Red Dragon

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127 posts. Alias of Banesama.


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I've got bad news. I'm in the hospital again. So there will be a delay again.


You can move where you were originally thinking. Also combat has not started yet.

The leader of the group watches Fuego fly away and then shouts in the general direction he went also for anyone else in the house.

"I don' know why you're after da boss, and I don' care. Da boss don' like you. He said we should take care of you. But me, I'm a nice guy. I'll make you an offer. You can drop all of dose fancy weapons, strip out of dat nice armor, and walk away from dis. Or me and the boys will chop you into stew meat. That cha say?"


@ Fuego:
You detect no traps or magic before entering the house. Inside the house you see the place is a mess. Furniture scattered everywhere, pits of cloths on the floor. You check the other rooms and see the same thing. It is like who ever lived here packed things up quickly and left in a hurry.

GM Rolls:
Mob: 1d20 + 4 ⇒ (12) + 4 = 16
Artur: 1d20 + 6 ⇒ (12) + 6 = 18
Arcana: 1d20 + 8 ⇒ (9) + 8 = 17

J' Victus, Clara, Mihail:
You three go and hide, a large group of people approach the house from the west. They gather in front of it and a well armed man steps forward from the group and yells out to those inside.

From outside the house, a man yells to those inside. "Come out!"

Encounter Map


The door isn't locked.


The party heads for the house mentioned to be Lothar's. The door is shut. You knock on the door but no one answers.


Mihail starts to ask around about Lothar when a friendly old man answers him.

"Lothar? Lothar moved into Twin Forks about five years ago. Said he was tired of traveling, that he was looking for a nice quiet place to live. Most of the local Folk were a wee bit nervous, having an adventurous type like Lothar living in our little village. But he's not been much of a problem."

"Lothar's a bit of the nervous type, if you know what I mean. He doesn't like strangers, especially strangers who come and ask questions about him. No, don't worry. He won't hear it from me. You look like honest folk, not like those fisher-folk from Colvin that sometimes come and visit Lothar. You can find Lothar in the last house on the East Road."


Amelia rolls
Will Save (DC 30): 1d20 + 9 ⇒ (6) + 9 = 15
Knowledge::Arcana (DC 30): 1d20 + 21 ⇒ (15) + 21 = 36

@ Amelia:

You start to cast your teleport spell when you instantly feel something is wrong. You realize that the spell is not anchoring at Harker's Ferry. You continue to attempt to get the spell to work, but to no avail. You begin to speculate what the problem is until you realize the nature of the extra-dimensional Dragon Mountain is probably distorting your teleport spell. You probably now understand why Athena was unable to teleport you closer to Dragon Mountain. The extra-dimensional distortion caused by Dragon Mountain is probably huge but this is sign that you have gotten closer to your goal.


The Innkeeper motions for one of the waitress to bring food to your table and beverages, "Oh yes. We have a room large enough to accommodate all of you. That is no problem."

GM Roll:
Will Save: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8

@ Amelia:
Your scrying shows that Arik is eating lunch at the tavern in Harker's Ferry.


As you enter the inn, a middle aged portly man approaches. "Welcome. Welcome to my establishment. I'm the owner Michael. We have good food here and some ale, or wine if that is to your liking. If you want to stay the night, that can be arranged. It only cost 5 silver for the bed alone, 8 silver if you want a meal. The ale and wine are charged separate. We can also stable your horses for an extra 5 silver fee."

Being noon, many people are here eating lunch but only a few are drinking, probably saving that for later in the afternoon.


Fuego Firestorm wrote:
What? Morphine is nice? ><

I was in for acute pancreatitis which is extremely painful. That morphine kept the pain away (mostly).


The party releases the prisoners. As the move off, they see the survivors looting the dead bodies and then move a little bit a way and ride away with horses, about 13 of them.

The group finally takes a rest from the night and make camp. The night goes by uneventful and the party continues their journey arriving at Twin Forks around noon.

Twin Forks


They kept me longer than I thought they would, but I'm finally free from the uncomfortable bed and constant daze from the morphine. Though getting a morphine shot every 3 hours is nice. Besides the nausea and constipation it causes.


I currently hospitilized. I have been able to log onto Piazo with my tablet but don't have my game material. So this week might be on hiatus. Sorry for the inconvience.


All the bandits become terrified of J'Victus turning into a Drow, though they don't fully comprehend that a female Drow is more terrifying. All prisoners pipe up, "We promise. No more banditry. We... We'll not rob anymore. Please. Please don't kill us."


A little bit confused, the charmed bandit tries to answer everything. "Werchan is about 5 days travel away. The safest route from here is to go Colvin than head up the coast to Werchan."

"As for Arik, I don't know why he robs. The river was dried up a long time ago by a sorcerer named Mortan. Or so they say. Colvin has always be Colvin, at least since before I was born. As for profession, not sure what I be, maybe some type of craftsman or fisherman."


Yeah. I've never played a Paladin or any Lawful Good character. Just don't like the combination of those two. LN/LE yes. LG no.


The charmed bandit answers the questions to the best of his knowledge, "Arik moves around a lot. He could be heading for Colvin now. Werchan is the only place in this area that would be called a city and has the lawmen than usually work in cities. As for Colvin, it is a small fishing village that is run by smugglers and thieves. As for why I joined Arik, with the river dried up, there is not much work to be had except banditry."


The man looks a little bit frightened but reveals his boss, "Arik. He hires us to ambush wealthy adventurers. There are several different groups, don't know much about them though. But we all from Colvin, a small fishing village a few days from Twin Forks."


The non-charmed bandits shut up with J'Victus threat while the charmed bandit continues on. "I was just following orders. Our leader has probably already fled on horse back to Twin Forks. He was suppose to attack you from behind with another, but they never showed up. He would know who informed us of you."


The bandit smiles at Fuego, "We were given a message that a well-equipped group of adventurers would be heading up the road. We were to take you out and collect all of your wealth."

The other bandits protest and tell the charmed bandit to shut up.


The four individual are tied up as Amelia tries to Charm one of them.

Will Save vs Hex: 1d20 + 2 ⇒ (9) + 2 = 11

Charm Save:

Will Save: 1d20 + 2 ⇒ (15) + 2 = 17
Will Save: 1d20 + 2 ⇒ (11) + 2 = 13

Searching the prisoners finds nothing of significant or unusual about them.

Eventually all the prisoners wake up, and one happens to be charmed by Amelia.


Will Save vs Slumber Hex (DC25):

Bandit 5: 1d20 + 2 ⇒ (9) + 2 = 11
Bandit 6: 1d20 + 2 ⇒ (10) + 2 = 12

The two bandits southeast of the last group fall to sleep.

J'Victus seriously wounds his first target before spinning to dispatch the second one. Before the second one is finished falling to the ground he spins to his first target again and sends his head flying through the air. Both Bandits are dead

COMBAT FINISHED

The remaining two archers and bandits are under the effects of slumber. Up to the group on how to handle them.


GM correction. Looking at the northern bandits, they would both be dead by the double Thundercall. So Amelia is free to change her action for this round. Will give chance for Amelia to update then post later tonight.


Will add the AOE of the Thundercall.


Reflex Saves:

Archer1: 1d20 + 3 ⇒ (10) + 3 = 13
Archer2: 1d20 + 3 ⇒ (14) + 3 = 17
Archer3: 1d20 + 3 ⇒ (11) + 3 = 14

Etna's Fireball caused the 3 non-slumbered archers to burst in flames and die horrible deaths.

Akarus charges toward the northern group of bandits which are seriously hurt or stunned.

Confusion Rolls:

Bandit5: 1d100 ⇒ 96
Bandit6: 1d100 ⇒ 53
Bandit7: 1d100 ⇒ 80
Bandit8: 1d100 ⇒ 51

Bandit 5 moves toward Bandit 6 and swings his sword at him while Bandit 6 impales himself with his own sword.

Bandit 7 targets the nearest person which happens to be J'Victus while Bandit 8 also impales himself.

Bandit 5 vs Bandit 6: 1d20 + 7 ⇒ (20) + 7 = 27; Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Bandit 6 self-harm: 1d8 + 2 ⇒ (6) + 2 = 8
Bandit 7 vs J'Victus: 1d20 + 7 ⇒ (4) + 7 = 11; Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Bandit 8 self-harm: 1d8 + 2 ⇒ (4) + 2 = 6
Bandit 5 Critical Threat: 1d20 + 7 ⇒ (10) + 7 = 17; Critical Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Bandit 5 seriously hits (Critical) Bandit 6 while Bandit 6 stabs himself. Bandit 7 strikes at J'Victus but completely misses while Bandit 8 stabs himself.

Round 3:
BOLD may act.

Amelia
Fuego
J' Victus (Displacement)
Mihail

Archers x2 *2 Bottom Left Slumber (9 rounds)
Etna
Ahadiel
Clara
Akarus
Bandits x8 (Bandit 1: -12; Bandit 2: -7 *stunned; Bandit 6: -24; Bandit 8: -6) *Bottom 4 Confused (9 rounds)


Corrections for Round 1 due to Fuego bringing to light a flaw in my thoughts.

Round 1 Corrections

Reflex Saves vs Fireball (DC21):

1st Roll = 15 Archer 1
Archer 2: 1d20 + 3 ⇒ (8) + 3 = 11
Archer 3: 1d20 + 3 ⇒ (1) + 3 = 4
Bandit 3: 1d20 + 3 ⇒ (8) + 3 = 11
Bandit 4: 1d20 + 3 ⇒ (2) + 3 = 5

3 Archers and 2 Bandits are burned to a crisp.

Will Saves vs Confusion (DC22):

1st Roll = 17 Bandit 5
Bandit 6: 1d20 + 2 ⇒ (5) + 2 = 7
Bandit 7: 1d20 + 2 ⇒ (5) + 2 = 7
Bandit 8: 1d20 + 2 ⇒ (16) + 2 = 18

All 4 Bandits at the bottom are still Confused.

Round 2

Will Save vs Slumber Hex (DC25):

Archer 7: 1d20 + 2 ⇒ (11) + 2 = 13
Archer 8: 1d20 + 2 ⇒ (7) + 2 = 9

Both archers drop to the ground as the slumber takes hold of them.

Fort Save vs Thundercall (DC22):

Bandits 1: 1d20 + 6 ⇒ (16) + 6 = 22
Bandits 2: 1d20 + 6 ⇒ (13) + 6 = 19

Both bandits are shaken by the sonic blast, but one recovers quickly while the other remains stunned.

Round 2:
BOLD may act.

Amelia
Fuego
J' Victus (Displacement)
Mihail
Archers x5 *2 Bottom Left Slumber (10 rounds)
Etna
Ahadiel
Clara
Akarus

Bandits x8 (Bandit 1: -12; Bandit 2: -7 *stunned) *Bottom 4 Confused (10 rounds)

The three archers that are able to still attack, release a volley of arrows toward the fogged area.

Archers' Attacks:

Archer 5: 1d20 + 7 ⇒ (18) + 7 = 25; Damage: 1d6 ⇒ 6; Miss%: 1d100 ⇒ 13
Archer 6: 1d20 + 7 ⇒ (4) + 7 = 11; Damage: 1d6 ⇒ 2; Miss%: 1d100 ⇒ 29
Archer 7: 1d20 + 7 ⇒ (13) + 7 = 20; Damage: 1d6 ⇒ 1; Miss%: 1d100 ⇒ 76

Targets: 3d6 ⇒ (1, 5, 5) = 11


An arrow just *wooshes* besides Mihail's face. Missing only because of the fog. One arrow lands at Akarus feet while another bounces off his armor harmlessly.


I see where you are going. I'll rethink things and post update for tomorrow.


It is a little bit weird and yes but I decided to do it this way, because this is a small fight for this module. There will be potential encounters where you will be facing 30+ enemies.

As for the groups, I'm going to do one attack roll for each group but not all of their attacks will focus on one opponent (most of the time). Depending on the placement and conditions of each of you will determine who is susceptible to attack. So if there are 8 in group 1, 2 might attack J' Victus, 3 might attack Fuego, and 3 might attack Mihail. The one attack roll will determine if they get pass your defenses based on your individual characters.

Frankly, I don't want to roll dice for every enemy for every save, attack, etc...


Reflex Saves: 1d20 + 3 ⇒ (12) + 3 = 15

Fuego tosses a fireball in their mist, which startles them as one archer drops charred to death and the bandits are injured.

The bandits don't heed Ahadiel's request to surrender as they get ready to attack.

Will Save: 1d20 + 2 ⇒ (15) + 2 = 17

The 4 bandits at the bottom of the map start to stumble in confusion as the spell works their magic on them.

Round 2: Made change due to Clara's Hunter Blessing, only change Akarus goes before Bandits
BOLD may act.

Amelia
Fuego
J' Victus (Displacement)
Mihail

Archers x7 (25 damage)
Etna
Ahadiel
Clara
Akarus
Bandits x8 (16 damage) *Bottom 4 Confused (10 rounds)


J`Victus wrote:
Is round 1 a surprise round?

Yes. This is a surprise round.


Initiatives:

Ahadiel: 1d20 + 3 ⇒ (7) + 3 = 10
Akarus: 1d20 + 1 ⇒ (3) + 1 = 4
Amelia: 1d20 + 6 ⇒ (20) + 6 = 26
Clara: 1d20 + 6 ⇒ (1) + 6 = 7
Etna: 1d20 + 4 ⇒ (9) + 4 = 13
Fuego: 1d20 + 6 ⇒ (13) + 6 = 19
J' Victus: 1d20 + 8 ⇒ (10) + 8 = 18
Mihail: 1d20 + 5 ⇒ (13) + 5 = 18
Archers: 1d20 + 6 ⇒ (10) + 6 = 16
Bandits: 1d20 + 2 ⇒ (3) + 2 = 5

Round 1 (Surprise):
BOLD may act.

Amelia
Fuego
J' Victus
Mihail

Archers x8
Etna
Ahadiel
Clara

Bandits x8
Akarus

Because I will be dealing with a large amount of enemies for you guys, want I am going to do is total the HP for each group and when you do enough damage to that group, one of them will die. Example. Mobs have 25 HP and there is 10 of them. So I treat them as 250 HP but when you do 25 damage, they go down to 9.


Combat Map

The archers are setup in a crescent moon shape formation while there are warriors with swords both north and south of them. There are a lot of trees, bushes, and fallen logs providing cover for them.

The group is to the east of them, just out of short distance range of them. They seem to have been waiting for you to get a little bit closer to send a volley of arrows at you. They don't realize their ambush is up yet, but it won't take long for them to realize they have been spotted.


Working on the map now. I've tried using roll20 before. Use to work on my computer but doesn't anymore. I use IE, probably could get it to work with Chrome, but don't want to download another browser just for that. Plus, never really liked Chrome.

3, maybe 4 for a fireball area. Depending on placement.


The Mayor frowns but agrees to the 50 gold for renting the wagon and tells you to just leave the wagon at the local tavern. The wagon and horses are branded to identify them.

*****

The group gathers and starts their journey toward Twin Forks. The ride is boringly uneventful. No monsters are spotted only the occasional mundane wildlife.

The dried river bed leads onward. It starts to get dark when the group spots a hill in the distance surrounded by trees. You are about 110' away when you notice a campfire on the hill.

GM's Rolls:

Ahadiel: 1d20 + 1 ⇒ (2) + 1 = 3
Akarus: 1d20 + 12 ⇒ (14) + 12 = 26
Amelia: 1d20 + 19 ⇒ (16) + 19 = 35
Clara: 1d20 + 7 ⇒ (7) + 7 = 14
Etna: 1d20 + 12 ⇒ (15) + 12 = 27
Fuego: 1d20 + 10 ⇒ (8) + 10 = 18
J' Victus: 1d20 + 31 ⇒ (7) + 31 = 38
Mihail: 1d20 + 15 ⇒ (15) + 15 = 30

@Akarus, Amelia, Etna, J' Victus, Mihail:

You spot 8 individuals hiding behind bushes equipped with long bows on top of the hill. They are spread out.

@Amelia, J' Victus, Mihail:

You spot 8 more individuals scattered behind rocks and trees. They are spread out even more than the original 8 spotted.


The mayor shakes his head 'no', "I'm afraid all we have are regularly riding horses and draft horses. Nothing as fancy as a combat trained horse."


The roosters start to shout at the sun as morning comes. The dining hall in the tavern starts to crowd up as people go to get their breakfast before heading to work for the day.

The smell of crispy bacon fills the air as everyone makes their way to the dining hall. The group gathers around an empty table to have their breakfast.

Halfway through your breakfast, a fat, swarthy-looking man approaches you. "Greetings and good morning. Me names Tomas. I'm the mayor of this town. Arik just approached me and told me that your group might be interested in renting some of our horses to head to Twin Forks. Is that so? If it is, I can offer you them for 20 gold per horse. Or perhaps you would like a wagon, which will only be 100 gold. It comes with two horses to drive the wagon."


Arik nods a goodnight to you all as he heads to drink with Fredrick.

Let me know if you want to do anything this night or just wait for the morning.


@J'Victus:
Nothing shows magical in the Tavern, its patrons, or Arik.

Arik shakes his head 'no'. "I appreciate the offer to buy a drink, but I have free drinks here due to the owner owing me a few favors. As for the terrain, it is mostly plains with a few hills. The safest route is to follow the dried river bed. That route will put you through a small forest section but the trip will probably be uneventful. No real bad monsters are in this area."

Arik thinks for a moment before speaking up again. "It will take about a day and half to get to Twin Forks by horse, so if you don't have any, I believe Tomas, the mayor offers horses for rent. He has a deal with Twin Forks, were horses will be returned. Tomas will probably be in the Town Hall in the morning if you want to rent some horses."


GM's Rolls:

Normal People: 1d20 ⇒ 17
Arik: 1d20 + 2 ⇒ (12) + 2 = 14

@Amelia:

Almost everyone in the tavern perked up at the mention of Dragon Mountain by the party, but most faded away when the old man started telling the story of the town. They all have heard it many times. One tall man with a short sword at his waist did focus on Dragon Mountain and is currently looking over the group. He wants to talk to the party and is waiting for the old man to be done. Their INT scores are mostly around 10, a few 8s and one 14 (the tall man).

Fredric speaks up when asked about the sorcerer, "It happened a log time ago and who really knows what goes through the minds of such powerful magic users." The old man takes another swig of his ale.

A tall man with a short sword at his side approaches the table and puts his hand on Fredric's shoulder. The old man looks up, "Move along Fredric. I would talk to these people.

Fredric refills his mug of ale, grabs a chicken leg, and moves off to another table to tell more stories.

The tall man introduces himself as Arik before continuing on, "Afternoon, friends. I see you are interested in Dragon Mountain. Nasty place, that," he says as he takes a sip from his tankard. "Myself, I don't know much about it. But an old companion of mine, Lothar, Lothar the Shiv, he was there. Must have been twenty years ago or so. Lothar, now he could tell you a thing or two about that mountain. If I was eager adventurers like yourselves, I'd look Lothar up. Last I heard, he was livin' in a little village not too far from here. Twin Forks, it's called."

Twin Forks is about a day and half rides North West along the river bank.


After finishing is initial story, Fredric drinks down a mug of ale before refilling it. He looks at the party, "Now I will tell you of that Mountain." He smiles with a grin missing a few teeth.

"Before the beginning of history, in a place far from here, it was born. A place of mystery, enchantment, and danger.

A mighty dragon, his name so powerful it cannot be spoken aloud, had a lair on the top of a mountain. This lair was fill with gold, jewels, diamonds, and more. He kept this lair for an age, untouched and unmolested by any mere mortal.

One day, a powerful skeletal Lich Lord came to the mountain. On its peak the battle was lain. In the end, both lay dead. And the treasure unclaimed.

Finding the mountain is nigh unto impossible, as it moves in out of our plane, staying for only a short time.

The cycle is repeated every twenty years, with the mountain appearing in a different place each time. The location of the mountain could be discerned from certain artifacts, but the location and identity of these items is lost to the ages."


You can get masterwork items, but no special material items.

J'Victus:
Everyone in the tavern perks up at the mention of Dragon Mountain, but one man in particular stands out. A tall man with a short sword strapped to his side. It seems he is waiting for Fedric to finish is tells before approaching.

Fredric the old man, takes a bite of food and sips his drink as he begins. "I know a little bit of Dragon Mountain, but first let me tell you the story of this town." Fredric really seems to want to tell the story of Harker's Ferry before he discusses anything else.

"The town gets its name from the founder, a man named Harker. He originally set up his ferry here due to it being a strategic location for movement of goods across the region. For many years, the town flourished. Trade came from across the land, as this was the best place to traverse the river.

One day, a filthy, decrepit, old man came up to the ferry and requested a ride across. When he informed them he had no money, he was refused. He asked again, mentioning that he was poor. He was refused again. Harker heard the commotion, and came outside to deal with the matter. The old man again requested privilege to cross. Harker refused, stating, 'We don't need your kind here, old man. Go back where you came from.'

At that moment, the old man threw off his rags and revealed himself as a sorcerer. 'I am Mortan, and you will greant me passage!' Harker was astounded, and instantly acquiesced. 'Of course, mighty sir. Please step aboard with my compliments.'

Mortan stopped, 'You did not ask me to pay your fare, ferryman.'

'No sir, not of one as mighty as you,' Harker said, lowering his gaze so as to not offend the powerful sorcerer.

'You would grant me free passage, but not to one as lowly as I portrayed. I am outraged! You are too greedy, ferryman. Prepare to learn humility!'

With that, the powerful sorcerer built up his magic and cast a mighty spell. The river, which had been there for as long as anyone could remember, stopped flowing. The water there dried up. The ferry lay stuck in the mud. Mortan turned and strode away, never to be seen again."


We've started the adventure now. Everything before was just to get you there with a little bit of flavor.


The tavern waitress returns with the food and drinks the party request. They start enjoying their meals and beverages before not too long a blind old man just sits down at their table.

You can smell booze on his breath as he pipes up and greets you. "Well met. We don't get many strangers in this old rundown town. I could smell you when you entered this old tavern. Nothing smells different then new people. Me name is Fedric. Fedric the Storyteller. And a Storyteller I am. I can tell you a few stories about this town, for a small fee of a mug of ale. So what do you say, will Fedric be telling you stories this night?"


Mihail wrote:
So no magic weapons?

Correct, no magic weapons.


Mihail wrote:
Can you define basic items?

Here is a webpage that has all the items found in the Player's Core Handbook.


Mihail wrote:
You know what never mind my list of purchases. How much does the diplomacy check gets the price down to?

It will knock it down to 80% PhB listed price. Though the merchant will gripe about it.

-------

As the party enters the tavern, it is almost full to capacity. A rough estimate leads you to believe about 40 people are here. As with most crowded taverns, there is a lot of noise as people are talking, singing, and arguing.

You wait a few minutes before a table large enough to hold the entire party comes open. Once you sit down a waitress walks up, "Watta it be?"


Athena waves goodbye and says "Good Luck! before the party steps through the Gate.

As you step through the Gate, for a brief second it fills like you left your stomach behind but when you are on the other side, everything feels normal.

You find your self in the center of a small town during the early stages of dusk. There are no people on the streets to see your sudden appearance. Noise from a nearby building reveals the local tavern where most of the people are probably located now.

Harker's Ferry
I've modified the map, the original had errors that I corrected.


@Mihail
Athena nods and begins to explain, "For the stonework I had them carved by dwarves and the woodwork had them done by elves. I then teleported them here where I had the Tower constructed by some humans with assistance with my magic for special places. But the Tower is really just a red herring. Once you stepped through the gate you entered an extradimensional holding. Through a Wish, I cast the spell Mage's Magnificent Mansion and below I have a permanent Gate which I will use to transport you to Harker's Ferry. To travel from floor to floor, there are simple stairs though there is an enchantment that only allows visitors to visit certain floors in mine or Thor's company."

***

The next day comes and the party is met with the smell of eggs, bacon, and porridge waiting for them in the main lounge.

After the group has eaten breakfast, Athena shows up and leads the group down two flight of stairs to a large room filled with armored statues and a huge gate.

GATE

Athena looks to the others, "When you are ready, I will open the Gate and send you forth."


@Amelia
Athena has books she will let you read, but not borrow. She is very 'protective' of her books and will not let them leave her Tower.

@Mihail
There are alchemical fire and acid, but no fungal stun or ghost blanches.


This room has no books for reading, only supplies.

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