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ritorix
Jul 22, 2007

Vancian Roulette



Tyranny of Dragons


Part 1: Hoard of the Dragon Queen

designed by Wolfgang Baur and Steven Winter
a Kobold Press production



-Featuring-


Waador as Zedekiah

As a third-generation member of The Network, he has been raised in their environment and steeped in their traditions since birth, and firmly believes in its goals: specifically, to become an omnipresent and inescapable entity, wealthier and more powerful than any of its 'peers', and untouchable in both courts of law and in reality, through whatever combination of sword and sorcery is necessary.


slydingdoor as Janelle

The elves were going to break her neck and the humans burn her, but then the princess testified on her behalf through tears that she had been hurt in the forest and lost her memories, that the witch had saved her life and nursed her back to health. Now, she remembered.


Kurieg as Ander Basha

The discipline of the paladin's lifestyle did little to hamper Ander's free spirit, or mend the mutual resentment between him and his brother. Once he came of age within the church, he applied for transfer to the furthest place he could get from his family's lands. Someplace where he could make a name for himself outside of his family's shadow.


Lothire as Hager

Tavern brawls threatened to become murder scenes when he failed to keep the rage in check, resulting in prison time. Even isolated, the bouts of rage would lash out at random. Ashamed of what he had become, he confessed this illness to his brother, but was surprised to find he too had developed an unusual effect of his own...


Ryuujin as Jared

The voice came to identify itself as a Dragon. It explained itself to the brothers, much to their disbelief, though it did come as the only feasible explanation for recent events in their lives. Boastfully the Dragon recounted its achievements and glories in places they have never heard of nor quite possibly will never see.



-and special guest star Arivia as-



Alethra Kolagar, Paladin of Torm

The campaign went reasonably well - the combined forces did not retake Murann, but did succeed in routing ogres and several cults of the Black Sun from the Small Teeth, reopening a land route to the duchy of Velen. The knights themselves did not fair so well, several of them falling to depravity and leaving Torm's service, while others lost track of what Alethra saw as their mission, instead concentrating on their personal glories and vices.


-with ongoing discussion at-
#hoard on synirc


~Archives of Candlekeep~
Episode 1: Greenest in Flames
Episode 2: Raider's Camp
Episode 3: Dragon Hatchery
Episodes 4-5: On the Road
Episode 6: Castle Naerytar



The world of Faerūn is ever filled with rumors of war. Whispers tell of mighty cities and distant nations in turmoil, of cults resurgent, even of the return of fallen gods. Yet some places seem safe from war, hidden away or too small to be noticed.

Tucked away in the grasslands is a quiet town called simply Greenest. It's a way-point, an isolated stopover on a trade route connecting more important locations. It's also your destination.

"Whooa!" shouts the caravan master, and your wagon comes to a halt. About a mile in the distance black smoke rises into the air. Soon enough you find the cause: an inn burned to the ground, with no sign of victims or inhabitants. The ride from Berdusk has been filled with such stops.

"I don't know what's going on here, but stay on your guard. I have a bad feeling about this..."

The caravan lurches forward once again. With any luck, within a few hours you'll be at journey's end, warming your feet by a cozy fire and enjoying an ale in peaceful Greenest.





Disclaimer: The following adventure contains chromatic dragons. We cannot be held liable for characters who are incinerated, dissolved, frozen, poisoned, or electrocuted.

ritorix fucked around with this message at 11:51 on Feb 21, 2015

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ritorix
Jul 22, 2007

Vancian Roulette
Episode 1: Greenest in Flames



Night falls on your southern-bound caravan, but tonight the moon is not the only thing illuminating the sky.

Greenest is burning.

"Hold! HOLD!"

The caravan halts by the shouted order of Presmer Gerost, leader of this little expedition. The fat old man is sweating and shouting orders, trying to get his caravan turned back around and out of danger. He wants no part of whatever is happening in Greenest.

"Help!!"

Without warning, several people dart out of the bushes on the side of the road. A woman bearing a round shield on her back and a broken spear assists a limping man. Three small children remain close by their sides.

"Get back!" shouts Presmer. He appears to care more for his profits than whatever trouble these people are in. The family stops, the woman circles around clutching her broken weapon and the children hide behind her. Their trouble was about to come crashing down on all of you.

A number of kobolds rush out of the bushes, daggers in hand. These craven reptilians are more common in dungeons; to see them attacking a surface city is strange indeed.

The woman readies what is left of her spear, determined to protect her family, whether or not someone intercedes.

ritorix
Jul 22, 2007

Vancian Roulette
Tutorial post!

Down here we have an initiative block. If you see a :rolldice: next to your name, we need some sort of action or roll from you right now. The game is waiting on you. In the block below, we need rolls from all of you.

Creatures acting on the same initiative will go from left to right. That's why you see 8 kobolds all in a line. They all go at the same time.

We don't know your rolls yet, so you will either act before or after those kobolds. Roll initiative! You can roll on Orokos, use an IRC dicebot, or whatever. Just make sure you copy/paste or link the roll, like so:

kobold init: 1d20+2 13
civilian init: 1d20 5

If you beat the kobolds' initiative of 13, take your turn right now! If you didn't beat it, post your results, but you will have to wait. Once the kobolds all go, it will be all of the players' turns again as init loops back to everyone.

Some fights will have a tactical battle map, some will not. In this case there isn't one, so you can assume you can get into position (or were already getting there, pre-init) and can intercede as you wish. If you need clarification it's best to ask in IRC.

Since this is your first post, make sure you have your character name at the top and make the name a link to your character sheet. Get to it!



13:
05:

:rolldice:

ritorix fucked around with this message at 00:05 on Aug 25, 2014

ritorix
Jul 22, 2007

Vancian Roulette
I'll roll init for Jared in case we get to skip him and go right to kobolds.

jared init: 1d20+2 17. He'll go first.

Now that we have init for everyone, this is what it will look like. Jared will go next, followed by kobolds, followed by everyone. Init is only rolled once per fight.

:rolldice:

-raging

ritorix fucked around with this message at 01:06 on Aug 25, 2014

ritorix
Jul 22, 2007

Vancian Roulette


A pair of kobolds charges the woman, slicing at her with their nasty little daggers.

2 kobolds vs woman: 1d20+4 14 1d4+2 5 2d20k1+4 24 1d4+2 5, and a crit. Overkill.

One slices into her leg, causing her to lose her balance. The other comes up from behind, slicing open her throat. Her children scream and rush for the caravan. Her husband, injured and unable to fight, merely stares in shock at his dead wife.

"Stay back! Keep them away! Turn this drat wagon around!!!"

Desperately trying to turn the wagons amidst the sudden chaos, one of the wheels of the rear wagon gets stuck in the mud on the side of the road. This caravan isn't going anywhere. Your fellow passengers begin to panic.

Meanwhile, Hager is approached by a pair of cautious kobolds. They try to flank around him, first one going then the other, but Hager is able to keep his footing and avoid injury.

2 kobolds vs Hager: 1d20+4 9 2d20k1+4 7 2#1d4+2 5 4. All misses.

Suddenly a pair of sling stones fly past the kobolds battling Hager. They are aimed at your caravan master Presmer, the one shouting orders. A rock nails him on the side of the head. Blood splatters the lead wagon as he slumps over, motionless and likely dead.

2 kobold slings vs Presmer: 2#1d20+4 8 18 2#1d4+2 6 6. Hit for 6. He goes down.


-AC12, 5HP
:rolldice: -raging

ritorix
Jul 22, 2007

Vancian Roulette
-3/5HP -AC12, 5HP
:rolldice:
-raging

ritorix
Jul 22, 2007

Vancian Roulette
With the kobold that knifed the woman dead, its surviving ally turns and runs from Zed as fast as it can. The pair fighting Hager are a bit braver, circling around the raging man and slicing into him. They do little more than draw a bit of blood and enrage him further.

2 kobolds vs Hager: 1d20+4 18 2d20k1+4 22 2#1d4+2 3 3. 2 total damage after rage resists.

In the back row, the slingers fire at the new target, the imposing Zedekiah. Their stones strike him square in the chest. A chest that was covered in a thick plate of steel. The rocks bounce off harmlessly. The pair of kobolds look at each other, look back at Zed, then turn and flee.

2 kobolds vs Zed: 2#1d20+4 7 10 2#1d4+2 5 6. Both miss, then the kobolds run into the bushes.


}fighting Hager-AC12, 5HP
}cover from the bushes-AC14, 5HP
:rolldice: -raging-11/13HP

ritorix fucked around with this message at 02:16 on Aug 26, 2014

ritorix
Jul 22, 2007

Vancian Roulette
(draconic) "You will die, die, die! All your treasure is ours!!"

That just came out of the sole surviving kobold. You've never heard of the little creatures being whipped into such a frenzy.


Hearing spoken draconic seems to trigger something in the brothers...

The voice within booms louder than ever: "LENNITHON COMES!"

Meanwhile, your impending victory has done nothing for the civilians of the caravan. Some are helping the children onto wagons that will not be able to travel anytime soon. Others are looking about, trying to think of the best way to go: into the bushes, with kobolds? Down the road where you passed burned-out inns? Towards Greenest?! There doesn't seem to be a safe place in any direction.


-fighting Hager-AC12, 5HP

:rolldice: -raging-11/13HP

ritorix fucked around with this message at 02:52 on Aug 26, 2014

ritorix
Jul 22, 2007

Vancian Roulette
Presmer is out cold. Whatever last words he has will be taken to the grave. His pulse slows and weakens, and soon the man will meet his makers.

With the kobolds slain, the civilians gather around Zedekiah. There are a dozen or so, including the traumatized children. Some shout for help (help carrying their goods!), others ask if everyone are ok, others for orders or direction. It is chaos. And through it all Hager continues to smash the final kobold, a macabre scene that everyone does their best to not stare at too closely.

The injured man that brought these kobolds here remains at the side of his fallen wife. There is no helping her now. He sobs quietly at her side. Nell's keen ears are able to pick out the words amidst his grief: "My sweet Linan. I couldn't help you. We should have listened to you, gone to the keep. I'm so sorry..."



Poor Presmer is at two failed death saves and about to die, if you care to assist the greedy bastard. In total there are 9 adult civilians and the three children. One is injured - the husband that came through the bushes. He will have to be carried or left behind.


-11/13HP

ritorix
Jul 22, 2007

Vancian Roulette
The limping man stands, avoids meeting the gaze of his nearby children, and addresses Nell.

"Yes, I can...I could lead us there. I'm Cuth. The keep was still defended when we fled. But the town is under attack! These little demons and worse. Fanged lizards the size of dogs. Men with not a shred of mercy. It is chaos!" He wipes the tears away, ready to lead, but his injury will slow you all if you follow him.

"Ouch! What the - what happened to me? My wagons! I demand you--whoooa" Presmer winces in pain and stumbles on his feet. He'll live but he probably won't be barking many more orders tonight.


Your civilian count is at 13 with Presmer. You are on the outskirts of the town. There's a keep at the center. The whole place is under attack and you have these vulnerable folk with you, so up to you all how to proceed.

ritorix
Jul 22, 2007

Vancian Roulette
"The raiders are mostly in black and purple. If you have the materials, we could cloak everyone here. It just might work."

"No! Don't leave me!! I'm coming too! Take the cloth if you must."


Greenest


Scale is probably in yards, not feet!

You approach from the arrow on the north-eastern road. Further up that road is your caravan.

Major features:
1) The keep, located on a central hill overlooking the town and surrounding lands.
2) A stream.
3) A temple on a hill.
4) A mill, what passes for heavy industry around here.

Everything else is housing and places of business.

ritorix
Jul 22, 2007

Vancian Roulette


A rumbling roar fills the air. Looking up, silhouetted by moonlight you see the shape of a massive flying dragon. It wheels low over the keep that rises above the center of town, then swoops lazily down over the town and flies north. Then it turns east and swoops overhead, far too close to your caravan for comfort. The beast doesn't stop - maybe it didn't notice or doesn't care - but the effect that it has is real.

"Sweet merciful Waukeen! We are all dead men!"

Your fellows in the caravan panic. They were nearly finished assembling disguises, but the sight of this - a dragon - fills them with dread. Half of them simply dive for cover, others freeze in their tracks, and you hear a few sobs. Only the children and Cuth seem unaffected. Perhaps they have seen enough of the night's horrors.

Zedekiah recognizes the beast as Lennithon, rumored to lair in the Sunset Mountains far north-east of here. It was said to have plagued Iriabor about a decade ago, raiding and pillaging until it saked its lust for wealth. Villagers there still fear thunderstorms as a reminder of the beast.

Something else recognized Lennithon, too. Hager and Jared know what they face.



Sight of the dragon subjects you all to its aura of fear. It's a DC17 Wisdom save; fail and you are frightened for a minute. Since we aren't in combat, you can use the results to flavor your reaction. Technically the save is repeated each turn until you shake it off, but that won't matter much here, so don't roll more than once. Most importantly, once you master your fear of the beast, you are immune to this fear effect for the rest of the night.

ritorix
Jul 22, 2007

Vancian Roulette
With their courage returned, the 'cultists' are ready to follow Zedekiah and the others into the burning town. In the flame-flickered light you might look like just another group of raiders intent on destroying the town. The children might even pass as kobolds.

Might.

If discovered, the majority of your band can't survive a fight.

Quickly traveling down the road, you pass a disturbing scene at the edge of town. A tavern of some sort - the sign is burned past recognition - is under assault. The thatched roof is on fire but not burning very well, only sending up a thick black cloud of smoke into the night. You can hear a few screams from within.

At the door are four kobolds, their daggers jabbed into one side of the door, and two taller figures directing them as they attempt to pry open the doors. Are they human? You can't tell from here, though they wear black and purple cloaks as Cuth described earlier.

Risking a confrontation with them could put your vulnerable charges at risk; leaving the tavern to its fate may not sit well on your conscience. What do you do?

ritorix
Jul 22, 2007

Vancian Roulette
The kobolds finally manage to pry open the door to the tavern. They yelp in victory as the screams within intensify.


The attackers aren't expecting trouble from 'fellow raiders' and you aren't close enough for them to see through your poor disguises. If you (individually) are trying the stealthy approach, roll stealth and beat a 10 (the enemies' passive perception). If you do, you get to act in the surprise round. Roll initiative too. If you beat the enemies' init, take your normal turn. If you roll a 10+ stealth and a 6+ init you get to go twice! Don't wait to see what else happens on the surprise round, just take both turns right away.

kobold init, cultist init: 1d20+2 3 1d20+1 6

For this one we will use a grid. Specify where you go. Each square is 5 feet. Diagonal movement costs 5 feet. Enemies are numbered on the map.


:rolldice: -11/13HP
6: -AC12 9/9HP
3: -AC12 5/5HP

ritorix fucked around with this message at 10:53 on Aug 27, 2014

ritorix
Jul 22, 2007

Vancian Roulette


The massacre is over in seconds. No one even had time to call for help. Lucky you.

Rushing out of the burning tavern are two older gentlemen. They are holding tightly onto bottles. Whiskey, from the smell coming off them. A few moments later an older lady comes out, tsking at the drunks.

"Thank you, whoever you are! You saved us! Is there a way out of this madness?"



Murder-hobos are in full effect, I see. You killed them all before they even got a turn. As a result you now have 16 civilians in tow. Do you continue down the road to the castle, or do you try to stick to the alleys and back ways?

-11/13HP

ritorix
Jul 22, 2007

Vancian Roulette
One drunk turns to the other.

"Whaaaatever you do, dun tell em about the shhhally port!" he slurs drunkenly.

The other one says, "But they helped us! That won't be any good if the keep's under attack. There's the old tunnel too. It empties out into the stream...if it's still open. Ain't been that way since I was a wee lad."


Sounds like you have a few options.

ritorix
Jul 22, 2007

Vancian Roulette


After a bit of searching, and with the help of the townsfolk, you manage to find the old tunnel near the stream. The tunnel entrance is covered with a grate, made to look like a sewer exit.

The inside doesn't look very wide. You'll have to go in single-file. But first, you'll have to get in.


You can try to pick it or brute force the gate. Give me your best shot and I'll let you know if you succeed.

ritorix
Jul 22, 2007

Vancian Roulette
Nell finds the lock nearly rusted shut, but she is able to work it open. A few of the commoners clap behind you. They remark how they've never heard of anyone going in here in years. Not since...well, no one can really remember.

Before you is a lengthy dark tunnel, presumably leading up to the castle. The tunnel is only wide enough for one person at a time.

I'll need a marching order, specifically who is going first and second. Those two can use their passive perception to scout ahead, the rest will be too far back to really see. And there is no light, so someone will need to be on torch duty.


-11/13HP

ritorix
Jul 22, 2007

Vancian Roulette
With Nell leading the way, you head down the tunnel, commoners safely between the combatants. The townsfolk are obviously frightened, but thankful they aren't outside getting sliced by kobolds.

The tiny tunnel follows a trickle of water that joins the stream below. The air here is damp, the walls slick with moisture and the smell is rather musty. Those at the front frequently have to clear cobwebs to make room for everyone to move forward.

Ahead, Nell hears skittering. She can see a pile of debris choking the waterway. It looks like discarded barrels and crates. They might have floated this far down and become stuck.


| |
| |
| |
| civs |
| civs |
| civs |
| civs |
| |
| |-11/13HP (carrying )

ritorix
Jul 22, 2007

Vancian Roulette
Zed's prying disturbs a rat nest amid the debris. He is soon surrounded by hundreds of the things, and they madly bite and claw as they scurry for cover. More continue to stream out of the debris.

nell init: 1d20+3 11 ander init: 1d20+1 8
rat swarm init: 1d20 7 zed init: 1d20-1 0


Hager and Jared are too far back to aid in combat. Far too many civilians are in the way of any shots they could take. As for the townsfolk, they can't quite tell what is going on up front, but they seem pretty scared.


The rat swarm is surrounding Zed, occupying the same space. Nell and Ander can act. Ander, Nell acts as cover to you if you try to shoot something into the rats.

|{}|-surrounded by a swarm of rats
| | :rolldice:
| | :rolldice:
| civs |
| (15x)|
| civs |
| civs |
| |
| |-11/13HP (carrying )

ritorix
Jul 22, 2007

Vancian Roulette
The swarm bites and nips at Zed as it runs about. Sealed tight as he is, they do no actual damage.

rat swarm bites vs Zed: 1d20+2 10 2d6 11

Within seconds the swarm vacates their nest, rushing downstream towards the civilians. By now the first rank of townsfolk has noticed what is coming, and they don't have the benefit of a full suit of armor to protect them. Screams ring out through the cavern. They turn and start pushing each other, piling up in an attempt to escape. An old man falls in the water, pushed by someone behind as they rush past. It's chaos.


| |:rolldice:
|{}|-surrounded by a swarm of rats :rolldice:
| |:rolldice:
| civs |
| (15x)|
| civs |
| civs |
| |
| |-11/13HP (carrying )

ritorix
Jul 22, 2007

Vancian Roulette
The rats are engulfed, sending them into a flurry of motion even stronger than before. The fire doesn't do much for civilian morale either. It's a full-blown stampede to get out of the tunnel. Suddenly the kobolds don't seem so bad.

Ander finds himself face-to-face with a flaming horde of rats. The fires burn strong and are more of a threat than any rat nibbles. He might end up cooked - as might the civilians at his back.


The rats take 5 damage from fire, and 3 (half) from Ander. Normally oil burns in the square it was spilled, but I'll rule that the fire follows the swarm. If Ander ends his turn here, he will take 5 fire damage from the flames.

Zed gets an OA as the swarm leaves his area.

rat swarm bites vs Ander: 1d20+2 9 2d6 11. Miss.


| |:rolldice:
| |:rolldice:
|{}|-surrounded by a swarm of flaming rats :supaburn: :rolldice:
| civs |
| (15x)|
| civs |
| civs |
| |
| |-11/13HP (carrying )

ritorix
Jul 22, 2007

Vancian Roulette
An OA vs Ander: 1d20+2 13 2d6 8 misses.

ritorix
Jul 22, 2007

Vancian Roulette
With the addition of more flame, nearly half of the rats are charred corpses. The rest are diving into the water, putting out the flames and putting the creatures out of sight. The civilians have a few disgusting things rush by their feet, but the swarm is quickly out of reach.

The frightened civilians calm down soon enough. In a moment you are moving on once again.

Further down the tunnel, Nell finds the way forward is sealed by a heavy ironbound door. Judging by the distance traveled, it appears to be the way up into the castle. There is a lock, if her skills are up to the task. Otherwise, there's always the brute force method. Or more fire.


| |
| |
|{}|
| civs |
| (15x)|
| civs |
| civs |
| |
| |-11/13HP (carrying )

ritorix
Jul 22, 2007

Vancian Roulette
"Governor Nighthill is in charge. Don't know if he survived the attack."

Then you hear shouting from the other side of the door.

"Someone is coming up from the tunnel! Who goes there?! Guards! You there, go fetch the Castellan!"

Within moments a half-dozed armed guards appear at the door. They look like they've had a rough night. Several are bandaged and they all look pretty exhausted. After the initial confusion wears off, they allow everyone inside and seal the tunnel once again. The refugees are taken to a safe area beneath the keep. They thank you repeatedly, and Cuth says that he will do his best to keep them all safe.

Your party is led upstairs to the castle courtyard. From this vantage point you can hear fighting at the gate. You see at least a dozen guards atop the keep wall, firing arrows towards attackers on the outside.

You are approached by a dwarf with knotted, tangled bright red hair. He carries an enormous iron ring full of keys.

"I'm Escobert, in charge of defenses here. And who in the hells are ye? They say the lot of you came up from the old tunnel with half the townsfolk."

ritorix
Jul 22, 2007

Vancian Roulette
"Lennithon, eh? So the beast has a name. I won't ask how ye know."

The dwarf motions up to the walls.

"We've about thirty defenders. Some of those are hurt but they are still putting up a fight. They might be a backwater garrison but Greenest is still home to them. They will hold as long as these walls do."

He rubs his beard as he looks you all over. The dwarf seems to be estimating your prowess.

"As for the opposing force...easily two hundred. It's hard to get an estimate on those damned kobolds. And they have a few drakes too. Nasty teeth on those. Then there is the dragon...but it seems to just be here to scare the pants off us. It hasn't actually attacked. Seems like they are here for loot and mayhem. Probably robbing us blind out there."

A messenger arrives as the dwarf gives you this briefing. He whispers a few words into the dwarf's ear. The dwarf points skywards.

"Sounds like you are wanted up top. Governor Nighthill is atop the tower. He's in charge here, not a good idea to keep him waiting if you want to stay in these walls."

ritorix
Jul 22, 2007

Vancian Roulette
A narrow set of stone stairs loops upwards to the top of the tower. From this vantage point you can see that much of the town is on fire. From up here the looters only look like small black dots.

At the top of the tower you meet Governor Nighthill. He is conversing with several of his men, but steps away and greets you when you arrive.

"So you are the rescue party? Impressive work, getting all those civilians here to safety. Helm only knows what would happen to them if the kobolds got to them first."

Motioning to his ruined town, he continues, "I would love to know who is behind this. Could I convince you to head out and try to capture one of the attackers? Bring one here and we'll interrogate them, find out who is behind this madness. Furthermore, I hope you are--"

There is a commotion on the walls. Cries of terror fill the air. Men point into the sky. Lennithon comes.

"Steady, men! Steady! Ready your bows, we will drive this beast off! Ready! Hold!!"

Lennithon suddenly slows its flight and practically hovers mid-air just off the tower battlement where you now stand. It's open maw is pointed right at a bunch of soldiers.

"FIRE!!"


Lennithon is hovering about 25' away in mid-air off the tower. All of you have already overcome the dragonfear, so you can act first.

:rolldice: -11/13HP

The tower looks roughly like this:

ritorix fucked around with this message at 05:37 on Aug 30, 2014

ritorix
Jul 22, 2007

Vancian Roulette
Ander's javalin dings off a thick blue scale and falls far to the courtyard below. Jared's blast is equally unsuccessful. It hits the dragon full-force, but seems to do nothing at all. Then a flight of arrows is loosed at the beast. The vast majority bounce off without effect, but two find purchase beneath the thick blue scales of Lennithon.

A flight of arrows at Lennithon: 10#1d20+3 19 13 7 8 8 13 14 20 13 11. Two hit for arrow damage: 2d6+2 9 damage.


-Boooom-

Suddenly the night sky is lit with a blinding flash. A lightning bolt leaps from the open maw of Lennithon and shoots across the tower.

Lennithon's lightning bolt breath: 12d10 60 damage.

Three guards down on the wall are dead instantly, vaporized by deadly dragon breath. They should have ducked. Lennithon rises into the air and moves away from the tower. Was it something you said?



Lennithon is now 105' away if you want to take a shot.

:rolldice: -11/13HP

ritorix
Jul 22, 2007

Vancian Roulette
"Sweet Helm, they never stood a chance."

Nighthill doesn't turn away from the sight of his dead men. He seems to take it in. It was his order that led to their deaths.

As for the dragon, it continues flying towards the north-east. It doesn't resume circling around Greenest.

"Sound advice, my friends. You heard it, men! When it comes back, take cover and make it pay dearly for attacking Greenest!! Now to spread the word. I'll remain here to monitor the town, please alert my castellan, the flame-bearded dwarf Escobert, of our new strategy."


You hear a commotion from downstairs. Sounds of battle reach your ears.

"Ah for the love of the gods! Look, they've breached the sally port! The dragon was only a distraction."

Down in the courtyard, you see about a dozen attackers charge into the courtyard. Kobolds, mostly. They begin engaging the defenders. Other guards on the wall turn their fire towards the invaders. By the time you get downstairs, the attackers are driven back and work is begun to seal the sally port. Permanently, this time.

"Survived that dragon, did ya? This has been one hella' a night. Bastards broke through the old sally port. Looks like they weren't prepared for a full push into the keep, lucky us. Is the Governor still breathing too?"



-11/13HP

ritorix
Jul 22, 2007

Vancian Roulette
As you discuss tactics with the castellan, a guard rushes down from the walls.

"Sir, the temple of Chauntea is surrounded! There's at least two-dozen of the enemy there. We spotting them bringing a ram. Must be some people still trapped inside. The mill is under attack too. They are trying to set it on fire. If that is destroyed..."

"Yes, yes. drat it all. If the mill is torched so is our flour supply. There'll be a lot of mouths to feed. If I take men off the wall the keep will be at risk. What about you, newcomers? Can you secure one of the locations? I'll try to spare enough men for the other. No sense in sitting in here all night if the town is burned down around us."



The mill and temple are on opposite sides of town.

ritorix
Jul 22, 2007

Vancian Roulette
You head out for the temple as the castellan gathers a squad to retake the mill. He wishes you the best of luck.

The tunnel is opened once again, and you are given a secret knock to perform if you wish the guard to open it on your return. The trip to the temple from the stream bank is uneventful; it might not have been so if you had walked through town.

The temple itself is a large building, made of fieldstone with a peaked slate roof, square in shape. It is one of the tallest buildings in town. The temple grounds are surrounded by a low stone wall about 3 foot tall. Thick black smoke bellows from the rear of the temple.

You hear a screeching mob before you see anyone. It sounds like a large number of enemies are circling the temple in a strung-out procession. As you approach cautiously, you see about a dozen kobolds, several humans, and two large lizards. They appear to be circling the temple. The kobolds are rather energetic, leaping and whirling as they go. They are pretty riled up.

At the front door of the temple is a squad with a small battering ram. Three men and a half-dozen kobolds. The men are on ram duty while the kobolds stand around and presumably keep watch. They seem to get pretty distracted whenever the larger group passes by.

At the rear of the temple there is a prodigious cloud of black smoke billowing outwards. You can't see into it to tell what is going on.



Green triangle is your current position. Red square is the battering ram group. Larger red circle is the large group's patrol route. Red triangle is the smokey area.

-11/13HP

ritorix
Jul 22, 2007

Vancian Roulette

This should correspond with the other map.
Conditions: It's night, lit only by the burning buildings and moonlight. Dim Light everywhere. The smoke heavily obscures the smoked-out area.

The procession is going counter-clockwise.

ritorix fucked around with this message at 03:34 on Sep 1, 2014

ritorix
Jul 22, 2007

Vancian Roulette


As you make your way east along the treeline, you avoid contact with the procession of raiders. When you get to the wall you hear a bit of cursing coming from within the smoke. The sound of humans reaches your ears.

(voice 1) "It's not even catching fire! You're doing it wrong!"

(voice 2) "No I'm not, it's working, see!"

(voice 1) "I can't see a drat thing!"

Then you hear laughter from a few kobolds within the smoke.

ritorix fucked around with this message at 04:04 on Sep 1, 2014

ritorix
Jul 22, 2007

Vancian Roulette
(voice 1) "With enough smoke they will have to come out. Or choke."

(voice 2) "It's not even getting inside, is it?"

(voice 1) "I swear to Tiamat, you should just trust me on this. It'll work."

The fire starters have no idea what is about to happen.



kobold, cultist init: 1d20+2 6 1d20+1 5

It appears luck is on your side again with initiative.

The smoke causes everything to be lightly obscured (same as dim light) at close range, and heavily obscured (same as being blinded) to anyone further than 15' apart. Darkvision would normally let kobolds see in 'dim light' as if normal, ie no perception penalty. However, this is smoke, not darkness, so they are penalized too.

You need to beat a stealth check of 5 (their passive perception with disadvantage) to act in the surprise round. And an init of 6 to go before they do. Like that last fight, if you win at both stealth and init you take two turns. Get to murdering.

Remember you have advantage if hidden (surprise round only), and disadvantage if attacking from more than 15' (from the smoke). If you have both they cancel out.


:rolldice: -11/13HP
-AC12, 9/9HP
-AC12, 5/5HP

ritorix
Jul 22, 2007

Vancian Roulette

:rolldice: -11/13HP
-AC12, 9/9HP
-AC12, 5/5HP

ritorix
Jul 22, 2007

Vancian Roulette
*Thud*

*Thud*

Even from back here you can hear the battering ram at work. The front church doors are pretty hefty but they can't last long against that. You can also hear a few muffled shouts from within the church. And above it all is the cacophony of shouts from the parading kobolds.

Your murderous deeds went entirely undetected. With nothing but a pile of bodies surrounding the back door, and the fire still smoking, you have a moment or two to act before the mob comes around again.



Everything is dead. The back door is a DC15 to pick/bash. If you bash it anyone can get in, of course. Two rounds before the patrol arrives.

ritorix
Jul 22, 2007

Vancian Roulette
With one group of enemies slain, you all split up, some to the roof and others around the side. It's a long fall from that roof...

Any second now the parade of kobolds should be hitting that bloody pile of corpses. Maybe you'll luck out and they won't see it in the smoke. Maybe.



Same deal here. Roll stealth (a new one), roll init, go if you beat these guys. Passive perception to beat is 10 for a surprise round. Inits to beat are: kobold, cultists, dragonclaw init: 1d20+2 12 1d20+1 7 1d20+3 9. You need to beat a 12!

:rolldice: -11/13HP
12: -AC12, 5/5HP
9: -AC14 16/16HP
7: -AC12, 9/9HP

ritorix
Jul 22, 2007

Vancian Roulette
:rolldice:
16:
12:
12: -AC12, 5/5HP
9: -AC14 16/16HP
7: -AC12, 9/9HP
6: -11/13HP
3:

ritorix
Jul 22, 2007

Vancian Roulette
"You dare to challenge the might of Tiamat herself? Kill them all! Not you, fool, go get the others, then get up on the roof!"

The man directing all this ramming orders his kobolds to attack. One rushes off to alert the mob on the other side of the building. His shouts go mostly unnoticed, but a few at the back of the line turn to see what the commotion is about.

Despite, or perhaps because of, losing two of their number in seconds the others seem eager to attack. Two of them rush towards Ander and do their best. Another kobold hangs back, sling at the ready to plink anyone that shows their face on the rooftop.

2 kobold daggers vs Ander: 2#2d20k1+4 22 15 2#1d4+2 3 4

"You will regret challenging our might. I will make an example of you as we have made an example of this pathetic town."

The man draws a wicked-looking curved blade, dashes towards you and carves Ander to pieces. The poor paladin never stood a chance. He falls instantly, with a gaping wound expertly placed at a gap in his armor.

I'll give +2AC partial cover for the building corner.
Scimitar vs Ander: 2#1d20+5 12 24 2#1d6+3 6 8 2d6 4.
He swings at Ander twice, hitting once for 12 damage. That drops him.


"Praise Tiamat! Truly you are her servant!"

Dropping the ram and drawing a blade of his own, the rammer vaults over a kobold and swings with abandon at the nearest target. The blow goes wide, missing Hager by a mile.

scimitar vs hager: 1d20+3 5 1d6+1 5


:rolldice: -11/13HP
-AC12, 5/5HP
-AC14 16/16HP
-AC16 0/11HP, 1 failed death save, prone, unconscious :siren:
-AC12, 9/9HP



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ritorix
Jul 22, 2007

Vancian Roulette
"There's nothing going on, stop pulling our tails."

A rock from the roof blows his head wide open.

"Yip! See! I told you there was fights going on! Everyone, come on, help!!"



:rolldice:
-11/13HP
-AC12, 5/5HP
(coming around the side)
-AC14 16/16HP
-AC16 0/11HP, 1 failed death save, prone, unconscious :siren:

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