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About This Game

This is a 5e D&D game based on the Shadow of the Dragon Queen adventure. The story will incorporate thematic and tone elements from WWII, Indiana Jones, and the Halo franchise.

Game System

D&D 5e

Detailed Description

Takhisis the Dragon Queen has returned to the world of Krynn. Across the land, her armies of fanatical draconians wage a brutal war of conquest. As the Dragon Armies march on the unprepared nation of Solamnia, only a disgraced order of knights and feared mages stand in their way. But the Dragon Armies want more than just to crush their foes. An ancient evil in the Dragon Queen's service seeks a magical weapon that could allow Takhisis to dominate Krynn forever.

  1. What's new in this game
  2. Kora Shadowhawk AC: 11 (14) | HP: 17/22 | PP: 11 | Spell Slots: 1st 3/4, 2nd 1/2 | Sorcery Pts: 3/3 Inspiration: ✅ | Languages: Common, Draconic, Dwarven, Sylvan "Interesting..." Kora commented with dubious curiosity as she was handed one of the 'fargab' devices. She turned it over in her hand a couple times while Rookledust explained their function. She doubted they would work exactly as the gnome described, but that was an experiment for another time. "If the Council of Kalaman can count on your assistance, would you be willing to return to the city with us to join in the planning? We can assist with anything you require to prepare for the journey to Kalaman, if you'd like." She motioned to the goblin currently sealed within a barrel by Jaqi. "We may also want to take this prisoner back with us. Maybe the Marshall can get some useful intelligence from him."
  3. 3rd Level Wizard | AC 11/14 | HP: 14/17 | PP: 17 | Spell Slots: 1st: 4/3, 2nd: 2/1 | Insp: X | Languages: Common, Draconic | Conditions: Mage Armor Jonas takes his usual place to the rear. Best to let Kora and Bastion tackle this Rookledust. Even as he listens, though, he can't help but scan the area for anything unusual. He chuckles to himself. I may have to be a bit more specific than that! Everything in the Gnome's vicinity was that, at least. His eye picks out several concealed ports, no doubt where some of the darts came from. As Rookledust goes on, Jonas starts to put together what had happened, and possibly how the Gnome could help the people back in Kalaman. As the artificer distributes his 'fargabs', Jonas takes one, very curious. He could sense divination magic of some sort in it. He licks his lips. I need to take some time with this. When Bastion comes up with more magic from the hobgoblin, Jonas holds out a hand. "I can take a look at those if you'd like."
  4. *** Location: Rookledust's Workshop Day: 5 Time: 3:25 P.M. Rookledust listens to Kora and Bastion describe her invention in action. Though there was initially a touch of pride in her reactions, guilt wins out in the end and the small gnome hangs her head. "I'm so very sorry for the destruction and loss of life. It was only ever meant to kill weeds. I told them so! The ones who came for it. They tricked me! "I don’t know much about those who came for it. The black and red armor, like these buggers. But there was a human who came before, and she had ogres with her. Two big brutes who shouldered the boilerdrake together. No idea where they might have gone before they took it to Vogler... "But I'd absolutely welcome the chance to make up for what my creation has done. I'll come back to Kalaman with you. Offer my expertise however I can. Afraid I don't have another boilerdrake, but I do have these!" Rookledust then dashes inside and returns a few moments later with a small box of little devices. Each one fits in the palm of her tiny hand and looks to be a tangle of wire and metal beads. No two are exactly alike, but they are all similar enough to suggest they serve the same function. "I call them fargabs!" OOC Treasure? Treasure! These are basically walkie-talkies. They are designed go loop around an ear like a fantasy Bluetooth phone. Enough for everyone, including your NPCs buds. Searching the bodies reveals an assortment of knickknacks and coin with a total value in the ballpark of 175 GP. Additionally, the hobgoblin had a potion and a spell scroll, which both need to be identified. Rules for doing so can be found here:
  5. Bastion My words | My thoughts | My Actions AC 14 HP 22/22 Speed 40 ft., PP 13 Sneak Attack 2d6 Precise Strike 1/2 Attacks and Scores Scores Skills Strength 8 (-1) Save -1 Athletics +1 Dexterity 16 (+3) Save +5 Acrobatics +5 Sleight of Hand +7 Stealth +7 Constitution 13 (+1) Save +1 Intelligence 15 (+2) Save +4 Arcana +2 History +2 Investigation +4 Nature +6 Religion +2 Wisdom 12 (+1) Save +1 Animal Handling +1 Insight +1 Medicine +1 Perception +3 Survival +5 Charisma 10 (+0) Save +0 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 piercing damage, Simple, Finesse, Light, Thrown, 2 total Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6+3 piercing damage, Simple, Two-Handed, Ammunition Unarmed Strike. Melee: +1 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage. Class and Race Abilities Mobile Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Squire of Solamnia Your training in the ways of the Knights of Solamnia grants you these benefits: Mount Up. Mounting or dismounting costs you only 5 ft. of movement. Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit 2 times per long rest, but a use is expended only if the attack hits. Expertise Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. Choose two additional proficiencies. Stealth Sleight of Hand Sneak Attack 1 per turn Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action. Skirmisher You can move up to half your speed as a reaction when an enemy ends its turn within 5 ft. of you without provoking opportunity attacks. Survivalist You gain proficiency in the Nature and Survival skills and your proficiency bonus is doubled for any ability check you make that uses either of them. Bastion considers the cannon. "We used it ourselves, beyond what it did to the town. Used it against an ogress. It worked... exceptionally well. I'd love another one, if you've got it." He considers the figure in red. "What do you know of this figure in red? Where or to whom was it delivered? Do you have any idea where they might have been from or headed with it?" Out of Character Situational: Move: Action: Bonus Action: Reaction: Ongoing Effects/Conditions:
  6. Kora Shadowhawk AC: 11 (14) | HP: 17/22 | PP: 11 | Spell Slots: 1st 3/4, 2nd 1/2 | Sorcery Pts: 3/3 Inspiration: ✅ | Languages: Common, Draconic, Dwarven, Sylvan Kora looked bewildered as the gnome explained the origins of the 'dragon' that they had fought. How was a fire-spewing weapon like that supposed to be intended to clear out weeds? She glanced around at the various mechanisms still clanking and twirling and stabbing out from around the environs of the workshop and pondered on the sanity of the Rookledust's intentions. "We believe you - surely the villains within the Dragon Army corrupted your designs for their own purposes." Kora sighed. "The damage done to the village of Vogler by the false dragon was great - I'm afraid it was quite efficient in at destruction. We were able to turn it against the Army though, but we were not able to salvage any part of the weapon - as we were attempting to evacuate the population of the village." "As I said, Marshall Vendri of Kalaman sent us to request your help in resisting the Dragon Army. If this...'boilerdrake' was your own design, you must have ideas for tactics in countering its use. Those ideas could save a lot of lives. Will you lend your expertise to Kalaman's efforts?"
  7. *** Location: Rookledust's Workshop Day: 5 Time: 3:21 P.M. Jaqi sets their prisoner down, head first, inside an undamaged barrel near the workshop. The goblin protests, in its harsh tongue, but it can do nothing else but flail its lower legs. With the prisoner adequately stowed, Jaqi then joins Heather in searching the rest of the bodies. Meanwhile, Tatina Rookledust descends from her perch above, by way of a pully affixed to a metal wire running down to the ground. She lands roughly, but bounces back to her feet with a speed matched only by her speech. Her gratitude is evident, as is her excitement to be meeting not just knights but also mages. However, one thing above all else seems to catch her attention. "Did you say these bastards deployed a mechanical dragon in battle? That was my machine! How did it perform? No, wait! It didn't hurt anybody, did it? Is it still functional?" Rookledust is clearly torn between concern for harm her creation may have done and pride in her workmanship. However, once she finds her focus, she's able to relay how these events came to pass. About six weeks ago, a man in black and red armor came to her workshop and asked to see her creations. She gave demos of several of her best inventions, but the one the man found most compelling was a machine she designed for clearing weeds. The man asked if it was for sale, and if it could be modified to more closely resemble one of the mythical dragons of old. Rookledust thought nothing of it at the time, and she made the modifications and delivered the boilerdrak four weeks later. She swears up and down that she had no idea it would be used for such nefarious purposes.
  8. Heather Nonameyet AC: 15 | HP: 16/20 | Hit dice: 3/3d10 LR Abilities: Taunt: 2/2 | Fearless 1/1 | 1st Level 1/3 | Primal spell 1/1 AttacksShortbow 80/320 +7 1d6+3 P || Handaxe 20/60 +5 1d6+3 S || Hoopak (sling) 40/160 +7 1d4+3 B || Hoopak (spear) +5 1d6+3 P : 1d8 per turn Colossus Slayer; | SavesStr +1 | Dex +5 | Con +1 | Wis +3 Adv vs Fear | Int +1 | Cha -1; | Spells+5 attack, DC13 Hunter's Mark; Ensnaring Strike, Speak with Animals | Heather leaves the talking, good and bad, to the others. She begins to meticulously search the fallen enemies, starting with their oversized leader. They must have some maps or letters or something. "Don't forget to search that one first" she calls to Jaqi. OOC ...
  9. 3rd Level Wizard | AC 11/14 | HP: 14/17 | PP: 17 | Spell Slots: 1st: 4/3, 2nd: 2/1 | Insp: X | Languages: Common, Draconic | Conditions: Mage Armor Jonas breathes a sigh of relief as others step up to talk to the Gnome lady. I'd probably just say something wrong and she'd turn on her defenses again. He looks around for some other way to be useful. As the adrenalin rush of the fight fades, he is suddenly aware of Andir's weight leaning on his arm. He turns to see his sleeve slip with bright red blood. "Andir!" His friend gives him a weak smile. "Well, that was exciting, wasn't it?" oJonas eases Andir to a seat, then pulls off his backpack and roots around for his healer's kit. He keeps half an ear on the conversation between Kora, Bastion and the Gnome as he bandages first Andir, and then himself.
  10. Bastion My words | My thoughts | My Actions AC 14 HP 22/22 Speed 40 ft., PP 13 Sneak Attack 2d6 Precise Strike 1/2 Attacks and Scores Scores Skills Strength 8 (-1) Save -1 Athletics +1 Dexterity 16 (+3) Save +5 Acrobatics +5 Sleight of Hand +7 Stealth +7 Constitution 13 (+1) Save +1 Intelligence 15 (+2) Save +4 Arcana +2 History +2 Investigation +4 Nature +6 Religion +2 Wisdom 12 (+1) Save +1 Animal Handling +1 Insight +1 Medicine +1 Perception +3 Survival +5 Charisma 10 (+0) Save +0 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 piercing damage, Simple, Finesse, Light, Thrown, 2 total Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6+3 piercing damage, Simple, Two-Handed, Ammunition Unarmed Strike. Melee: +1 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage. Class and Race Abilities Mobile Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Squire of Solamnia Your training in the ways of the Knights of Solamnia grants you these benefits: Mount Up. Mounting or dismounting costs you only 5 ft. of movement. Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit 2 times per long rest, but a use is expended only if the attack hits. Expertise Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. Choose two additional proficiencies. Stealth Sleight of Hand Sneak Attack 1 per turn Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action. Skirmisher You can move up to half your speed as a reaction when an enemy ends its turn within 5 ft. of you without provoking opportunity attacks. Survivalist You gain proficiency in the Nature and Survival skills and your proficiency bonus is doubled for any ability check you make that uses either of them. The situation handled, Bastion laments his uselessness but doesn't let it get the better of him. Leaving his perch and making sure Heather gets down safe, he moves to join the others. "Hell of a thing, Jaqi. Sir Viharin would be proud." He smiles, informing the sincerity of his notion. When the gnome appears, Bastion bows. "Bastion Wrencrest, Squire of Solamnia. This is my fellow knight-in-training, Jaqelenna Lanthaloren, and our associates, as our... friend said," he notes, given Kora's refusal to introduce herself properly. He won't get in the way of that, but he doesn't have to resort to subterfuge. "In short of your response to Kalaman's interest in your expertise, what can we do to help you? You seem pretty well defended, all things considered." Out of Character Situational: Move: Action: Bonus Action: Reaction: Ongoing Effects/Conditions:
  11. Kora Shadowhawk AC: 11 (14) | HP: 17/22 | PP: 11 | Spell Slots: 1st 3/4, 2nd 1/2 | Sorcery Pts: 3/3 Inspiration: ✅ | Languages: Common, Draconic, Dwarven, Sylvan "Marshall Vendri of Kalaman," Kora replied as she wrapped a stretch of dark cloth around the wound under her ribs. The bite of the goblin's blade continued to throb painfully, but Kora ignored it, trying to focus on the task at hand. "We were sent to seek your expertise, assuming you are Tatina Rookledust. Our group encountered the Dragon Army at Vogler, where we barely held their forces off long enough for most of the locals to escape. During our battle, we encountered what we initially thought was a dragon of sorts - but it turned out to be some sort of machine or weapon operated by four of the Army's reptilian soldiers. The Marshall thought that your knowledge of such devices could be useful in countering the Dragon Army's use of these weapons in the future." Gesturing casually to the slain goblinoids around the workshop's front lawn, Kora added, "It appears that the leaders of the Dragon Army agree - if they have made efforts to assault your home as well."
  12. *** Location: Rookledust's Workshop Day: 5 Time: 3:06 P.M. Jaqi stomps after the fleeing goblin and clamps a gauntlet down on its shoulder. It tries to squirm free, but there is no escaping the iron grip of the oversized squire. She drags him backward, getting her other hand around his waist and hoisting him clear off the ground. Then, with the ease of a mother swaddling a child, she trusses the goblin up tightly. Throwing the goblin over one shoulder, Jaqi turns and marches back toward the others. As she walks, her size returns to normal, though the goblin still has no hope of escaping her, as her normal is still larger than most. Bastion and Heather emerge from the underbrush, Kora rounds the corner of the workshop, and the group reconvenes on the steps leading up to the front entrance of the workshop. The clockwork chaos abruptly ends, and the hatch above the main door of the workshop pops open. A small gnomish woman pokes her head out and calls down, "Figure you for friends. But if you prove otherwise, all this can be turned back on in a flash, you hear? "So if you're not Dragon Army, who sent ya?" OOC You guys can decide IC or in Discord how you want to handle the captive.
  13. Bastion My words | My thoughts | My Actions AC 14 HP 22/22 Speed 40 ft., PP 13 Sneak Attack 2d6 Precise Strike 1/2 Attacks and Scores Scores Skills Strength 8 (-1) Save -1 Athletics +1 Dexterity 16 (+3) Save +5 Acrobatics +5 Sleight of Hand +7 Stealth +7 Constitution 13 (+1) Save +1 Intelligence 15 (+2) Save +4 Arcana +2 History +2 Investigation +4 Nature +6 Religion +2 Wisdom 12 (+1) Save +1 Animal Handling +1 Insight +1 Medicine +1 Perception +3 Survival +5 Charisma 10 (+0) Save +0 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 piercing damage, Simple, Finesse, Light, Thrown, 2 total Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6+3 piercing damage, Simple, Two-Handed, Ammunition Unarmed Strike. Melee: +1 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage. Class and Race Abilities Mobile Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Squire of Solamnia Your training in the ways of the Knights of Solamnia grants you these benefits: Mount Up. Mounting or dismounting costs you only 5 ft. of movement. Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit 2 times per long rest, but a use is expended only if the attack hits. Expertise Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. Choose two additional proficiencies. Stealth Sleight of Hand Sneak Attack 1 per turn Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action. Skirmisher You can move up to half your speed as a reaction when an enemy ends its turn within 5 ft. of you without provoking opportunity attacks. Survivalist You gain proficiency in the Nature and Survival skills and your proficiency bonus is doubled for any ability check you make that uses either of them. As Jaqi cleans house, Bastion lets his irritation rise, but with only one left, it can't be all bad, right? The one attempts to flee, and as Heather fires, whatever spell she had on it seems to have been meant to ensnare it. He considers, should he fire? Kill the goblin before it can escape and go for reinforcements? Or simply let it live? Mercy is afforded to those who deserve it, and Bastion is not feeling particularly merciful... but duty is higher than feeling. He notches an arrow, and thinks. Out of Character Situational: Move: Action: Attack vs. the gobbo Bonus Action: Reaction: Ongoing Effects/Conditions:
  14. Heather Nonameyet AC: 15 | HP: 16/20 | Hit dice: 3/3d10 LR Abilities: Taunt: 2/2 | Fearless 1/1 | 1st Level 1/3 | Primal spell 1/1 AttacksShortbow 80/320 +7 1d6+3 P || Handaxe 20/60 +5 1d6+3 S || Hoopak (sling) 40/160 +7 1d4+3 B || Hoopak (spear) +5 1d6+3 P : 1d8 per turn Colossus Slayer; | SavesStr +1 | Dex +5 | Con +1 | Wis +3 Adv vs Fear | Int +1 | Cha -1; | Spells+5 attack, DC13 Hunter's Mark; Ensnaring Strike, Speak with Animals | Seeing their quarry turn to flee, Heather murmurs some words that her grandmother taught her in the old tongue. She lets fly another arrow, but it goes wide. Where it lands, a thorny briar patch explodes from the ground and withers away just as quickly. She scowls, and makes to draw again. OOC Bonus action : Cast Ensnaring Strike Action: Attack shortbow Concentration: Ensnaring Strike
  15. *** Location: Rookledust's Workshop Day: 5 Time: 3:05 P.M. Jonas and Kora once again prove the power of the Mages of High Sorcery, as each fells a goblin with a simple muttering of words and waving of their hands. Kora's opponent seizes up from the sudden chill of her spell, his heart stopping. The goblin falls back, stiff and quiet dead. Jonas again perforates the goblins below him on the hill with another volley of arcane darts, killing one and severely injuring another. Bastion and Jaqi do their best to make a good showing for the Knights of Solamnia, but it is actually would-be knight Heather who shows them how it's done. Her expertly aimed arrow somehow weaves its way through the underbrush and finds its mark. The goblin tumbles out of its hiding place with the fletching still quivering, but the goblin itself otherwise does not move. This leaves only one, and the call goes out to take it alive. Whether the goblin hears and understands this or not is unclear, but it makes to flee regardless. Scrambling from the bushes, it dashes off toward the south, away from the workshop and all the surrounding carnage. There are only moments to stop him... OOC You all can try to stop him, but Jaqi is the only one close enough to get in melee/grappling range before he gets away. Since ranged attacks can't be nonlethal, I'm not sure if Heather or Bastion have any good options here. Also not sure if Jonas or Kora have any spells that can help. So this may all come down to Jaqi...
  16. Heather Nonameyet AC: 15 | HP: 16/20 | Hit dice: 3/3d10 LR Abilities: Taunt: 2/2 | Fearless 1/1 | 1st Level 2/3 | Primal spell 1/1 AttacksShortbow 80/320 +7 1d6+3 P || Handaxe 20/60 +5 1d6+3 S || Hoopak (sling) 40/160 +7 1d4+3 B || Hoopak (spear) +5 1d6+3 P : 1d8 per turn Colossus Slayer; | SavesStr +1 | Dex +5 | Con +1 | Wis +3 Adv vs Fear | Int +1 | Cha -1; | Spells+5 attack, DC13 Hunter's Mark; Ensnaring Strike, Speak with Animals | Heather has been hunting her whole life, and it's not hard for her to pick out the wounded goblin in the bushes. The battle is almost over, but this is a dangerous moment: the enemy is desperate, and it is easy to become complacent. Finish the job. OOC Perception to detect hidden 9 Bonus action : Hunter's mark Action: attack shortbow (plus hunters mark, plus Colossus slayer)
  17. Kora Shadowhawk AC: 11 (14) | HP: 17/22 | PP: 11 | Spell Slots: 1st 3/4, 2nd 1/2 | Sorcery Pts: 3/3 Inspiration: ✅ | Languages: Common, Draconic, Dwarven, Sylvan Kora swore colorfully as the goblin shook off her spell and charged her. She staggered around the little creature, trying not to become trapped between her foe and the whirling contraptions of the gnome's workshop fortress. For a brief moment, she considered that rushing around one side of the building on her own may not have been the most tactical of decisions - but then she angrily shoved that thought aside, knowing that she can only truly rely on herself and not having time at the moment for self-recriminations. She brandished one of her knives in front of her, hoping to force the goblin to keep its distance as she drew on her magic. She tapped into the cold void around the Black Moon and motioned at the goblin. Lines of ice and frost began to creep over the goblin's arm, swiftly traveling up past its shoulder and across its back and head. Tabletop Move: Shift to H19. Action: Cast frostbite on the goblin. The goblin must succeed a DC 13 Constitution saving throw or suffer the damage rolled below and have disadvantage on its next attack roll. Bonus Action: none
  18. Jaqelenna Lanthaloren | Conditions: None AC: 16 | HP: 30/30 | PP: 13 | 2nd Wind: 1/1 |Action Surge: 1/1| Insp: ✅ | Languages: Common, Draconic, Elvish Through the pulse of her own heartbeat pounding in her ears Jaqi hears her name called out by a familiarly refined voice. Her head jerks towards Jonas’ direction and she unintentionally snarls at him, bearing her sharp canines in his direction. Her eyes scan the wound in his side and she mentally kicks herself for moving away from them to engage the enemy. “Yes. I coming!” She off-handedly slings her blade to the side to rid it of the goblin’s corpse and begins stomping towards the annoying little creatures hiding in the bushes. “No hiding!” She threatens while looming over one of the bushes that she believes one of the goblins to be hiding in. With a sweeping attack, the edge of her blade lops off the top of the bush with ease. It seems they had come to handle the landscaping as well as pest control. Whether her attack drew blood or not, her eyes shifted to icy blue slits and she exhaled a long breath, coating the area around her in a misty haze. She would ensure none of her allies were injured again. OoC Movement: Running to U/V 12/13 Action: Attack Goblin 9. (Using my Squire feat precise Strikes to cancel disadvantage.) Bonus Action: Perception to see Goblin 9. (Failed) Reaction: Cloud Rune if an enemy hits an ally within 30 feet of me
  19. Bastion My words | My thoughts | My Actions AC 14 HP 22/22 Speed 40 ft., PP 13 Sneak Attack 2d6 Precise Strike 1/2 Attacks and Scores Scores Skills Strength 8 (-1) Save -1 Athletics +1 Dexterity 16 (+3) Save +5 Acrobatics +5 Sleight of Hand +7 Stealth +7 Constitution 13 (+1) Save +1 Intelligence 15 (+2) Save +4 Arcana +2 History +2 Investigation +4 Nature +6 Religion +2 Wisdom 12 (+1) Save +1 Animal Handling +1 Insight +1 Medicine +1 Perception +3 Survival +5 Charisma 10 (+0) Save +0 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 piercing damage, Simple, Finesse, Light, Thrown, 2 total Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6+3 piercing damage, Simple, Two-Handed, Ammunition Unarmed Strike. Melee: +1 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage. Class and Race Abilities Mobile Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Squire of Solamnia Your training in the ways of the Knights of Solamnia grants you these benefits: Mount Up. Mounting or dismounting costs you only 5 ft. of movement. Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit 2 times per long rest, but a use is expended only if the attack hits. Expertise Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. Choose two additional proficiencies. Stealth Sleight of Hand Sneak Attack 1 per turn Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action. Skirmisher You can move up to half your speed as a reaction when an enemy ends its turn within 5 ft. of you without provoking opportunity attacks. Survivalist You gain proficiency in the Nature and Survival skills and your proficiency bonus is doubled for any ability check you make that uses either of them. Bastion was getting frustrated. This could have been infinitely worse, sure, but Jaqi was an open target and these goblins constantly hiding was the absolute worst. With a sigh, he remembered where he had last seen the goblin in the back and decided to take a chance. "We can't let them get away," he says to no one in particular but loud enough that Heather hears it, and then fires, remaining hidden. Out of Character Situational: Perception 8 vs. Goblin Hide DC 13, failure Move: Action: Attack 10, my Hide cancels out the Disadvantage from their Hide Bonus Action: Hide action via Cunning Action Reaction: Ongoing Effects/Conditions:
  20. 3rd Level Wizard | AC 11/14 | HP: 14/17 | PP: 17 | Spell Slots: 1st: 4/3, 2nd: 2/1 | Insp: X | Languages: Common, Draconic | Conditions: Mage Armor From his vantage point on the ridge, Jonas gazes out at the battlefield. I can see everything from up here! As goblin arrows start flying he realizes And they can all see me! He ducks down as he feels a seering pain in his side and looks down to see a black arrow stuck in his side. His vision fuzzes for a moment, but then he hears Andir cry out. The other mage looks to have taken another serious wound. Jonas tightens his grip and a grim expression descends on his face. Pushing Andir behind him, Jonas stands up again, keen eyes picking out his targets. Force darts seemed to work well so far... Three more bolts of white magical energy leap from his wand. He calls out "Jaqui! Little help? There are a few left in the bushes at the base of the hill!" OOC Jonas fires another round of Magic Missiles. One more at #6, and two at the most hidden other one.
  21. *** Location: Rookledust's Workshop Day: 5 Round: 3 Jonas may not know the intricacies of battlefield tactics like the squires among their number, but he knows magic. And more specifically, he knows a spell that never fails to find the mark. To a magic missile, the goblins can run but they cannot hide. He sends one magical dart to finish off the goblin barely staying on its feet, and he sends two others down into the bushes below. He hears a satisfying yelp as the missiles hit home, though their target still stirs. On the other side of the workshop, Kora engages with the one goblin assaulting that side of the structure. Her chosen spell is a fine choice for the normally weak-minded goblins. Unfortunately, the noise and general chaos of the clockwork contraptions running amok around them seem to distract her target from her fel whispers just enough to spare him the worst of it. The goblin still grips his head in pain, but it's not enough to put him down for the count. What's worse, his eyes shift about in search of his assailant, and he spots Kora at the corner of the building. The goblin brandishes its scimitar and charges at Kora with a manic war cry. She's confident her arcane armor will protect her, but it proves inadequate to fully deflect the blow. She feels the dark metal cut through shield, fabric, and flesh, and then a stream of blood begins to run down her side. By the front door, a gigantic Jaqi strides forward and obliterates another hale and hearty goblin with a single swing. She might as well be swatting flies. The blood splatters the front doors of the workshop as Jaqi shakes the goblin's body from her blade and sends it tumbling into the brush. Down below, Heather and Bastion release another pair of arrows in flight toward the remaining goblins. Heather's once again finds its mark and drops her target in a single go. Bastion's errant arrow sails harmlessly through the trees, however. Perhaps the would-be kender knight has a thing or two she can teach him, if they live long enough. But they are not the only archers in this engagement. The three goblins in hiding all pop from the bushes and take aim at the three figures perched on the bluff above them. Not only are they the easiest targets, in the open as they are, but two of them have also revealed themselves to be mages. And even a goblin knows to drop the mages first. All three goblins fire, and all three hit their targets, with Jonas, Andir, and Eirik all being skewered by black arrows fletched with red feathers. After the goblins fire, they cackle gleefully before diving back into the cover of the underbrush. Two disappear almost completely, but the third gets his bowstring caught on a branch and struggles to free it, causing his hiding place to rustle. Meanwhile, Rookledust's clockwork machines continue to bounce, spin, pop, and gurgle. One such device rolls forward to Jonas's feet, whirls about, but then simply emits a small shower of sparks and a tendril of smoke. Whatever it was meant to do, it seems to have malfunctioned. OOC Kills for Jonas, Jaqi, and Heather. Goblin 8 made his save on Dissonant Whispers and took half damage. Goblin 6 got hit by magic missiles and is looking rough, for the split second you all saw him. Goblins 9 and 10 still at full health. Kora takes 5 damage. Jonas takes 3. Eirik took 8. And Andir took 7. Goblins 6, 9, and 10 again use bonus actions to hide. Attacks against them have disadvantage unless your Perception roll beats 21, 20, or 13 (for goblins 6, 9, and 10 respectively). You guys are all up in any order. Map updated:
  22. Jaqelenna Lanthaloren | Conditions: None AC: 16 | HP: 30/30 | PP: 13 | 2nd Wind: 1/1 |Action Surge: 1/1| Insp: ✅ | Languages: Common, Draconic, Elvish The goblin crumples beneath Jaqi’s giant weapon and a trail of wet viscera follows the arc of the blade as the Elf lifts it once more, ready to move across the battlefield. If the Squire was imposing before her change, now she is a terror to behold. Her slitted pupils focus on another target, the one nearest the workshop still grappling with one of the odd defense mechanisms. With a feral snarl she stomps over towards the creature and raises her blade again, preparing a strike. She lets out a grunt of effort that sounds guttural and backed by an underlying animalistic growl. The downward cleave is a devastating blow and Jaqi’s nostrils flare, either from anger or as a reaction to the smell of blood. There is a twinkle of violent delight in her draconic eyes. OoC Movement: Running to O/P14 Action: Attack Gob 8 with Greatsword Bonus Action: None
  23. Heather Nonameyet AC: 15 | HP: 16/20 | Hit dice: 3/3d10 LR Abilities: Taunt: 2/2 | Fearless 1/1 | 1st Level 2/3 | Primal spell 1/1 AttacksShortbow 80/320 +7 1d6+3 P || Handaxe 20/60 +5 1d6+3 S || Hoopak (sling) 40/160 +7 1d4+3 B || Hoopak (spear) +5 1d6+3 P : 1d8 per turn Colossus Slayer; | SavesStr +1 | Dex +5 | Con +1 | Wis +3 Adv vs Fear | Int +1 | Cha -1; | Spells+5 attack, DC13 Hunter's Mark; Ensnaring Strike, Speak with Animals | Heather grits her teeth as the wickedly-barbed arrow finds her flesh. Reaching up, she snaps the shaft off, leaving just a few inches protruding. She doesn't bother with the ones hiding in the bushes, but lines up the goblin silhouetted against the defences. "They hit me, but it's not bad," she calls to Bastion, after the hail of arrows falling around them is spent "How are you holding up?" OOC Bonus action: Hunter's mark to 3 Action: Attack 3 with shortbow. If they have taken damage already they also take colossus slayer damage.
  24. Kora Shadowhawk AC: 11 (14) | HP: 22/22 | PP: 11 | Spell Slots: 1st 3/4, 2nd 1/2 | Sorcery Pts: 3/3 Inspiration: ✅ | Languages: Common, Draconic, Dwarven, Sylvan Peering around the corner, Kora coolly assessed the only target she could see. As the rest were hopefully being distracted by the other warriors and mages, Kora decided that it was best to deal with this lone creature as quickly as possible. Gesturing toward the goblin, she drew the magic that surrounded her and cloaked her from sight. Her eyes turned black and she uttered dark syllables in a empty, evil voice. The words reached out like a physical clawed hand to rake at the goblin's single-minded brain. "The Dark Moon take you..." Kora intoned as the spell tore into the little creature's ego and thoughts. Show this Action: Casts dissonant whispers on Goblin #8. It must make a DC 13 Wisdom saving throw or suffer the psychic damage listed below, and then immediately use its reaction to move its speed away from Kora. If the save is successful, it takes half damage and doesn't flee. Move: None Bonus Action: None Current Effects: mage armor
  25. 3rd Level Wizard | AC 11/14 | HP: 17/17 | PP: 17 | Spell Slots: 1st: 4/2, 2nd: 2/1 | Insp: X | Languages: Common, Draconic | Conditions: Mage Armor Jonas nods in sympathy as Andir wields magic to take a life for the first time. The young man was a gentle soul. But this new face for Krynn could change that. Jonas hopes that is not the case. No sooner does he think that than Andir takes a hit! Jonas' attention splits as he tries to survey the battlefield, but his worried eyes keep returning to his friend. He moves to his friend's side, yelling over the sounds of the fight. "Andir! Stick close!" He grabs Andir by one arm, still wielding his war wand with the other. As he moves forward, he can see some of the goblins charging what must be the workshop. Those should probably be my first priority. From the high ground, he sees more taking cover in the shrubs at the base of the hill. Hopefully, Bastion and Heather could see them too. One had tucked himself into a thick bush, barely visible. Okay, I guess you're mine, too! Arcanum Telum! Three glowing darts of magical force spring from his wand. One shoots unerringly at the sorely wounded goblin nearest Jonas, while two others disappear into the bushes. OOC Jonas moves to Andir's side, then leads them both forward, more slowly, to Q9. Jonas fires Magic Missile. One dart goes to Goblin #1, and the other two target the goblin most difficult to see, since Magic Missile doesn't require a to-hit roll that might suffer from disadvantage.
  26. *** Location: Rookledust's Workshop Day: 5 Round: 2 Jonas moves into the fray and unleashes a devastating gout of flames against the three goblins surrounding Jaqi. The blast expertly cleaves through the group without singing the overlarge elven woman. Unfortunately, the care taken to keep her unharmed by the spell gives the goblins the opening to duck away from the worst of the spell's effects. Nevertheless, they all look badly burned. Jaqi takes advantage of their momentary loss of focus and brings her greatsword down on one of the three. The massive blade crumples the still-smoldering goblin into a warm wet lump at her feet. Of the two who remain, one seems to go into a frenzy brought on by being so near to death. He rightly sees the threat of Jonas and attempts to end the young wizard with his scimitar, but both Eirik and Andir are upon him before he gets the chance. Eirik swings at the goblin with his sword, but the goblin is remarkably quick for being on death's door, or perhaps Eirik is still suffering some lingering handicap from his own injuries back at the High Clerist's Tower. Thankfully, Andir is there to back him up. Holding up an arcane crystal, he delivers a concentrated beam of frost at the goblin. The conjured ray freezes the creature solid in its tracks before it can threaten Jonas. It falls to the ground quite dead, with bits of itself shattering as its body hits the hard ground. Andir's eyes widen at the effect, having never used it against a living being before. He looks over at Jonas and simply mutters, "Oh my..." During this moment of shock, a dart fires from one of Rookledust's contraptions and hits Andir perfectly in the neck. His eyes grow even larger in surprise, and he reaches up to pull the dart out, but not before it hisses and injects a glowing green fluid. Plucking the dart free, he stares dumbfounded at it and feels at his neck where the instrument struck. But he is only further confused as there do not (yet) appear to be any other ill effects. The third member of the goblin trio by Jaqi thinks better of direct engagement. Nimbly squirming out of her reach, he retreats to the front of Rookledust's workshop to join the other goblins there. He abandons his sword in favor of a shortbow and attempts to fire back at Jaqi as he backpedals. But his fingers are shaking too badly and the arrow literally falls from his bowstring to land at his own feet. Meanwhile, Kora skirts around the back of the building completely unseen by all. When she reaches the other back corner, she spies a goblin wrestling with one of Rookeldust's bizarre contraptions. In the chaos, this one does not yet appear aware that the Heroes of Vogler have arrived on the scene. And finally, from their spots in the underbrush, Heather and Bastion continue to pepper the goblins with arrows. Heather marks a new target and skewers him in one shot. The goblin falls backward, the arrow lodged solidly in its chest, having pierced its heart. Bastion does not fare as well, his own arrow just missing as the goblins scramble in the aftermath of their leader's demise. Having just now recovered their wits, the hobgoblin's entourage turns their own bows in the direction of Bastion and Heather. One fires at Bastion, nicking him in the shoulder, despite the squire's attempts to conceal himself in the undergrowth. The others take the easier target of Heather, though only one manages to find the mark. After taking their shots, all three goblins then imitate Bastion and dive into the bushes themselves. OOC Heather kills another goblin. Jonas, Jaqi, and Andir jointly kill 2 more. Goblin 1 has 1 HP. Andir takes 1 damage from Rookledust's defenses. Bastion takes 3 damage and Heather takes 4 from goblin arrows. Goblin 1 disengages from Jaqi with a bonus action. Goblins 2, 3, and 8 are still engaged with the workshop defenses. Goblins 6, 9, and 10 use bonus actions to hide. Attacks against them have disadvantage unless your Perception roll beats 14 (or 22 for one of them). You guys are all up in any order. Map updated:
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