Supreme Being's Tyranny of Dragons (5E) (Inactive)

Game Master scranford

The Tyranny of Dragons story arc using the new 5th Edition of D&D ruleset.


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HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Bor claps Tycandus on the shoulder and gives him a stern look which dissolves into a smile. "Sound reasoning... Protect the people first," he nods and looks towards the keep. "We'll take care of the conspirators later. Vano find us a safe way to the keep."

stealth: 1d20 + 3 ⇒ (15) + 3 = 18
perception for danger: 1d20 + 4 ⇒ (10) + 4 = 14


Zennor nods with approval and lets the others lead him away from a fight.

Lives matter more. We may be the hit and run merchants in this town. Definitely feels like we are the Greenest ones here!


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

Dorn nods.

"Alright. Civilians first. Heart-stopping heroics later."


Current Map Heidmarch Manor God Infinity........

OK. so as usual I have no idea what you guys are doing :-). Some seem to be sneaking to the other side of the bridge, and if so I need to know if you're going city side or country side.

Others seem to be avoiding the bridge entirely, and trying to make the 100 yard dash to the keep either unseen or other. Any consensus, or should I just take everyone literally, and let the chaos ensue?

Zennor I've noticed a couple of times you referring to Zennor as a him... Just to let you know.

Just FYI if you try to leave the river here, and make your way to the keep, you will have to wind through a few streets to do so, and the last 30 yards to the keep are across open ground. Also, don't forget the flying forces.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

I think the IC consensus is to get the villagers to the keep as stealthy and direct as possible."


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

Yeah. Basically, we want to try and avoid combat until we can deliver the civilians. Should we make survival rolls or something to find a less dangerous path, DM?


Current Map Heidmarch Manor God Infinity........

As we discussed earlier, the riverbed is the only hidden approach to the keep from where you started that you know of, and even following it closely will force you to cross some open ground. Your choices are keep following the creek, and sneak past / defeat the minions under the bridge to get closer. Backtrack the way you came and see if there is another way to get to the keep... maybe by circling the entire town. (And how many will die while you take the long way. Try to find another way to sneak in... not likely as you must pass through where all the chaos reigns. Or come up with something I'm not thinking of.

You must understand the chaos of the situation, and the darkness lit only by the light of fires, and the natural moonlight. You might come up out of the riverbed and head directly towards the keep, but you can't predict if the dragon might fly over, or a group might come around a corner. This is not a casual walk into the village...

Also the Swifts urge that time is of essence here. Right now the keep is not completely surrounded, but that doesn't mean that won't change.

Dorn> Without someone actually trying to sneak out of the riverbed, and make their way towards the keep, or higher ground... there is no way to determine a "safer" path.

I'm not trying to railroad you guys, but this is a dire situation, and sometimes there are no easy options.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

I think I and maybe others misunderstood that we have to pass this group under the bridge to make progress towards the keep. That being the case I think it best to strategize in discussion again.


At the hesitation, Zennor steps up and joins the discussion, "we should risk the overfly and go up, around and back down into the riverbank beyond the bridge. I doubt the ones under the bridge will even notice."

She waits with Dorn and Bor to see if she is wrong.

scranford mentioned we could do this already as an aside, and I think it probably works? By the way DM, I do that. Mix her sex up. I think its because in a previous incarnation she was a he for a Kingmaker game. I'll try not to do it again...it bugs me.


AC 15 Init +4 pass perc 13 hps 17/17 Inspiration 1/1 str-1, dex+4, con+1, int+2, wis+1, cha+0 arrows 24/24

stealth: 1d20 + 6 ⇒ (17) + 6 = 23

Vano crawls up the side of the bank (somewhere I can get a decent look at the bridge and the approach to the keep) and, staying in the shadows, surveys the area.


Male 1/2 Elf Eldritch Knight/2, AC 18, Passive Perception 10, HP 21/21, Init +2

"The bank is 6 feet up on the other side of the bridge. If we go up that side, and a bit further, go past the bridge, and then back down into the riverbed, we'll get past that group and be able to continue on our way. With the bank it'll make it easier to get past them."


"That means we are exposed to the ones and the ones in the sky the least. There is much to do in the village so avoiding unnecessary fights is best. Of course if we do get spotted then that is a different matter. I will not repeat this, time is dribbling away and let's decide. "

Zennor looks over the ridge of the bank to see how clear the ground will be and if there is any decent cover around the bridge area.

This is probably better done IC as roleplay.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Bor looks at the large group of people they've collected. He looks at his companions and sees how battle has worn on them already. How much more would they be able to withstand? They must reach the keep before anything else.

"Linan, is there a safer way to get these people to the keep? Shall we stick to the river bed?"


Current Map Heidmarch Manor God Infinity........

Gaul answers Bor's question by dropping to one knee, and drawing out a rough map in the sand of the riverbank.

"Here's the footbridge into town, where you guys first entered town, and rescued my family". He draws a square to represent the town, with a stream on the west and south sides of the town. He points to a small bridge on the west side of the stream. "This is also where we entered the stream to travel under cover".

"We came around the bend here, where the stream deepens, and here is the main bridge into town". He points first to the bridge in front of you, then to a position about halfway on the South side of the town. He then draws a big X on the map, where the keep is located, and nod's his head in that direction. "The keep is about 100 yards up hill towards the center of town, and we'll have to cross through the merchant, and residential district to get there from this entry point".

Skirting the bridge is a valid option, just keep in mind that you presence somewhere in the town has probably been noted. It is a cleared area... (The townspeople made sure of this long ago, to deter raids from that direction), but you have the confusion of the raid in town, and the darkness to aid you... so straight stealth rolls no advantage or disadvantage. Skirting the bridge on the town side is an option as well, but the chaos of the raid is most prevalent there as well. The bridge is a pinch point into the town, and a lot of attention is paid to it. If you wanted to take a wagon of plundered loot out of town, this is where it would happen. Plus you're not sure what the group is doing under the bridge instead of taking part in the raid. If you sneak past the bridge somehow, and re-enter the stream a little further down, you can get to a less active area about 30 yards from the keep, past some stables, and then only have to cross the last 10 yards or so of open ground to enter the keep... if the gates are still opened, and it is not besieged yet.


Current Map Heidmarch Manor God Infinity........

Vano> If you have any further questions about the layout, from the top of the bank, just let me know.

Zennor> There is not much cover around the bridge as the town keeps it that way. About 20' past the road over the bridge on the downstream side, Vano see's a overturned wagon, which might offer cover to a small group.


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

"If I was a nefarious type looking for plunder the Merchant district is where I would go. Normally, I would prefer we avoid that route, since that will have the heaviest amount of looters. But it will probably still be a better bet than taking the bridge straight on. Plus it might give us cover from the dragon."

"Those fellows at the bridge will likely be a tough bunch if the commander leading them has any brains."

Dorn took a deep breath to steady himself. "We try to sneak past the bridge to head to the Merchant district. If things go wrong, well -- we'll just have to figure something else out."

I think this is the plan.

-Posted with Wayfinder


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

"OK, sounds good. Vano and I will take point. The rest stay low and quiet and we'll get through this in no time."

stealth: 1d20 + 3 ⇒ (18) + 3 = 21
persuasion: 1d20 + 2 ⇒ (20) + 2 = 22

Bor pulls his bow and nocks an arrow.


Zennor moves up to the middle of the pack of locals and will cover them as they travel around the bridge and towards the buildings. She tries her best to provide a bulwark between them and the gang of critters under the bridge.

Obviously Zennor is way behind the scouts so her moving stealthy may be difficult for lots of reasons. Stealth (disadvantage due to armour) 1d20 + 2 ⇒ (9) + 2 = 11, 1d20 + 2 ⇒ (4) + 2 = 6


AC 15 Init +4 pass perc 13 hps 17/17 Inspiration 1/1 str-1, dex+4, con+1, int+2, wis+1, cha+0 arrows 24/24

stealth: 1d20 + 6 ⇒ (5) + 6 = 11
perception: 1d20 + 3 ⇒ (20) + 3 = 23

Vano climbs out of the riverbed on the town side, eyes peeled for cover and danger.


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

Unless there's a problem, I'll be using my original stealth roll which was a 19.

-Posted with Wayfinder


Male 1/2 Elf Eldritch Knight/2, AC 18, Passive Perception 10, HP 21/21, Init +2

Tycandus takes the rear guard position.


Current Map Heidmarch Manor God Infinity........

I'm still a bit confused, but going to run ahead. I think everyone is climbing the bank on the town side of the bridge, and attempting to make the buildings that lead towards the keep.

DM Rolls:

Spoiler:

1d20 + 2 ⇒ (14) + 2 = 16 perception
1d20 + 2 ⇒ (6) + 2 = 8 Advantage (size of group, and lack of training)

1d20 + 4 ⇒ (18) + 4 = 22 Perception
1d20 + 4 ⇒ (17) + 4 = 21 Advantage (size of group, and lack of training)

The party heads towards the buildings on the outskirts of town. From beneath the bridge they hear a cry of pain, and the sound of some physical blows along with some laughter.

The ground from the bank to the first building is about 15', and the party makes it to the edge of the building, with no problem. There are about 4 buildings on each side of the street, and you can see beings of all races scurrying about, most carrying belongings, but it is unclear who are carrying their goods to safety, and which are pillaging. It seems that the raiding group, contains many mercenaries, that wear their own armor and colors, and don't seem to be to organized. A couple of Kobolds and an orc are trying to set fire to the building just beside the one your hiding behind. You can see them tossing in rocks, then flaming brands, and every once in a while you see an object thrown back out at them from something inside.

The street is about 20' wide at this point, and seems to be crawling with people. As the last of your group gathers at the side of the building, you see and hear a group round the corner across the street, and point at your group. "Look those are hiding". "They must have something good". "Let's get them".

The approaching group consists of a cultist, and 5 kobolds who are headed your way. At the sound of the group the two other kobolds, and the orc turn, and head your way as well. Just as they turn to head your way, two arrows sprout from the orc's back, and he falls to the ground dead. You can tell that the arrows came from the top of the keep.

Perception DC 15

Spoiler:

There are actually 6 kobolds in the original group, as at first you didn't see the one with wings spring from the top of the building at the end of the street, and fly your way with a handful of javelins.

Yes it's that time again.


Current Map Heidmarch Manor God Infinity........

So here's the scene. Your group is gathered to the side of the first building in town. You are about 15' from the bank, and the street opens up in front of you. There are four buildings on your side of the street, and four across the street to the right. The road continues past some residences, up the hill towards the keep. There is a well about 80' up the road towards the keep. Most of the buildings seem deserted, and many have broken down doors, and signs of burning.

[ooc]There are two kobolds, and a recently deceased Orc about 15' away to your immediate left. Charging in from across the street, and currently about 30' away is a charging cultist with 5 little buddies.

Initiative Rolls
1d20 + 3 ⇒ (6) + 3 = 9 Bors
1d20 + 2 ⇒ (4) + 2 = 6 Zennor
1d20 + 2 ⇒ (15) + 2 = 17 Tycandus
1d20 + 4 ⇒ (13) + 4 = 17 Vano
1d20 + 1 ⇒ (15) + 1 = 16 Dorn

1d20 + 1 ⇒ (8) + 1 = 9 Cultist
1d20 + 2 ⇒ (10) + 2 = 12 Kobold Group 1
1d20 + 2 ⇒ (16) + 2 = 18 Kobold Group 2
1d20 + 2 ⇒ (14) + 2 = 16 ?
1d20 + 1 ⇒ (7) + 1 = 8 Guards

So
Kobolds #2
Vano
Tycandus
Dorn
?
Kobolds #1
Bors
Cultist
Guards
Zennor

The tiny kobolds across the street advance halfway, pulling their slings, and slinging at Vano and Bor. (3/2)

Vano

K1 - Hit 4 damage
1d20 + 4 ⇒ (14) + 4 = 18 Sling
1d20 + 4 ⇒ (15) + 4 = 19 Sling (Disadvantage for partial cover)
1d4 + 2 ⇒ (2) + 2 = 4 Bludgeoning Damage

K2 - Miss
1d20 + 4 ⇒ (3) + 4 = 7 Sling
1d20 + 4 ⇒ (17) + 4 = 21 Sling (Disadvantage for partial cover)
1d4 + 2 ⇒ (4) + 2 = 6 Bludgeoning Damage

K3 - Miss
1d20 + 4 ⇒ (5) + 4 = 9 Sling
1d20 + 4 ⇒ (11) + 4 = 15 Sling (Disadvantage for partial cover)
1d4 + 2 ⇒ (3) + 2 = 5 Bludgeoning Damage

Bor

K4 - Miss
1d20 + 4 ⇒ (9) + 4 = 13 Sling
1d20 + 4 ⇒ (13) + 4 = 17 Sling (Disadvantage for partial cover)
1d4 + 2 ⇒ (1) + 2 = 3 Bludgeoning Damage

K5 - Miss
1d20 + 4 ⇒ (12) + 4 = 16 Sling
1d20 + 4 ⇒ (9) + 4 = 13 Sling (Disadvantage for partial cover)
1d4 + 2 ⇒ (4) + 2 = 6 Bludgeoning Damage

They then drop their little slings and charge.

Vano, Tycandus, and Dorn are up.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

perception while he waits the attack: 1d20 + 4 ⇒ (6) + 4 = 10


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

Perception: 1d20 + 1 ⇒ (17) + 1 = 18

Dorn's jaw dropped when he saw one of the kobolds flying above the others.

"In the air! A flying kobold!"

He then stares at the monsters charging at them. "Stay behind me!" he orders his companions. He then charges forward. (30 feet)

Dorn grips the flute on his belt, puts it to his lips and blows a discordant note that echoes like a thunderbolt, sending a wave of magical sonic reverberation to all around him.

Thunderwave:

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw (DC 14). On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you by the spell's effect. On a successful save, the creature takes only half damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

Thunder Damage: 2d8 ⇒ (3, 1) = 4


Perception check 1d20 + 2 ⇒ (20) + 2 = 22


Male 1/2 Elf Eldritch Knight/2, AC 18, Passive Perception 10, HP 21/21, Init +2

Tycandus waits for Dorn's thunderwave, giving him an appreciative nod as he charges forward towards the two kobolds, in an attempt to stop them from flanking. attack Kobold 1: 1d20 + 4 ⇒ (5) + 4 = 9 damage: 1d8 + 2 ⇒ (5) + 2 = 7


AC 15 Init +4 pass perc 13 hps 17/17 Inspiration 1/1 str-1, dex+4, con+1, int+2, wis+1, cha+0 arrows 24/24

5/9 hps

perception: 1d20 + 3 ⇒ (8) + 3 = 11
attack: 1d20 ⇒ 1

"I knew I saw a flying kobold! Vano snaps, as he falls back away from the charging kobolds. His eyes scan the sky and he lets an arrow fly, neatly skewering a crow in his excitement.


Current Map Heidmarch Manor God Infinity........

Dorn steps towards the approaching Kobolds, and the Cultist, and let's forth a tremendous belch of sound, rising dust, and flinging rocks and Kobolds everywhere.

1d20 - 1 ⇒ (13) - 1 = 12 CON Check K1 (4 Damage and prone)
1d20 - 1 ⇒ (17) - 1 = 16 CON Check K2 (2 Damage and still here)
1d20 - 1 ⇒ (17) - 1 = 16 CON Check K3 (2 Damage and still here)
1d20 - 1 ⇒ (17) - 1 = 16 CON Check K4 (2 Damage and still here)
1d20 - 1 ⇒ (3) - 1 = 2 CON Check K5 (4+1 Damage and flung into Cultist, taking both down, and giving each another point of damage, which makes him down and out.
1d20 ⇒ 4 CON Check Cultist. (4+1 Damage and prone)

Vano steps forward, and scans the sky for the kobold, but accidentally releases his arrow before he spots it, and almost hits the keep in the distance.

Tycandus moves towards the two Kobolds coming in from the side (7&8), and engages them, but misses.

The Winged Kobold (k6) swoops in, and releases a javelin at the thunder belcher. 1d20 + 5 ⇒ (7) + 5 = 12 Javelin, 1d4 + 3 ⇒ (2) + 3 = 5 pointy end, but the point of the javelin comes up just short.

Bor and Zennor go ahead and take your actions, as the Cultist will spend this round untangling himself, and rising to his feet.

The two Kobolds flanking both attack Tycandus.
K7
1d20 + 4 ⇒ (13) + 4 = 17 Dagger
1d20 + 4 ⇒ (5) + 4 = 9 Advantage (Pack Tactics)
1d4 + 2 ⇒ (3) + 2 = 5 Piercing Damage

K8
1d20 + 4 ⇒ (1) + 4 = 5 Dagger
1d20 + 4 ⇒ (4) + 4 = 8 Advantage (Pack Tactics)
1d4 + 2 ⇒ (4) + 2 = 6 Piercing Damage

And the first one is able to score a nasty wound.

The Guards in the tower take a couple of shots at the Winged attacker.

1d20 + 4 ⇒ (17) + 4 = 21 Longbow
1d8 + 2 ⇒ (4) + 2 = 6 Arrow

1d20 + 4 ⇒ (7) + 4 = 11 Longbow
1d8 + 2 ⇒ (6) + 2 = 8 Arrow

And the little cherub screams in agony, and lowers himself to the ground, somewhere out of sight. It was a controlled but swift descent, so he's probably not dead.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Bor draws back his longbow and lets loose an arrow towards the kobolds surrounding Dorn.

attack on K3: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d8 + 3 ⇒ (5) + 3 = 8

As he releases the arrow into the kobold's skull he drops the bow and steps to engage. Hammer drawn, he stands resolute next to Dorn amid the fray.


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

Dorn takes a deep breath after unleashing his thunderwave spell. That one was always so exhausting. He was a bit distracted and thus didn't notice a kobold coming in close. Suddenly an arrow screamed past him and took the beast out. And then Bor was next to him.

Dorn breathed a sigh of relief and said, "Thanks, Bor! I appreciate it!"


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

"Don't thank me yet! Here they come!"


Male 1/2 Elf Eldritch Knight/2, AC 18, Passive Perception 10, HP 21/21, Init +2

Tycandus sucks in a hiss of pain as the kobold slices through his armor, but recovers and brings his longsword arcing down. attack kobold 7: 1d20 + 4 ⇒ (15) + 4 = 19 damage: 1d20 + 2 ⇒ (8) + 2 = 10


How far from the keep are we? Could the Swifts and the rest make a break for that safely? Zennor holds her action to decide whether or not its time to become a running rear guard for the poor folks of Greenest.

Rocked by the detonation, the stealth is over now. Zennor raises her crossbow at the flying kobold and lowers it again and looks back at the people.

"That's torn it! There will be more here soon! You in the building come out now."


Current Map Heidmarch Manor God Infinity........

As Dorn finishes his spell, the kobolds advance on him. Bor appears and neatly takes one down, but the three remaining converge on Dorn. The cultist moves to engage Bor.

The remaining Kobold on Tycandus, confident in his abilities, advances on Tycandus.

Zennor> The keep is a good 150 feet uphill, past the well, and several residences. Several moves for the injured, old, and young. ... You get an answer from inside the building. "No way"! "We'll not fall for your evil tricks". Remember the building they are in, is not the one your standing beside with the people, but the next one up on your side of the street.

Kobolds on Dorn

K1 - Rises to his feet, and moves to join his friends.

K2
1d20 + 4 ⇒ (8) + 4 = 12 Dagger Attack
1d20 + 4 ⇒ (8) + 4 = 12 Advantage (Pack Tactics)
1d4 + 2 ⇒ (3) + 2 = 5 Damage (Piercing)

K4
1d20 + 4 ⇒ (13) + 4 = 17 Dagger Attack
1d20 + 4 ⇒ (13) + 4 = 17 Advantage (Pack Tactics)
1d4 + 2 ⇒ (1) + 2 = 3 Damage (Piercing)

With K2 using his swarming tactics to score a stab to the bard's thigh.

Vano, Tycandus, and Dorn are up


Male 1/2 Elf Eldritch Knight/2, AC 18, Passive Perception 10, HP 21/21, Init +2

I'd already put in my rd 2 action so not to slow things down.


Zennor round one

"Right people, most of you are a short run from the keep. Couple hundred feet. Come on, while my friends kill these critters. In a little while that dragon will be here. Everyone help the wounded, quick now!"

Zennor makes a single move towards the keep, trying to get the Swifts et al moving by waving her arm and pointing.


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

Rapier : 1d20 + 4 ⇒ (20) + 4 = 24 Woo hoo!

Damage : 2d6 + 2 ⇒ (3, 3) + 2 = 8

Dorn scowls at the Kobold who hit him in the thigh, and counter thrusts into its eye socket.

"Do you have any idea what these pants cost me, you little wretch?!"

-Posted with Wayfinder


AC 15 Init +4 pass perc 13 hps 17/17 Inspiration 1/1 str-1, dex+4, con+1, int+2, wis+1, cha+0 arrows 24/24

attack: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d8 + 1d6 + 4 ⇒ (8) + (4) + 4 = 16 Includes sneak attack dice for target in 5' range of my ally.

Vano makes a pained sound as he realizes he wasted an arrow on nerves, and takes a moment to aim this time. Waiting til his target is distracted by Dorn, he looses his arrow.


Current Map Heidmarch Manor God Infinity........

Zannor tries to herd the frightened villager towards the keep. They seem reluctant to leave the shelter of the side of the building, and run through all the action.

Zennor... I'm going to need a persuasion roll to get them moving.

Round 2

Vano> Aims and releases an arrow, piercing one of the Kobolds attacking Dorn (K4) right between the eyes and dropping him like a rock.

Dorn> Plainly dis-pleased at the blood stains on his new pants, expresses his displeasure by thrusting his blade into his eye, dropping him instantly.

Tycandus> takes down one of the two threatening Kobolds (As noted above).

The remaining Kobold (K8) Threatening Tycandus, seems genuinely angry at him for killing his friend, and attempts to take his revenge.

1d20 + 4 ⇒ (1) + 4 = 5 Dagger
1d4 + 2 ⇒ (4) + 2 = 6 Piercing Damage

But his foot catches in his fallen companions shirt, and almost spills him.

Zennor needs to resolve Round 1 action, then Bor is up... the cultist... The Guards... Then Zennor Round 2.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Bor watches as his companions pour bodies out into the street with their attacks. With abandon he leaps at the cultist clouting him with the flat of his hammer.

1d20 + 5 ⇒ (18) + 5 = 23
nonlethal damage: 1d10 + 3 ⇒ (10) + 3 = 13

"Get all the townspeople to the keep! Anyone in the house, LET'S GO!"


I am currently fighting a losing battle with a virus. Apoolgies for holding things up, I'll post when I can.

Zennor barks out on order in her best sergeant's voice when no one reacts quickly enough. She pays no attention to the rest just the Swifts. If they start follow the sheep will follow.

"Get moving. I haven't risked my life saving you all to see you die cowering behind a building. That dragon is coming! Move it!"

Intimidation is a soldier skill for this, no persuasion proficiency anyway. Intimidation 1d20 + 4 ⇒ (10) + 4 = 14


Current Map Heidmarch Manor God Infinity........

Bor leaps forward, and smashes the reeling cultist to the ground with his hammer... That's going to leave a mark.

DM Rolls

Spoiler:

1d20 ⇒ 18 Charisma Check (Target # for intimidate)
1d20 ⇒ 7 Disadvantage (Already shaken, and looking for leader)

Zennor attempts to browbeat the refugees into following her in her suicidal dash to the keep, and slowly but steadily the survivors follow her out, stumbling, and lurching at every sound. As they have to push through the combat, or go behind the buildings I'm going to only let them move at 10' until the situation changes.

I'm assuming that for Round 2 Zennor just prods and pushes her charges forward. They have now made it past the worst of the combat, cringing a bit at the bloodshed.

The guards seem to be holding their arrow fire...perhaps in fear of friendly fire damage.


Current Map Heidmarch Manor God Infinity........

Round 3

DM Rolls

Spoiler:

1d20 - 1 ⇒ (2) - 1 = 1 K#1 Wisdom Check
1d20 - 1 ⇒ (10) - 1 = 9 K#8 Wisdom Check

The lone remaining Kobold from group one looks at all his fallen companions, glances at the escaping refugees that just shambled past him, then drops his dagger to the ground, sits down and buries his head in his hands, and starts crying.

Vano, Tycandus, and Dorn are now up.


AC 15 Init +4 pass perc 13 hps 17/17 Inspiration 1/1 str-1, dex+4, con+1, int+2, wis+1, cha+0 arrows 24/24

"We're going to have to talk about this," Vano says, grabbing the surviving kobold by the ear and dragging the little beast towards the keep. Strength is 9, somebody else get the big 'un.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

If I'm reading this right and there are few attackers left, my plan was to tie up the cultist and throw him over my shoulder and take him to the keep for questioning. Not sure if that's what you meant by "the big'un" Vano


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

GM, can I please get a sit-rep, on who's left?


AC 15 Init +4 pass perc 13 hps 17/17 Inspiration 1/1 str-1, dex+4, con+1, int+2, wis+1, cha+0 arrows 24/24

The cultist is down, "the lone remaining kobold" sitting on the ground crying... that should be it. If I misunderstood, oops.


Current Map Heidmarch Manor God Infinity........

You're right... for the most part. Technically K8 is alive and uninjured... but since he just tripped and fell, he's pretending to be dead. One of you looks just in time to see his eye open and peer out, before closing and his tongue lolling out. You have one heavily injured Kobold by the ear, and the cultist is unconcious. No sign of the winged kobold since he disappeared behind the buildings on the right after being struck by an arrow. Zennor is about to make the edge of the first set of buildings with the ragtag survivors, who seem to be moving a little faster as the situation comes under control.


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

Dorn rolled his eyes at the antics if the Kobold playing dead. "Don't think we don't see you. Stay down or I'll put you down."

Intimidate : 1d20 + 6 ⇒ (12) + 6 = 18

Dorn then helped Vano with the other Kobold.

How hurt is everybody? I'm sitting at 7/10 HP myself. And I have a Cure Wounds spell I can cast.

-Posted with Wayfinder

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