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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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

Okee doke, but Amber is hurtling herself towards the backline.

Amber sees an opportune time to strike and takes it.

AoO: 1d20 + 5 ⇒ (2) + 5 = 7


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

LS Opp Att: 1d20 + 5 ⇒ (20) + 5 = 25
LS Crit Dam: 2d8 + 3 ⇒ (5, 4) + 3 = 12


Conner sees an opportunity to cut through the backbone of the kobold attacking Aemon, causing it to fall in a heap on the ground. Larissa and Aemon expertly take down the last remaining kobolds, leaving the cultist leader overextended against the group.

He strike an aggressive stance, but does not strike.

Amber and Conner may submit actions, Jazz already submitted his.


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 keeps running at full throttle towards the further group of cultists. If they get in range to strike her she will start to rage.


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, Dual Wielder, Action Surge

Conner follows his attack by moving forward and unleashing on the Cultist Leader.

LS Att: 1d20 + 5 ⇒ (17) + 5 = 22
LS Dam: 1d8 + 3 ⇒ (3) + 3 = 6
Flail Att: 1d20 + 5 ⇒ (12) + 5 = 17
Flail Dam: 1d8 + 3 + 1d10 ⇒ (2) + 3 + (7) = 12

LS Att Act Surg: 1d20 + 5 ⇒ (12) + 5 = 17
LS dam: 1d8 + 3 ⇒ (5) + 3 = 8


I don't see an action surge action... You only attacked once.


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

Edited accordingly - you stepped on it...lol


Conner's overwhelming force slays the leader on his second sword strike, and Amber positions herself near the cultists. One cultist begins to run away back to the river, while one rushes to meet Amber in combat. She meets him with a raging roar. Jazz's magic missile strikes the retreating cultist.

Melee Weapon Attack: 1d20 + 3 ⇒ (1) + 3 = 4

He leaves himself wide open for Amber to strike if she wishes to take an opportunity attack.

Status:
Aemon 24/24HP - 0/3 inspiration - 1/2 1st level
Amber 35/35HP - 1/3 rages
Conner 28/28HP - 0/1 second wind, 1/1 action surge
Jazz 23/23HP - 3 sorcery points - 2/2 1st level used
Larissa 22/26HP - 0/1 second wind, 1/1 action surge - 1/2 1st level used

Kobolds - 6/6 dead
Cultist Leader - dead
Cultists - Unharmed

Everyone may act in Round 2!

Amber is engaged with a cultist, both cultists are 30ft from everyone but Jazz who is about 100ft away.


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, Dual Wielder - I have us at Round 4 - what am I missing?

Conner covered in the blood and gore from his multiple kills, wades in against the cultists.

LS Att: 1d20 + 5 ⇒ (13) + 5 = 18
LS Dam: 1d8 + 3 ⇒ (2) + 3 = 5
Flail Att: 1d20 + 5 ⇒ (10) + 5 = 15
Flail Dam: 1d8 + 3 + 1d10 ⇒ (7) + 3 + (7) = 17


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: [ ]

"Remember to take one alive!" Larissa calls out as she moves up to attack a cultist.

Longblade: 1d20 + 5 ⇒ (10) + 5 = 15, Slashing Damage: 1d8 + 5 ⇒ (4) + 5 = 9


It's round 3 - I don't number the surprise round.


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 flies into a rage and brings her hammer on top of the cultist in front of her.

Attack: 1d20 + 5 ⇒ (14) + 5 = 19

Damage: 1d12 + 5 ⇒ (4) + 5 = 9


hiiamtom wrote:
Cultists - Unharmed

Update - This is incorrect. One cultist was knocked unconscious by Jazz, and the other received 2 damage.

EDIT

Actually, you guys nailed the other one as well at the top of the round.

The cultists are utterly defeated, who did you want to keep alive?

Sovereign Court

FeMale damaya lashunta xenoseeker technomancer 8: Init +4; darkvision (60 ft.); Perception +8, SP 0/48 HP 1/44 RP 6/10 EAC 22; KAC 23 Fort +3; Ref +6; Will +6 Speed 30 ft

I'm willing to keep any the group is willing to keep alive, but as Jazz does not want to be recognized, though he doubt the cultist would know who he is, he stays at least 15 feet behind the cultists back at all times, while the cultist is tied up and unable to look behind him by turning around unless he isn't tied to an object, or so I would assume would be the situation.

also, dm, you must be looking at level one's chart for sorcerer magic, because at level 3, I get four level 1 spell slots, and two level 2 spell slots, and you just said I used 2/2 level 1 spell slots.


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 gives a solid smack to every cultist (but the leader) to knock them out. She then pulls the leader up to her shortish height.

"You can talk, or you can die. Which be your choice!?"


The cultist says, Death would be a blessing, I would be embraced by our Mother and become one with the dragons.

Jazz Kraz wrote:
also, dm, you must be looking at level one's chart for sorcerer magic, because at level 3, I get four level 1 spell slots, and two level 2 spell slots, and you just said I used 2/2 level 1 spell slots.

You're right. I did the same for Aemon. I think I must have just copy/pasted wrong.


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

"Of Course you'll die if you want, but we can make your passing very unpleasant," Aemon threatens as he places his blade at the mans neck.

Intimidate: 1d20 + 5 ⇒ (3) + 5 = 8

Nope, bards are not intimidating. Not even a little bit


This body is but a vessel for what is hers! It will be consumed by immortal flame!

Did you guys have any specific questions?


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 turns to her companions.

"Anyone got something they want answered? I don't speak crazy."


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

undetered by the man's insolence Aemon asks, "Where is the commander of this assault?"


Master Mondath does not hide - she has gained the favor of our Mother and commands our battle with an omniscient eye. She is nowhere and everywhere at once.

You are beginning to get the impression he doesn't know much.


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 punches him, knocking his lights out.

"Sorry," she apologizes. "Something about the way they talk just pisses me the right off."

"Hey Larissa! Want to gut this one too?"


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 nods his head in approval at Amber's approach to the problem, "Best if just leave him be. Lets search them and be off."


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 scowls at Amber, then takes the cultist leader and shakes him awake.

"Who is this 'mother' of yours? Is it the dragon that's attacking this town? Someone else?"


Now incredibly loopy from repeatedly being knocked unconscious the cultist replies, Tiamat... our Mother and strength... before slipping back under.

It's currently about 4pm after traversing the tunnels, and confronting the cultists positioned outside. The thick reeds make it easy to conceal all violence that occurred here, and it's time to move on.

The town of Greenest has a river along the south near where the temple is, and the guard has reported the cult is attacking from the north where the noble districts (NW), town market (N), and Inn (NE) are. Along the river is the noisy or smelly trades like milling or tanning (SW), the tunnel to the keep (S), and the Temple (SE). The Keep is in the center of town, and both the west (W) and east (E) are homes, taverns, etc. There is a somewhat sparse forest along the river that can be used to conceal travel or lose pursuers.

It is now 4pm. What will you do to save Greenest?


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

Let's drag these bodies back in to the end of the tunnel, or hide them in the brush nearby. Tie up or kill the living one. We should then return to the keep through the tunnel to take on new orders so that we can be used most effectively.


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

"What! And waste more time!? There are people dying out here! Let's gather as many as we can and direct them through the tunnel To the Western homes I say!."

Amber's stance on the subject resembles a mother bear protecting her defenseless cubs.


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

I am all for saving lives, but running to and fro, willy nilly may not be the best use of our skill set.

Sovereign Court

FeMale damaya lashunta xenoseeker technomancer 8: Init +4; darkvision (60 ft.); Perception +8, SP 0/48 HP 1/44 RP 6/10 EAC 22; KAC 23 Fort +3; Ref +6; Will +6 Speed 30 ft

The town is still under attack. I want to go to the noble districts or the town market. If we plan to stay here for the night, we will want to keep it safe.


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

"Are you daft? Why should we waste time, fighting an army we can't best? It's simple enough! We go into town, direct survivors and those in danger to the secret tunnel entrance so they can enter the keep without being beset by cultist or dragon."


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

That'll only work for those close to the tunnel, and to start running around doing so will only draw the enemy to it. This tunnel is clear now, but must remain hidden for use when there is no threat here, as a means of exit from the keep, or a way to get supplies in. It is not for mass entry 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

This is an unwise strategic move. This is now a warzone. You need to think strategically.


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

"As hard as it may be to accept Conner is right we can't risk the enemy finding out about the tunnel. We know the tunnel is clear and can be used," Aemon concurs with the fighter.

With a slight nod he adds, "Perhaps the main entrance has been cleared by now."


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 we go back and get orders, then what? We can't use the keep as a haven, so all the people outside are to just sit and wait to be slaughtered by cultists?"

Amber spits on the ground, her fury obviously showing.

"So if we can't run around then what the f!@% did we even bother coming out here for then? I won't tell em about the entrance but I'm going!"

Amber stubbornly stomps off into town, determined to do something to help the currently ailing.

Talked it over with the DM, and got approval to split off temporarily if need be.

Sovereign Court

FeMale damaya lashunta xenoseeker technomancer 8: Init +4; darkvision (60 ft.); Perception +8, SP 0/48 HP 1/44 RP 6/10 EAC 22; KAC 23 Fort +3; Ref +6; Will +6 Speed 30 ft

You all say warzone as if there were hundreds of cultists in each zone. Each location does not have hundreds of cultists, but instead probably only a handful. We still have resources left. Plenty of fight, more spells to burn, and special abilities. We clear out the zones one by one and if we run low on resources, we then abandon it. If we have to run we will have a clear path. It is not like the zones we clear out will get reoccupied, as they wouldn't be able to spare the men to reoccupy them. If they do reoccupy them it means they took men from other zones not yet cleared out to reoccupy that one. If 12 zones were occupied by 12 people each and we clear out three zones for instance and a zone is reoccupied, then the reoccupied zones would not have 12 people unless they abandoned a zone or really cut their forces in other zones just to reoccupy it with as many men.

With that long explanation, Jazz heads to the town square.
I know I only used two first level spell slots, so I'm going


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

Hold on! Splitting up with threats everywhere makes no sense. I am not suggesting we go hole up in the keep. I am more than certain the keep is well aware of the most imminent threats, as they laid out initially. I was simply suggesting we go there quickly to be assigned where we can most be effective. We will NOT be nearly as effective if we split up. I am returning to the keep for orders.

Conner heads back into the tunnel and waits for others to join him as he camouflages the entrance as much as possible after everyone that is joining him enters.


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 closes her eyes and pinches her nosebridge in frustration. Presently, she looks up at Conner and says, "Be quick in your errand; I'll try to keep Amber alive until you return."

With that Larissa dashes after the wayward dwarf.


Group 1: Amber, Jazz, Larissa

Group 2: Conner

Once I hear from Aemon I will keep this thing rolling!


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

Fools, Aemon thinks as his companions run off in different directions.

Looking to Conner he says, "Lets go." He follows Conner helping him camouflage the entrance and suggests, [b]"We should lock this entrance from the inside."

If possible Aemon will lock the secret entrance.

Group 2


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 s@%~. Did not mean to really split the party like that... My bad.


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

I tried to warn you. I expect Aemon and I will be back soon with a course of action. The thing is, you will all likely be gone in different directions at the time. Again, this is a baaaad idea.


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 do not regret Ambers actions. Let me make that clear. I didn't realize that Jazz and Larissa would also act in the same manner. Though it seems that Jazz and I are heading for town, and Larissa is tailing me so yeah, we're all together for now at least


Group 1: Greenest has been split into 9 zones. The cult attacked from the north side, and the entire south has a river and woods cutting through it.

NW N NE
W K E
SW S SE

The tunnel is in the "S" zone, along the river.

The path to SW is blocked by the river, you must move along the outside of the keep to W before moving over a bridge to SW. The SW contains loud and smelly trades that are kept a distance from the rest of the town like the mill and tannery. Extremely poor citizens or vagabonds might live here.

The SE is easily accessed traveling along the river, and the river provides a lot of cover to move stealthily. The SE is the location of a temple to Chauntea, the second largest structure after the keep.

"W" is a grouping of mostly homes with small shops and stalls that are meant for consumption by the locals. It is also the location of the town guard's headquarters.

"K" is the keep and the entire area is surrounded by an outer wall before you reach the hill leading up to the keep. The outer wall has a gate accessible from W, and it is the path you took when you arrived at the keep. You can attempt to scale the outer wall, but you know the gates to the keep were blocked and there is a dragon flying overhead.

"E" is identical to W in many ways, but it's a little poorer and more congested. There is a clear path to NE and SE but accessing any other direction would be challenging.

The NW is the wealthy part of town with larger homes, you only got a peak of them while riding to the keep. It can be accessed from N and W.

The N is the market center of the town, and is mostly wide open making hiding difficult. It can be accessed by moving S->W->NW->N or S->SE->E->NE->N.

The NE is the location of the Inn, and has businesses sprouted up to host travelers. The streets are wide and avoiding attention would be more difficult.

Where would you like to go, is it still to "N"?


Group 2

The path back up the tunnel is uneventful, and quicker knowing the way and having previously cleared the path. The sound of someone knocking at the grate bring the guards that let Conner and Aemon back up into the chambers.

The briefing room has fewer guards than when you left it, and Governor Nighthill sits focused on the maps of the town that now have black charcoal marks and pins with notes on the current status. Nighthill looks up and says, Where are the others? Is everything alright?


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

We cleared the entrance, and the others have decided to head of into the town to protect the citizens. We came back to let you know the tunnel is clear and to see if you have anywhere in particular that you prefer we be deployed. We can catch up to the others and make them aware on our way.


I’d give anything to know what we’re up against, and why now why here. For that, we need prisoners. A commander, even a lowranking one, is best. I don't know how high the foodchain goes with the force here... just see what you can do to bring us someone that might be useful, Nighthill replies, Leosin has been working to clear the main gate, but Escobert may need help. We also need people on the ground combating the cult, and we need to bring citizens securely into the keep through that tunnel - and we need someone standing guard at the tunnel entrance.

He runs his hands through his hair, Right this second, there's no wrong choice. You two move freely, and check back with me later if you can't find something useful to do. I feel this will be a long day.


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

Let's get quickly back to the others. Maybe we can catch them before heading out. If not, we can try to follow them the best we can until we can send some survivors back through the tunnel.


Don't forget to get me a prisoner, and I'll post guards to protect the tunnel.


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

Meanwhile at team "Act rashly"

"I say we head SE. Since that Conner lad didn't want us to send anyone to the entrance, we can use the temple as a safe haven. Let's clear it out first then get to work on sending survivors there."

The faster people were off the streets, the better.


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

"Lets bring him the prisoner that Amber smacked around knocked unconscious,"Aemon suggest.

Aemon will take a guardsman with him to retrieve the unconscious cult leader and bring him back to the Governor. If a guardsman is unwilling to come he will do it himself.

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