Att 1: 1d20 + 5 ⇒ (14) + 5 = 19
LS Dam 1: 1d8 + 3 ⇒ (6) + 3 = 9
Flail Att: 1d20 + 5 ⇒ (16) + 5 = 21
Flail Dam: 1d8 + 3 + 1d10 ⇒ (1) + 3 + (4) = 8
LS Att 2: 1d20 + 5 ⇒ (11) + 5 = 16
LS Dam 2: 1d8 + 3 ⇒ (4) + 3 = 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

Amber, angry at her lack of success, bursts into a rage and flies at the nearest enemy, weapon in hand and fury on her face.

"You may speak of deals and honor when you return the lives you've taken!!!"

She attacks the nearest enemy, determined to carve a path through these cultists.

Reckless Attack: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d12 + 5 ⇒ (11) + 5 = 16
Advantage: 1d20 + 5 ⇒ (19) + 5 = 24


Just so this isn't 1 combat round a week.

The flying cultists swoop onto Nesim as he tries to get close in a coordinated attack.

Lots of Rolls:
Cultist Scimitar Attack: 1d20 + 5 ⇒ (1) + 5 = 6, Advantage: 1d20 + 5 ⇒ (19) + 5 = 24
Scimitar Damage: 1d6 + 2d6 + 3 ⇒ (5) + (3, 5) + 3 = 16
Cultist Scimitar Attack: 1d20 + 5 ⇒ (16) + 5 = 21, Advantage: 1d20 + 5 ⇒ (8) + 5 = 13
Scimitar Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Cultist Scimitar Attack: 1d20 + 5 ⇒ (19) + 5 = 24, Advantage: 1d20 + 5 ⇒ (10) + 5 = 15
Scimitar Damage: 1d6 + 2d6 + 3 ⇒ (4) + (6, 3) + 3 = 16
Cultist Scimitar Attack: 1d20 + 5 ⇒ (17) + 5 = 22, Advantage: 1d20 + 5 ⇒ (8) + 5 = 13
Scimitar Damage: 1d6 + 3 ⇒ (6) + 3 = 9

The cultists deal savage damage to a now badly bleeding Nesim, but Nesim strikes back in the exchange.

More rolls:
Nesim Longsword Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Longsword Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Nesim Longsword Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Longsword Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Nesim Shortsword Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Nesim Shortsword: 1d6 + 1d10 + 3 ⇒ (1) + (6) + 3 = 10

He manages to jab is shortsword into the heart of one of the cultists bringing them to the ground permanently.

The party with Leosin circle Langderosa before striking.

Larissa Longblade Attack: 1d20 + 5 ⇒ (6) + 5 = 11

Leosin Unarmed Strike: 1d20 + 5 ⇒ (20) + 5 = 25
Unarmed Strike Damage: 2d8 + 3 ⇒ (6, 4) + 3 = 13
Langderosa Strength Save: 1d20 + 6 ⇒ (8) + 6 = 14
Leosin Unarmed Strike: 1d20 + 5 ⇒ (7) + 5 = 12

Larissa moves first, but her strike scrapes impossible hard scales, but Leosin sees an opportunity for a brutal strike as he attempted to tear Langderosa's sword from his hands.

Conner lands two blows but overextends himself and Langderosa recovers his stance parrying the third strike and stopping Amber's powerful blow just in time.

He pivots and swings back offensively.

Langderosa Greatsword Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Greatsword (crit): 4d6 + 4 ⇒ (5, 5, 2, 2) + 4 = 18

Leosin crumples to the ground knocked back a few feet by the blow as the curved blade is turned against Conner

Langderosa Greatsword Attack: 1d20 + 6 ⇒ (4) + 6 = 10, Reroll 1: 1d20 + 6 ⇒ (10) + 6 = 16
???: 1d6 ⇒ 6

Conner is saved by his gear, but feels the hairs on his arm stand up and there is a blue glow behind Langderosa's eyes. He speaks, An ambush and ganging up on a single soldier? I would expect nothing less from savages attempting to stop mother from returning from the hell she has been sealed in. It's hardly sporting.

He pauses and looks around, I don't wish for unnecessary deaths. Let us fight with honor! I can kill you all where you stand, or we can agree to some simple terms. Let us duel one on one, stopping before the deathblow. If I defeat you all, you will wake up in a few hours with us completely gone. If you defeat me, my men escape but you do what you wish with me - I will even agree to confess everything I know to your acknowledged authority.

If you refuse, I will kill you - hopefully slowly and at my leisure... if I can even hold back.

The one remaining flying cultist is engaged with Nesim, and Langederosa is engaged with Larissa, Amber, and Conner. They are about 30 feet apart.

DM Notes:
Amber 35/35HP - 3/3d12 - 3/3 rages
Conner 28/28HP - 3/3d10 - 1/1 second wind, 1/1 action surge
Larissa 26/26HP - 1/1d6, 2/2d10 - 1/1 second wind, 1/1 action surge, 1/1 Arcane Recovery - 1/2 1st level

Cultists x 6 - 74 damage taken, 5 dead or unconcious
Langderosa Cyanwrath - 30 damage taken

Leosin and Galinndan are dead, Nesim is in very rough shape.

You may all act!


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

Round 3, Improved Critical, Dual Weilder

Quit yer yappin' and fight, you sot!

LS Att: 1d20 + 5 ⇒ (2) + 5 = 7
LS Dam: 1d8 + 3 ⇒ (6) + 3 = 9
Flail Att: 1d20 + 5 ⇒ (8) + 5 = 13
Flail Dam: 1d8 + 3 ⇒ (7) + 3 = 10


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'm just assuming from Conner's choice of words, that we are not taking the deal, so....

Amber agrees with Conner and let's her weapon do the talking.

Reckless Attack: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d12 + 5 ⇒ (6) + 5 = 11
Advantage: 1d20 + 5 ⇒ (12) + 5 = 17

She flies at Langderosa, doing her best to match him.

"Take on this!"

If it turns out Conner wnated a one on one duel, then ignore my rolls and actions please.


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

Sorry, but a one on one with this guy is a sure loser for any of us. I was trying to gang up on him and end this,fool!


Larissa unleashes a burning hands spell.

Langderosa Dexterity Save: 1d20 + 1 ⇒ (2) + 1 = 3, Reroll: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 3d6 ⇒ (2, 4, 5) = 11, 5 fire damage

Nesim pulls his crossbow out and tries to take out the last flying cultist.

Nesim Crossbow: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d10 ⇒ 2 piercing

The cultist takes a hit to its leg but flies behind some other equipment.

Cultist Hide: 1d20 + 5 ⇒ (19) + 5 = 24

Conner is unable to land a clean blow, but Amber puts her body in harms way to land a heavy blow with her axe.

Langderosa responds by breathing deep and exhaling lightning once more.

1d3 + 1d3 ⇒ (3) + (1) = 4
Larissa Dexterity Save: 1d20 + 3 ⇒ (6) + 3 = 9
Amber Dexterity Save: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 4d10 ⇒ (8, 1, 6, 6) = 21 lightning damage
Recharge: 1d6 ⇒ 1

Langderosa then drinks from a vial.

DM Notes:
Amber 14/35HP - 3/3d12 - 2/3 rages
Conner 28/28HP - 3/3d10 - 1/1 second wind, 0/1 action surge
Larissa 16/26HP - 1/1d6, 2/2d10 - 1/1 second wind, 1/1 action surge, 1/1 Arcane Recovery - 0/2 1st level

Cultists x 6 - 74 damage taken, 5 dead or unconcious
Langderosa Cyanwrath - 46 damage taken


Everyone may act!


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

Round 4, Improved Critical, Duel Weilder

Conner lays into Langderosa again.

LS Att: 1d20 + 5 ⇒ (12) + 5 = 17
LS Dam: 1d8 + 3 ⇒ (7) + 3 = 10
Flail Att: 1d20 + 5 ⇒ (13) + 5 = 18
Flail Dam: 1d8 + 3 + 1d10 ⇒ (6) + 3 + (8) = 17


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

Hp:24/35

Amber, still raging through the flames, barrels forward through the pain and keeps attacking.

Reckless Attack: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d12 + 5 ⇒ (12) + 5 = 17
Advantage: 1d20 + 5 ⇒ (16) + 5 = 21


Conner Reroll 3: 1d20 + 5 ⇒ (8) + 5 = 13

Nesim fires a bolt at Langderosa.

Nesim Crossbow: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d10 ⇒ 2

But misses, and Larissa gives it her all attacking.

Larissa Longblade Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Larissa Longblade Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Langderosa is barely standing after taking a vicious beating, oddly colored blood is striking a bold contrast to his blue scales. He roars, As long as I breath, I will never surrender!. His sword swings wildly.

1d3 ⇒ 3
Langderosa Greatsword: 1d20 + 6 ⇒ (20) + 6 = 26
Critical Damage: 4d6 + 4 ⇒ (4, 3, 5, 6) + 4 = 22

1d2 ⇒ 1
Langderosa Greatsword: 1d20 + 6 ⇒ (8) + 6 = 14, Advantage: 1d20 + 6 ⇒ (4) + 6 = 10

Langderosa parts Larissa's head from her body in a bloody display, but it also gave Amber time to strike his blade with her axe stopping the arcing strikes dead for a moment.

The dice made that easy on me.

DM Notes:
Amber 14/35HP - 3/3d12 - 2/3 rages
Conner 28/28HP - 3/3d10 - 1/1 second wind, 0/1 action surge
Larissa 0/26HP - 1/1d6, 2/2d10 - 1/1 second wind, 0/1 action surge, 1/1 Arcane Recovery - 0/2 1st level - *dead*

Cultists x 6 - 74 damage taken, 5 dead or unconcious
Langderosa Cyanwrath - 87 damage taken

One more should finish him!


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

Round 5, Improved Critical, Duel Weilder

Conner sees Larissa fall, abd lays into Langderosa for what he hopes is a kill.

LS Att: 1d20 + 5 ⇒ (3) + 5 = 8
LS Dam: 1d8 + 3 ⇒ (1) + 3 = 4
Flail Att: 1d20 + 5 ⇒ (16) + 5 = 21
Flail Dam: 1d8 + 3 + 1d10 ⇒ (6) + 3 + (9) = 18


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's primal fury pushes her forward, pressing into the attack with everything she's got.

Reckless Attack: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d12 + 5 ⇒ (4) + 5 = 9
Advantage: 1d20 + 5 ⇒ (15) + 5 = 20

In a mechanics sense, doesn't she get death saving throws? But narratively, that did work well.


Only players get death saving throws. NPCs live or die as I see fit, unless you (as the players) declare you want to knock them out instead of killing them.

Conner isn't able to land a solid enough blow to drop Langderosa, but the strike with his flail drops Langderosa's guard allowing Amber to sink her axe into his stomach nearly cutting him in two - but instead causing his insides to become outsides in a messy blow.

From behind you, Nesim shouts out as he fires a bolt, Bastard! Bring him back!

You look up to see the last remaining cultist flying away with his leathery wings holding Leosin - who you now know is deeply involved with the Harper's spy network.

Combat is over, you have reached level 4 once you take a short or long rest.


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

Nice job guys!


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

Ah, gotcha.

Amber angrily throws one of her handaxes, however vain the attempt at the abductor.

Attack: 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d6 ⇒ 3

"Get back here!" Amber starts sprinting after them.


The cultist shifts to let the axe hit Leosin and cackles as he flies out of range of further throws.

Jassan runs up from over the hill towards the camp as Nesim waves at him. Waiting until he's close Nesim says, Follow that man at a distance with your familiar, we need to know where he goes. It's probably to their camp.

Jassan nods and lets his hawkish familiar go into the air.

Nesim digs through the cultist's supplies and finds a bolt of stolen linens, Let us deal with the dead. I won't be able much use in my current state, and I see you are also injured Amber.


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

Conner begins to search the body of the dragonborn.


The only thing of true value on Lagderosa's person is a gold holy symbol of tiamat that must be worth a couple hundred gold pieces. He has his curved greatsword, splint mail, and several spears as his gear aside from the purple robes we wears. In the packs nearby Conner finds 6 platinum pieces and 8 electrum pieces, all marked with foreign coinage and not likely from Greenest. It looks like they were extremely low on supplies and didn't have rations for more than one more day.

The camp has about 100 feet of rope, and several bedrolls - but these supplies are not meant for more than a night or two. The lowest ranking cultists had 108 copper pieces in their packs with mixed coinage.

Near the goods Nesim found there are a few bolts of linen bleached white, some silver holy symbols of Nephthys and Vergadain that must have been from the Greenest market (worth a hundred gold or more). There are several empty vials in the camp.


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

I suggest we take the holy symbols and some of the robes in case we need to infiltrate in the future. We can always sell the symbols.

I also would like to take at least a short rest at a campsite a little further along so we can level.


That works for me. I'm going to poke around for a replacement.


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 in agreement still angry that one got away, and with a hostage no less.


The period of searching through the camp and recovering from the bloody fight takes some time, but with the dead put to rest a sense of ease falls over. The bloodstains have less impact on the mind without the viscera.

Do whatever recovery you want, did you have an idea of what you wanted to do next?


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

"Conner!"

Amber calls to her remaining comrade as she comes back from looking over the combat area.

"I hate leaving a man behind, but I doubt that the bastard who took him is the last remaining cultist around. Should we turn back?"


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

I agree, and I think we need to track the remaining one to a larger force, if it exists. Ya know, take the fight to them. I think Jassan's hawk is following, right?


Jassan says, I can't communicate with my hawk at this distance, but I did instruct it to follow him. Unfortunately, unless it comes back we can't follow it so directly as we did before.

Nesim says, This one fight cut our forces in half, maybe it's best to return to town and wait for the hawk - unless you know where their camp may be.


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

"Gah!"

Amber's fierce maternal instinct rages underneath, in the small muscular body that wants to rip some cultists limb from limb. but...

"No sense in sending the remnents of a pack in a doomed chase. We turn back for now, regroup."


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

dot


On horseback, it only takes a few hours to return to Greenest. Nesim says, I don't know what your plans are, but I need to take care of some business with Jassan.

Jassan quickly adds, Yeah, but if you want to find us we will be at the Inn by the evening's meal.

Is there anything you wanted to do once you got there?


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 pats her horse goodbye and turns to address Conner. The ride back has given her time to calm down considerably, but this pyrrhic victory isn't sitting well with her.

"Larissa dead, Aemon gone. Seems like its just down to you and me, eh?"


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

Lookin' that way, Amber. We have made some headway, though.

Conner's dour expression softens a bit before returning as he faces the others.

Amber and I need to speak with the boss, first. Then we can stop by for a few cold ones at the Inn for dinner.

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