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Date

On This Linaras, the 27th Day of Brookgreen,
in the 351st Year After the Cataclysm
(Sunday, March 27, 351 AC)

The 8th Day of the Campaign - About 4:50 AM–5:00 AM

  • Solinari: Waning Gibbous
  • Lunitari: Waning Crescent
  • Nuitari: Waxing Crescent

Wheelwatch Outpost

(Everyone)

IC

Round 5 (Concluded)

   “Hey Barbedaxe, that you over there takin’ a piss? Barrelsunder is jumping at shadows again,” the human guard asks, as he jogs down the steps from the wall and through the space between the stables and the storeroom.

   When he clears the area, he sees most of their prisoners—though Fairla is not amongst them—plus a bunch of other people he’s never seen. “What the bloody hell!?! You’ve killed Waesna!” he yells, pointing to the dead body of the elven guard next to Modri.

   At this proclamation, you hear a series of hurried boots come running from the north and south towers. Fortunately, just one set of boots comes from the south tower—but they’re swift. A wood elf guard (RDAS5) dashes into view next to the guard that just yelled (RDAS4). He’s carrying a horn to alert the rest of the fort!

   “Saunders?” you hear a muffled shout from the stables, “Is that you? What’s going on out there?”

   “They’ve killed Smith!” the wood elf exclaims, pointing at the body next to Coltan.

   All of the RDASs had to dash to get to where they are, currently, so none of them can take actions, yet.

   I’ve made their positions visible so you can act without doing so blindly. Just keep in mind that if you try to attack the ones listed as “on the wall” (see the statblock below), that you won’t be able to attack them without a ranged option or running up those stairs in the southwest corner.

Round 6 Start!

OOC

   Walls. The walls of Wheelwatch are 20 feet high, with towers and fortifications adding an additional 10 feet for each floor.

   Windows. The windows in these walls are 6-inch-wide arrow slits.

   Light. Torches provide bright light throughout the fort.


   Ixenkuhri. Anyone who understands draconic.


   Gate Controls. The north and south gates each have a mechanism to open and close that gate. “Unlocking” (actually, engaging the internal mechanism) a gate mechanism requires using two separate gate keys or succeeding on a DC 14 Dexterity (thieves’ tools) check.

   It takes 1 minute to fully open or close the gates using the controls. Opening a gate attracts the attention of all creatures in areas W1, W2, W3, and W4.

   Eves and Lines of Sight. I’m going to rule that the buildings in the courtyard (jail (west), store room (attached to and south of the jail), stables (southwest corner), and kitchen (southeast corner), all have a 5-foot overhang for rain, and you can stand as far as 10 feet from a buildings’ edge before you are seen by a soldier patrolling a wall directly over you. However, that doesn’t stop you from being seen by a soldier on any of the other three sides looking directly at you.

   You Are Still in Initiative. A clock has started ticking, so to speak. You have to find two keys (Vigdan has just found one), there are three bodies on the ground and blood everywhere. A patrol could begin on any one of the four walls at any time, and someone is giving something a scrub-down in the stables—who knows how long that’s going to last?

Map

image.png.5369fd9e4be6aceb199726ae4ce484d0.png

Statblocks

Red Dragon Army SoldierRed Dragon Army Soldier


Medium Humanoid, typically Lawful Evil
Armor Class 17 (scale mail, shield)
Hit Points 22 (4d8 + 4)

Name Coordinates HP Max HP % Health Notes
RDAS4 (human) Z24 20 20 100%
RDAS5 (wood elf) Y24 27 27 100%
RDAS6 (dwarf) Y17 25 25 100% (on the walls)
RDAS7 (human) Y18 25 25 100% (on the walls)
Kalaman Soldier!?! (human)
“Lurden”?
Z18 ?? ?? 100% (on the walls)

Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Skills Athletics +4, Perception +2
Senses passive Perception 12
Languages Common, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2

Draconic Devotion. While the soldier can see a Dragon that isn’t hostile to it, the soldier has advantage on attack rolls.


Actions


Multiattack. The soldier makes two Longsword or Javelin attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

  • Hit: 6 (1d8 + 2) slashing damage (or 7 (1d10 + 2) slashing damage if used with two hands), plus 2 (1d4) fire damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.

  • Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) fire damage.
Date

On This Linaras, the 27th Day of Brookgreen,
in the 351st Year After the Cataclysm
(Sunday, March 27, 351 AC)

The 8th Day of the Campaign - About 4:50 AM–5:00 AM

  • Solinari: Waning Gibbous
  • Lunitari: Waning Crescent
  • Nuitari: Waxing Crescent

Wheelwatch Outpost

(Everyone)

IC

Round 5 (Concluded)

   “Hey Barbedaxe, that you over there takin’ a piss? Barrelsunder is jumping at shadows again,” the human guard asks, as he jogs down the steps from the wall and through the space between the stables and the storeroom.

   When he clears the area, he sees most of their prisoners—though Fairla is not amongst them—plus a bunch of other people he’s never seen. “What the bloody hell!?! You’ve killed Waesna!” he yells, pointing to the dead body of the elven guard next to Modri.

   At this proclamation, you hear a series of hurried boots come running from the north and south towers. Fortunately, just one set of boots comes from the south tower—but they’re swift. A wood elf guard (RDAS5) dashes into view next to the guard that just yelled (RDAS4). He’s carrying a horn to alert the rest of the fort!

   “Saunders?” you hear a muffled shout from the stables, “Is that you? What’s going on out there?”

   All of the RDASs had to dash to get to where they are, currently, so none of them can take actions, yet.

   I’ve made their positions visible so you can act without doing so blindly. Just keep in mind that if you try to attack the ones listed as “on the wall” (see the statblock below), that you won’t be able to attack them without a ranged option or running up those stairs in the southwest corner.

Round 6 Start!

OOC

   Walls. The walls of Wheelwatch are 20 feet high, with towers and fortifications adding an additional 10 feet for each floor.

   Windows. The windows in these walls are 6-inch-wide arrow slits.

   Light. Torches provide bright light throughout the fort.


   Ixenkuhri. Anyone who understands draconic.


   Gate Controls. The north and south gates each have a mechanism to open and close that gate. “Unlocking” (actually, engaging the internal mechanism) a gate mechanism requires using two separate gate keys or succeeding on a DC 14 Dexterity (thieves’ tools) check.

   It takes 1 minute to fully open or close the gates using the controls. Opening a gate attracts the attention of all creatures in areas W1, W2, W3, and W4.

   Eves and Lines of Sight. I’m going to rule that the buildings in the courtyard (jail (west), store room (attached to and south of the jail), stables (southwest corner), and kitchen (southeast corner), all have a 5-foot overhang for rain, and you can stand as far as 10 feet from a buildings’ edge before you are seen by a soldier patrolling a wall directly over you. However, that doesn’t stop you from being seen by a soldier on any of the other three sides looking directly at you.

   You Are Still in Initiative. A clock has started ticking, so to speak. You have to find two keys (Vigdan has just found one), there are three bodies on the ground and blood everywhere. A patrol could begin on any one of the four walls at any time, and someone is giving something a scrub-down in the stables—who knows how long that’s going to last?

Map

image.png.5369fd9e4be6aceb199726ae4ce484d0.png

Statblocks

Red Dragon Army SoldierRed Dragon Army Soldier


Medium Humanoid, typically Lawful Evil
Armor Class 17 (scale mail, shield)
Hit Points 22 (4d8 + 4)

Name Coordinates HP Max HP % Health Notes
RDAS4 (human) Z24 20 20 100%
RDAS5 (wood elf) Y24 27 27 100%
RDAS6 (dwarf) Y17 25 25 100% (on the walls)
RDAS7 (human) Y18 25 25 100% (on the walls)
Kalaman Soldier!?! (human)
“Lurden”?
Z18 ?? ?? 100% (on the walls)

Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Skills Athletics +4, Perception +2
Senses passive Perception 12
Languages Common, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2

Draconic Devotion. While the soldier can see a Dragon that isn’t hostile to it, the soldier has advantage on attack rolls.


Actions


Multiattack. The soldier makes two Longsword or Javelin attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

  • Hit: 6 (1d8 + 2) slashing damage (or 7 (1d10 + 2) slashing damage if used with two hands), plus 2 (1d4) fire damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.

  • Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) fire damage.
Date

On This Linaras, the 27th Day of Brookgreen,
in the 351st Year After the Cataclysm
(Sunday, March 27, 351 AC)

The 8th Day of the Campaign - About 4:50 AM–5:00 AM

  • Solinari: Waning Gibbous
  • Lunitari: Waning Crescent
  • Nuitari: Waxing Crescent

Wheelwatch Outpost

(Everyone)

IC

Round 5 (Concluded)

   “Hey Barbedaxe, that you over there takin’ a piss? Barrelsunder is jumping at shadows again,” the human guard asks, as he jogs down the steps from the wall and through the space between the stables and the storeroom.

   When he clears the area, he sees most of their prisoners—though Fairla is not amongst them—plus a bunch of other people he’s never seen. “What the bloody hell!?! You’ve killed Waesna!” he yells, pointing to the dead body of the elven guard next to Modri.

   At this proclamation, you hear a series of hurried boots come running from the north and south towers. Fortunately, just one set of boots comes from the south tower—but they’re swift. A wood elf guard (RDAS5) dashes into view next to the guard that just yelled (RDAS4). He’s carrying a horn to alert the rest of the fort!

   “Saunders?” you hear a muffled shout from the stables, “Is that you? What’s going on out there?”

   All of the RDASs had to dash to get to where they are, currently, so none of them can take actions, yet.

   I’ve made their positions visible so you can act without doing so blindly. Just keep in mind that if you try to attack the ones listed as “on the wall” (see the statblock below), that you won’t be able to attack them without a ranged option or running up those stairs in the southwest corner.

Round 6 Start!

OOC

   Walls. The walls of Wheelwatch are 20 feet high, with towers and fortifications adding an additional 10 feet for each floor.

   Windows. The windows in these walls are 6-inch-wide arrow slits.

   Light. Torches provide bright light throughout the fort.


   Ixenkuhri. Anyone who understands draconic.


   Gate Controls. The north and south gates each have a mechanism to open and close that gate. “Unlocking” (actually, engaging the internal mechanism) a gate mechanism requires using two separate gate keys or succeeding on a DC 14 Dexterity (thieves’ tools) check.

   It takes 1 minute to fully open or close the gates using the controls. Opening a gate attracts the attention of all creatures in areas W1, W2, W3, and W4.

   Eves and Lines of Sight. I’m going to rule that the buildings in the courtyard (jail (west), store room (attached to and south of the jail), stables (southwest corner), and kitchen (southeast corner), all have a 5-foot overhang for rain, and you can stand as far as 10 feet from a buildings’ edge before you are seen by a soldier patrolling a wall directly over you. However, that doesn’t stop you from being seen by a soldier on any of the other three sides looking directly at you.

   You Are Still in Initiative. A clock has started ticking, so to speak. You have to find two keys (Vigdan has just found one), there are three bodies on the ground and blood everywhere. A patrol could begin on any one of the four walls at any time, and someone is giving something a scrub-down in the stables—who knows how long that’s going to last?

Map

image.png.5369fd9e4be6aceb199726ae4ce484d0.png

Statblocks

Red Dragon Army SoldierRed Dragon Army Soldier


Medium Humanoid, typically Lawful Evil
Armor Class 17 (scale mail, shield)a
Hit Points 22 (4d8 + 4)

Name Coordinates HP Max HP % Health Notes
RDAS4 (human) Z24 20 20 100%
RDAS5 (wood elf) Y24 27 27 100%
RDAS6 (dwarf) Y17 25 25 100% (on the walls)
RDAS7 (human) Y18 25 25 100% (on the walls)
Kalaman Soldier!?! (human)
“Lurden”?
Z18 ?? ?? 100% (on the walls)

Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Skills Athletics +4, Perception +2
Senses passive Perception 12
Languages Common, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2

Draconic Devotion. While the soldier can see a Dragon that isn’t hostile to it, the soldier has advantage on attack rolls.


Actions


Multiattack. The soldier makes two Longsword or Javelin attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

  • Hit: 6 (1d8 + 2) slashing damage (or 7 (1d10 + 2) slashing damage if used with two hands), plus 2 (1d4) fire damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.

  • Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) fire damage.
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