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Kamishiro_Rin

Kamishiro_Rin

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

   Vigdan! I forgot to mention in my last post, but your search action also let you find a dusty case containing six flasks of alchemist’s fireAlchemist’s Fire (flask)

Adventuring gear

50 gp, 1 lb.

   This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Source: PHB, page 148. Available in the SRD and the Basic Rules.
.


Round 7 (Concluded)

   Elgo swings her newly reacquired hoopak into action and jabs it at RDAS6 before using her elusiveness to disengage from the two surrounding her and start running up the stairs. It doesn’t connect, but she’s free of their threat, for now. “Can’t catch me! Neener neener neener!”

   Lanal Brint, the Kalaman soldier that you freed—and who’d mentioned in the jail cell that the Sivak had turned into the likeness of one of your unit—attempts to slash at the Sivak for some payback of his own. Unfortunately, both his slashes miss.

   However, no sooner does his second strike miss, the spirits of Reorx rend and tear both RDAS4 and the Sivak to pieces, killing them both in front of you. Suddenly, it crumbles to dust and a specter of Coltan arises up, out of the dust. It screeches at Lanal Brint, Modri, Artanis, and Hunni, as well as RDASs 6 and 7. Lanal, Modri, and Artanis are each not frightened of the giant, screeching Coltan. Hunni, RDAS6 and RDAS7 are all three frightened of Large Shrieking Spectral Coltan for 1 minute and can make the save at the end again at the end of each of their turns. Hunni has disadvantage on ability checks and attack rolls while Large Shrieking Spectral Coltan is within line of sight and she can’t willingly move closer to it!

   Lying in the pile of dust is an enormous brass key that looks like it matches the key pilfered by Vigdan from Captain Vanse’s desk!

   The two RDASs run after Elgo and you hear her scream and then her scream dies off as you hear their shouts of glee! “Got’er good! Ha HA!!”

   The other shouts, “We’ve got to get the other horn!”

   “Where is it?”

   “North tower; that way!”

   . . .
   . . .
   . . .
   And that’s when the tile roof of the stables explodes out and a dragonelle with captain Vanse riding it.

   Not knowing about the Shrieking Spectral Coltan, nor about Coltan’s spirit guardians spell, Vanse directs his dragonelle right through the area that endangers him every bit as much as it endangers the rest of you. Vanse fails both saves and he is now frightened of the SSC, and he takes all 11 radiant damage from the spirit guardians spell. His dragonelle, however, is made of tougher mental stuff than that, and shrugs off the SSC and only takes half of Coltan’s spirit guardians.

   Flying down close enough, he thrusts his lance first at Modri, then at Artanis! He hits Modri, dealing 8 piercing damage and 1 fire damage! He does not hit Modri because his advantage was canceled out by the SSC! He does not hit Artanis, either. He quickly ascends, rising 45 feet into the air above you all!

   At the same time, Ixenkuhri rends Modri, dealing 14 slashing damage and 3 fire damage! The dragonelle also tries to rend Artanis, but his tough armor protects him!

 

Round 8 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.701e119cfcee8b7d118636a73be8f63d.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 0 20 0% DEAD!
RDAS5 (wood elf) Y24 0 27 0% DEAD!
RDAS6 (dwarf) AC18 25 25 100%
RDAS7 (human) AC19 25 25 100%

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.

Sivak DraconianSivak Draconian

Large Monstrosity, typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 0/57 (6d10 + 24) 0% DEAD!
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 13 (+1) 10 (+0) 10 (+0)

Saving Throws Str +6, Wis +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Captain Ardlic VanseCaptain Ardlic Vanse (Dragon Army Officer)

Medium Humanoid, typically Lawful Evil
Armor Class 19 (splint, shield)
Hit Points 62/73 (10d8 + 20) 85%—Frightened of Shrieking Coltan
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +4, Wis +4
Skills Athletics +5, Perception +4
Senses passive Perception 14
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

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

Actions

Multiattack. The officer makes two Vicious Lance attacks and uses Assault Orders if it’s available.

Vicious Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.

  • Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.

  • Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) fire damage.

Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.

Source: DSotDQ, page 200


Ixenkuhri (Dragon Army Dragonnel)Ixenkuhri (Dragon Army Dragonnel)

Large Dragon, typically Lawful Evil
Armor Class 16 (breastplate barding)
Hit Points 62/67 (9d10 + 9) 93%—Not frightened of Shrieking Coltan
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)

Skills Perception +3
Damage Resistances fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages understands Common and Draconic but can’t speak
Challenge 3 (700 XP)
Proficiency Bonus +2

Flyby. The dragonnel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

Multiattack. The dragonnel makes two Rend attacks.

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

  • Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage.

Source: DSotDQ, page 201

Kamishiro_Rin

Kamishiro_Rin

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

   Vigdan! I forgot to mention in my last post, but your search action also let you find a dusty case containing six flasks of alchemist’s fireAlchemist’s Fire (flask)

Adventuring gear

50 gp, 1 lb.

   This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Source: PHB, page 148. Available in the SRD and the Basic Rules.
.


Round 7 (Concluded)

   Elgo swings her newly reacquired hoopak into action and jabs it at RDAS6 before using her elusiveness to disengage from the two surrounding her and start running up the stairs. It doesn’t connect, but she’s free of their threat, for now. “Can’t catch me! Neener neener neener!”

   Lanal Brint, the Kalaman soldier that you freed—and who’d mentioned in the jail cell that the Sivak had turned into the likeness of one of your unit—attempts to slash at the Sivak for some payback of his own. Unfortunately, both his slashes miss.

   However, no sooner does his second strike miss, the spirits of Reorx rend and tear both RDAS4 and the Sivak to pieces, killing them both in front of you. Suddenly, it crumbles to dust and a specter of Coltan arises up, out of the dust. It screeches at Lanal Brint, Modri, Artanis, and Hunni, as well as RDASs 6 and 7. Lanal, Modri, and Artanis are each not frightened of the giant, screeching Coltan. Hunni, RDAS6 and RDAS7 are all three frightened of Large Shrieking Spectral Coltan for 1 minute and can make the save at the end again at the end of each of their turns. Hunni has disadvantage on ability checks and attack rolls while Large Shrieking Spectral Coltan is within line of sight and she can’t willingly move closer to it!

   Lying in the pile of dust is an enormous brass key that looks like it matches the key pilfered by Vigdan from Captain Vanse’s desk!

   The two RDASs run after Elgo and you hear her scream and then her scream dies off as you hear their shouts of glee! “Got’er good! Ha HA!!”

   The other shouts, “We’ve got to get the other horn!”

   “Where is it?”

   “North tower; that way!”

   . . .
   . . .
   . . .
   And that’s when the tile roof of the stables explodes out and a dragonelle with captain Vanse riding it. Flying down close enough, he thrusts his lance first at Modri, then at Artanis! He hits Modri, dealing 8 piercing damage and 1 fire damage! He does not hit Artanis. He quickly ascends, rising 45 feet into the air above you all!

   At the same time, Ixenkuhri rends Modri, dealing 14 slashing damage and 3 fire damage! The dragonelle also tries to rend Artanis, but his tough armor protects him!

   Not knowing about the Shrieking Spectral Coltan, nor about Coltan’s spirit guardians spell, Vanse directs his dragonelle right through the area that endangers him every bit as much as it endangers the rest of you. Vanse fails both saves and he is now frightened of the SSC, and he takes all 11 radiant damage from the spirit guardians spell. His dragonelle, however, is made of tougher mental stuff than that, and shrugs off the SSC and only takes half of Coltan’s spirit guardians.

Round 8 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.701e119cfcee8b7d118636a73be8f63d.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 0 20 0% DEAD!
RDAS5 (wood elf) Y24 0 27 0% DEAD!
RDAS6 (dwarf) AC18 25 25 100%
RDAS7 (human) AC19 25 25 100%

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.

Sivak DraconianSivak Draconian

Large Monstrosity, typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 0/57 (6d10 + 24) 0% DEAD!
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 13 (+1) 10 (+0) 10 (+0)

Saving Throws Str +6, Wis +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Captain Ardlic VanseCaptain Ardlic Vanse (Dragon Army Officer)

Medium Humanoid, typically Lawful Evil
Armor Class 19 (splint, shield)
Hit Points 62/73 (10d8 + 20) 85%—Frightened of Shrieking Coltan
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +4, Wis +4
Skills Athletics +5, Perception +4
Senses passive Perception 14
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

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

Actions

Multiattack. The officer makes two Vicious Lance attacks and uses Assault Orders if it’s available.

Vicious Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.

  • Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.

  • Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) fire damage.

Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.

Source: DSotDQ, page 200


Ixenkuhri (Dragon Army Dragonnel)Ixenkuhri (Dragon Army Dragonnel)

Large Dragon, typically Lawful Evil
Armor Class 16 (breastplate barding)
Hit Points 62/67 (9d10 + 9) 93%—Not frightened of Shrieking Coltan
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)

Skills Perception +3
Damage Resistances fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages understands Common and Draconic but can’t speak
Challenge 3 (700 XP)
Proficiency Bonus +2

Flyby. The dragonnel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

Multiattack. The dragonnel makes two Rend attacks.

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

  • Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage.

Source: DSotDQ, page 201

Kamishiro_Rin

Kamishiro_Rin

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

   Vigdan! I forgot to mention in my last post, but your search action also let you find a dusty case containing six flasks of alchemist’s fireAlchemist’s Fire (flask)

Adventuring gear

50 gp, 1 lb.

   This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Source: PHB, page 148. Available in the SRD and the Basic Rules.
.


Round 7 (Concluded)

   Elgo swings her newly reacquired hoopak into action and jabs it at RDAS6 before using her elusiveness to disengage from the two surrounding her and start running up the stairs. It doesn’t connect, but she’s free of their threat, for now. “Can’t catch me! Neener neener neener!”

   Lanal Brint, the Kalaman soldier that you freed—and who’d mentioned in the jail cell that the Sivak had turned into the likeness of one of your unit—attempts to slash at the Sivak for some payback of his own. Unfortunately, both his slashes miss.

   However, no sooner does his second strike miss, the spirits of Reorx rend and tear both RDAS4 and the Sivak to pieces, killing them both in front of you. Suddenly, it crumbles to dust and a specter of Coltan arises up, out of the dust. It screeches at Lanal Brint, Modri, Artanis, and Hunni, as well as RDASs 6 and 7. Lanal, Modri, and Artanis are each not frightened of the giant, screeching Coltan. Hunni, RDAS6 and RDAS7 are all three frightened of Large Shrieking Spectral Coltan for 1 minute and can make the save at the end again at the end of each of their turns. Hunni has disadvantage on ability checks and attack rolls while Large Shrieking Spectral Coltan is within line of sight and she can’t willingly move closer to it!

   Lying in the pile of dust is an enormous brass key that looks like it matches the key pilfered by Vigdan from Captain Vanse’s desk!

   The two RDASs run after Elgo and you hear her scream and then her scream dies off as you hear their shouts of glee! “Got’er good! Ha HA!!”

   The other shouts, “We’ve got to get the other horn!”

   “Where is it?”

   “North tower; that way!”

   . . .
   . . .
   . . .
   And that’s when the tile roof of the stables explodes out and a dragonelle with captain Vanse riding it. Flying down close enough, he thrusts his lance first at Modri, then at Artanis! He hits Modri, dealing 8 piercing damage and 1 fire damage! He does not hit Artanis. He quickly ascends, rising 45 feet into the air above you all!

   At the same time, Ixenkuhri rends Modri, dealing 14 slashing damage and 3 fire damage! The dragonelle also tries to rend Artanis, but his tough armor protects him!

Round 8 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.701e119cfcee8b7d118636a73be8f63d.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 0 20 0% DEAD!
RDAS5 (wood elf) Y24 0 27 0% DEAD!
RDAS6 (dwarf) AC18 25 25 100%
RDAS7 (human) AC19 25 25 100%

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.

Sivak DraconianSivak Draconian

Large Monstrosity, typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 0/57 (6d10 + 24) 0% DEAD!
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 13 (+1) 10 (+0) 10 (+0)

Saving Throws Str +6, Wis +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Captain Ardlic VanseCaptain Ardlic Vanse (Dragon Army Officer)

Medium Humanoid, typically Lawful Evil
Armor Class 19 (splint, shield)
Hit Points 62/73 (10d8 + 20) 85%—Frightened of Shrieking Coltan
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +4, Wis +4
Skills Athletics +5, Perception +4
Senses passive Perception 14
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

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

Actions

Multiattack. The officer makes two Vicious Lance attacks and uses Assault Orders if it’s available.

Vicious Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.

  • Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.

  • Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) fire damage.

Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.

Source: DSotDQ, page 200


Ixenkuhri (Dragon Army Dragonnel)Ixenkuhri (Dragon Army Dragonnel)

Large Dragon, typically Lawful Evil
Armor Class 16 (breastplate barding)
Hit Points 62/67 (9d10 + 9) 93%—Not frightened of Shrieking Coltan
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)

Skills Perception +3
Damage Resistances fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages understands Common and Draconic but can’t speak
Challenge 3 (700 XP)
Proficiency Bonus +2

Flyby. The dragonnel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

Multiattack. The dragonnel makes two Rend attacks.

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

  • Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage.

Source: DSotDQ, page 201

Kamishiro_Rin

Kamishiro_Rin

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

   Vigdan! I forgot to mention in my last post, but your search action also let you find a dusty case containing six flasks of alchemist’s fireAlchemist’s Fire (flask)

Adventuring gear

50 gp, 1 lb.

   This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Source: PHB, page 148. Available in the SRD and the Basic Rules.
.


Round 7 (Concluded)

   Elgo swings her newly reacquired hoopak into action and jabs it at RDAS6 before using her elusiveness to disengage from the two surrounding her and start running up the stairs. It doesn’t connect, but she’s free of their threat, for now. “Can’t catch me! Neener neener neener!”

   Lanal Brint, the Kalaman soldier that you freed—and who’d mentioned in the jail cell that the Sivak had turned into the likeness of one of your unit—attempts to slash at the Sivak for some payback of his own. Unfortunately, both his slashes miss.

   However, no sooner does his second strike miss, the spirits of Reorx rend and tear both RDAS4 and the Sivak to pieces, killing them both in front of you. Suddenly, it crumbles to dust and a specter of Coltan arises up, out of the dust. It screeches at Lanal Brint, Modri, Artanis, and Hunni, as well as RDASs 6 and 7. Lanal, Modri, and Artanis are each not frightened of the giant, screeching Coltan. Hunni, RDAS6 and RDAS7 are all three frightened of Large Shrieking Spectral Coltan for 1 minute and can make the save at the end again at the end of each of their turns. Hunni has disadvantage on ability checks and attack rolls while Large Shrieking Spectral Coltan is within line of sight and she can’t willingly move closer to it!

   Lying in the pile of dust is an enormous brass key that looks like it matches the key pilfered by Vigdan from Captain Vanse’s desk!

   The two RDASs run after Elgo and you hear her scream and then her scream dies off as you hear their shouts of glee! “Got’er good! Ha HA!!”

   The other shouts, “We’ve got to get the other horn!”

   “Where is it?”

   “North tower; that way!”

   . . .
   . . .
   . . .
   And that’s when the tile roof of the stables explodes out and a dragonelle with captain Vanse riding it. Flying down close enough, he thrusts his lance first at Modri, then at Artanis! He hits Modri, dealing 8 piercing damage and 1 fire damage! He does not hit Artanis. He quickly ascends, rising 45 feet into the air above you all!

   At the same time, Ixenkuhri rends Modri, dealing 14 slashing damage and 3 fire damage! The dragonelle also tries to rend Artanis, but his tough armor protects him!

Round 8 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.701e119cfcee8b7d118636a73be8f63d.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 0 20 0% DEAD!
RDAS5 (wood elf) Y24 0 27 0% DEAD!
RDAS6 (dwarf) AC18 25 25 100%
RDAS7 (human) AC19 25 25 100%

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.

Sivak DraconianSivak Draconian

Large Monstrosity, typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 0/57 (6d10 + 24) 0% DEAD!
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 13 (+1) 10 (+0) 10 (+0)

Saving Throws Str +6, Wis +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Captain Ardlic VanseCaptain Ardlic Vanse (Dragon Army Officer)

Medium Humanoid, typically Lawful Evil
Armor Class 19 (splint, shield)
Hit Points 73/73 (10d8 + 20) 100%
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +4, Wis +4
Skills Athletics +5, Perception +4
Senses passive Perception 14
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

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

Actions

Multiattack. The officer makes two Vicious Lance attacks and uses Assault Orders if it’s available.

Vicious Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.

  • Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.

  • Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) fire damage.

Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.

Source: DSotDQ, page 200


Ixenkuhri (Dragon Army Dragonnel)Ixenkuhri (Dragon Army Dragonnel)

Large Dragon, typically Lawful Evil
Armor Class 16 (breastplate barding)
Hit Points 67/67 (9d10 + 9) 100%
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)

Skills Perception +3
Damage Resistances fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages understands Common and Draconic but can’t speak
Challenge 3 (700 XP)
Proficiency Bonus +2

Flyby. The dragonnel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

Multiattack. The dragonnel makes two Rend attacks.

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

  • Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage.

Source: DSotDQ, page 201

Kamishiro_Rin

Kamishiro_Rin

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

   Vigdan! I forgot to mention in my last post, but your search action also let you find a dusty case containing six flasks of alchemist’s fireAlchemist’s Fire (flask)

Adventuring gear

50 gp, 1 lb.

   This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Source: PHB, page 148. Available in the SRD and the Basic Rules.
.


Round 7 (Concluded)

   Elgo swings her newly reacquired hoopak into action and jabs it at RDAS6 before using her elusiveness to disengage from the two surrounding her and start running up the stairs. It doesn’t connect, but she’s free of their threat, for now. “Can’t catch me! Neener neener neener!”

   Lanal Brint, the Kalaman soldier that you freed—and who’d mentioned in the jail cell that the Sivak had turned into the likeness of one of your unit—attempts to slash at the Sivak for some payback of his own. Unfortunately, both his slashes miss.

   However, no sooner does his second strike miss, the spirits of Reorx rend and tear both RDAS4 and the Sivak to pieces, killing them both in front of you. Suddenly, it crumbles to dust and a specter of Coltan arises up, out of the dust. It screeches at Lanal Brint, Modri, Artanis, and Hunni, as well as RDASs 6 and 7. Lanal, Modri, and Artanis are each not frightened of the giant, screeching Coltan. Hunni, RDAS6 and RDAS7 are all three frightened of Large Shrieking Spectral Coltan for 1 minute and can make the save at the end again at the end of each of their turns. Hunni has disadvantage on ability checks and attack rolls while Large Shrieking Spectral Coltan is within line of sight and she can’t willingly move closer to it!

   Lying in the pile of dust is an enormous brass key that looks like it matches the key pilfered by Vigdan from Captain Vanse’s desk!

   The two RDASs run after Elgo and you hear her scream and then her scream dies off as you hear their shouts of glee! “Got’er good! Ha HA!!”

   The other shouts, “We’ve got to get the other horn!”

   “Where is it?”

   “North tower; that way!”

   . . .
   . . .
   . . .
   And that’s when the tile roof of the stables explodes out and a dragonelle with captain Vanse riding it. Flying down close enough, he thrusts his lance first at Modri, then at Artanis! He hits Modri, dealing 8 piercing damage and 1 fire damage! He does not hit Artanis. He quickly ascends, rising 45 feet into the air above you all!

   At the same time, Ixenkuhri rends Modri, dealing 14 slashing damage and 3 fire damage! The dragonelle also tries to rend Artanis, but his tough armor protects him!

Round 8 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

   You cannot move into the stables (area W8), as there is a wall between you. I had to erase the fog-of-war wall in order to make the maptool count Vanse’s steps right.

image.png.f16db22ebe3b6089538a46f91bac7a90.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 0 20 0% DEAD!
RDAS5 (wood elf) Y24 0 27 0% DEAD!
RDAS6 (dwarf) AC18 25 25 100%
RDAS7 (human) AC19 25 25 100%

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.

Sivak DraconianSivak Draconian

Large Monstrosity, typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 0/57 (6d10 + 24) 0% DEAD!
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 13 (+1) 10 (+0) 10 (+0)

Saving Throws Str +6, Wis +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Captain Ardlic VanseCaptain Ardlic Vanse (Dragon Army Officer)

Medium Humanoid, typically Lawful Evil
Armor Class 19 (splint, shield)
Hit Points 73/73 (10d8 + 20) 100%
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +4, Wis +4
Skills Athletics +5, Perception +4
Senses passive Perception 14
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

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

Actions

Multiattack. The officer makes two Vicious Lance attacks and uses Assault Orders if it’s available.

Vicious Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.

  • Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.

  • Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) fire damage.

Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.

Source: DSotDQ, page 200


Ixenkuhri (Dragon Army Dragonnel)Ixenkuhri (Dragon Army Dragonnel)

Large Dragon, typically Lawful Evil
Armor Class 16 (breastplate barding)
Hit Points 67/67 (9d10 + 9) 100%
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)

Skills Perception +3
Damage Resistances fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages understands Common and Draconic but can’t speak
Challenge 3 (700 XP)
Proficiency Bonus +2

Flyby. The dragonnel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

Multiattack. The dragonnel makes two Rend attacks.

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

  • Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage.

Source: DSotDQ, page 201

Kamishiro_Rin

Kamishiro_Rin

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

   Vigdan! I forgot to mention in my last post, but your search action also let you find a dusty case containing six flasks of alchemist’s fireAlchemist’s Fire (flask)

Adventuring gear

50 gp, 1 lb.

   This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Source: PHB, page 148. Available in the SRD and the Basic Rules.
.


Round 7 (Concluded)

   Elgo swings her newly reacquired hoopak into action and jabs it at RDAS6 before using her elusiveness to disengage from the two surrounding her and start running up the stairs. It doesn’t connect, but she’s free of their threat, for now. “Can’t catch me! Neener neener neener!”

   Lanal Brint, the Kalaman soldier that you freed—and who’d mentioned in the jail cell that the Sivak had turned into the likeness of one of your unit—attempts to slash at the Sivak for some payback of his own. Unfortunately, both his slashes miss.

   However, no sooner does his second strike miss, the spirits of Reorx rend and tear both RDAS4 and the Sivak to pieces, killing them both in front of you. Suddenly, it crumbles to dust and a specter of Coltan arises up, out of the dust. It screeches at Lanal Brint, Modri, Artanis, and Hunni, as well as RDASs 6 and 7. Lanal, Modri, and Artanis are each not frightened of the giant, screeching Coltan. Hunni, RDAS6 and RDAS7 are all three frightened of Large Shrieking Spectral Coltan for 1 minute and can make the save at the end again at the end of each of their turns. Hunni has disadvantage on ability checks and attack rolls while Large Shrieking Spectral Coltan is within line of sight and she can’t willingly move closer to it!

   Lying in the pile of dust is an enormous brass key that looks like it matches the key pilfered by Vigdan from Captain Vanse’s desk!

   The two RDASs run after Elgo and you hear her scream and then her scream dies off as you hear their shouts of glee! “Got’er good! Ha HA!!”

   The other shouts, “We’ve got to get the other horn!”

   “Where is it?”

   “North tower; that way!”

   . . .
   . . .
   . . .
   And that’s when the tile roof of the stables explodes out and a dragonelle with captain Vanse riding it. Flying down close enough, he thrusts his lance first at Modri, then at Artanis! Neither thrust hits, but he quickly ascends, rising 45 feet into the air above you all!

   Ixenkuhri rends Modri, dealing 14 slashing damage and 3 fire damage! The dragonelle also tries to rend Artanis, but his tough armor protects him!

Round 8 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

   You cannot move into the stables (area W8), as there is a wall between you. I had to erase the fog-of-war wall in order to make the maptool count Vanse’s steps right.

image.png.f16db22ebe3b6089538a46f91bac7a90.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 0 20 0% DEAD!
RDAS5 (wood elf) Y24 0 27 0% DEAD!
RDAS6 (dwarf) AC18 25 25 100%
RDAS7 (human) AC19 25 25 100%

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.

Sivak DraconianSivak Draconian

Large Monstrosity, typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 0/57 (6d10 + 24) 0% DEAD!
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 13 (+1) 10 (+0) 10 (+0)

Saving Throws Str +6, Wis +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Captain Ardlic VanseCaptain Ardlic Vanse (Dragon Army Officer)

Medium Humanoid, typically Lawful Evil
Armor Class 19 (splint, shield)
Hit Points 73/73 (10d8 + 20) 100%
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +4, Wis +4
Skills Athletics +5, Perception +4
Senses passive Perception 14
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

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

Actions

Multiattack. The officer makes two Vicious Lance attacks and uses Assault Orders if it’s available.

Vicious Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.

  • Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.

  • Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) fire damage.

Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.

Source: DSotDQ, page 200


Ixenkuhri (Dragon Army Dragonnel)Ixenkuhri (Dragon Army Dragonnel)

Large Dragon, typically Lawful Evil
Armor Class 16 (breastplate barding)
Hit Points 67/67 (9d10 + 9) 100%
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)

Skills Perception +3
Damage Resistances fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages understands Common and Draconic but can’t speak
Challenge 3 (700 XP)
Proficiency Bonus +2

Flyby. The dragonnel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

Multiattack. The dragonnel makes two Rend attacks.

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

  • Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage.

Source: DSotDQ, page 201

Kamishiro_Rin

Kamishiro_Rin

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

   Vigdan! I forgot to mention in my last post, but your search action also let you find a dusty case containing six flasks of alchemist’s fireAlchemist’s Fire (flask)

Adventuring gear

50 gp, 1 lb.

   This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Source: PHB, page 148. Available in the SRD and the Basic Rules.
.


Round 7 (Concluded)

   Elgo swings her newly reacquired hoopak into action and jabs it at RDAS6 before using her elusiveness to disengage from the two surrounding her and start running up the stairs. It doesn’t connect, but she’s free of their threat, for now. “Can’t catch me! Neener neener neener!”

   Lanal Brint, the Kalaman soldier that you freed—and who’d mentioned in the jail cell that the Sivak had turned into the likeness of one of your unit—attempts to slash at the Sivak for some payback of his own. Unfortunately, both his slashes miss.

   However, no sooner does his second strike miss, the spirits of Reorx rend and tear both RDAS4 and the Sivak to pieces, killing them both in front of you. Suddenly, it crumbles to dust and a specter of Coltan arises up, out of the dust. It screeches at Lanal Brint, Modri, Artanis, and Hunni, as well as RDASs 6 and 7. Lanal, Modri, and Artanis are each not frightened of the giant, screeching Coltan. Hunni, RDAS6 and RDAS7 are all three frightened of Large Shrieking Spectral Coltan for 1 minute and can make the save at the end again at the end of each of their turns. Hunni has disadvantage on ability checks and attack rolls while Large Shrieking Spectral Coltan is within line of sight and she can’t willingly move closer to it!

   Lying in the pile of dust is an enormous brass key that looks like it matches the key pilfered by Vigdan from Captain Vanse’s desk!

   The two RDASs run after Elgo and you hear her scream and then her scream dies off as you hear their shouts of glee! “Got’er good! Ha HA!!”

   The other shouts, “We’ve got to get the other horn!”

   “Where is it?”

   “North tower; that way!”

   . . .
   . . .
   . . .
   And that’s when the tile roof of the stables explodes out and a dragonelle with captain Vanse riding it. Flying down close enough, he thrusts his lance first at Modri, then at Artanis! Neither thrust hits, but he quickly ascends, rising 45 feet into the air above you all!

   Ixenkuhri tries to rend Artanis, but his tough armor protects him!

Round 8 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

   You cannot move into the stables (area W8), as there is a wall between you. I had to erase the fog-of-war wall in order to make the maptool count Vanse’s steps right.

image.png.f16db22ebe3b6089538a46f91bac7a90.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 0 20 0% DEAD!
RDAS5 (wood elf) Y24 0 27 0% DEAD!
RDAS6 (dwarf) AC18 25 25 100%
RDAS7 (human) AC19 25 25 100%

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.

Sivak DraconianSivak Draconian

Large Monstrosity, typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 0/57 (6d10 + 24) 0% DEAD!
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 13 (+1) 10 (+0) 10 (+0)

Saving Throws Str +6, Wis +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Captain Ardlic VanseCaptain Ardlic Vanse (Dragon Army Officer)

Medium Humanoid, typically Lawful Evil
Armor Class 19 (splint, shield)
Hit Points 73/73 (10d8 + 20) 100%
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +4, Wis +4
Skills Athletics +5, Perception +4
Senses passive Perception 14
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

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

Actions

Multiattack. The officer makes two Vicious Lance attacks and uses Assault Orders if it’s available.

Vicious Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.

  • Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.

  • Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) fire damage.

Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.

Source: DSotDQ, page 200


Ixenkuhri (Dragon Army Dragonnel)Ixenkuhri (Dragon Army Dragonnel)

Large Dragon, typically Lawful Evil
Armor Class 16 (breastplate barding)
Hit Points 67/67 (9d10 + 9) 100%
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)

Skills Perception +3
Damage Resistances fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages understands Common and Draconic but can’t speak
Challenge 3 (700 XP)
Proficiency Bonus +2

Flyby. The dragonnel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

Multiattack. The dragonnel makes two Rend attacks.

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

  • Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage.

Source: DSotDQ, page 201

Kamishiro_Rin

Kamishiro_Rin

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

   Vigdan! I forgot to mention in my last post, but your search action also let you find a dusty case containing six flasks of alchemist’s fireAlchemist’s Fire (flask)

Adventuring gear

50 gp, 1 lb.

   This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Source: PHB, page 148. Available in the SRD and the Basic Rules.
.


Round 7 (Concluded)

   Elgo swings her newly reacquired hoopak into action and jabs it at RDAS6 before using her elusiveness to disengage from the two surrounding her and start running up the stairs. It doesn’t connect, but she’s free of their threat, for now. “Can’t catch me! Neener neener neener!”

   Lanal Brint, the Kalaman soldier that you freed—and who’d mentioned in the jail cell that the Sivak had turned into the likeness of one of your unit—attempts to slash at the Sivak for some payback of his own. Unfortunately, both his slashes miss.

   However, no sooner does his second strike miss, the spirits of Reorx rend and tear both RDAS4 and the Sivak to pieces, killing them both in front of you. Suddenly, it crumbles to dust and a specter of Coltan arises up, out of the dust. It screeches at Lanal Brint, Modri, Artanis, and Hunni, as well as RDASs 6 and 7. Lanal, Modri, and Artanis are each not frightened of the giant, screeching Coltan. Hunni, RDAS6 and RDAS7 are all three frightened of Large Shrieking Spectral Coltan for 1 minute and can make the save at the end again at the end of each of their turns. Hunni has disadvantage on ability checks and attack rolls while Large Shrieking Spectral Coltan is within line of sight and she can’t willingly move closer to it!

   Lying in the pile of dust is an enormous brass key that looks like it matches the key pilfered by Vigdan from Captain Vanse’s desk!

   The two RDASs run after Elgo and you hear her scream and then her scream dies off as you hear their shouts of glee! “Got’er good! Ha HA!!”

   The other shouts, “We’ve got to get the other horn!”

   “Where is it?”

   “North tower; that way!”

   . . .
   . . .
   . . .
   And that’s when the tile roof of the stables explodes out and a dragonelle with captain Vanse riding it. Flying down close enough, he thrusts his lance first at Modri, then at Artanis! Neither thrust hits, but he quickly ascends, rising 45 feet into the air above you all!

Round 8 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

   You cannot move into the stables (area W8), as there is a wall between you. I had to erase the fog-of-war wall in order to make the maptool count Vanse’s steps right.

image.png.f16db22ebe3b6089538a46f91bac7a90.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 0 20 0% DEAD!
RDAS5 (wood elf) Y24 0 27 0% DEAD!
RDAS6 (dwarf) AC18 25 25 100%
RDAS7 (human) AC19 25 25 100%

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.

Sivak DraconianSivak Draconian

Large Monstrosity, typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 0/57 (6d10 + 24) 0% DEAD!
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 13 (+1) 10 (+0) 10 (+0)

Saving Throws Str +6, Wis +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Captain Ardlic VanseCaptain Ardlic Vanse (Dragon Army Officer)

Medium Humanoid, typically Lawful Evil
Armor Class 19 (splint, shield)
Hit Points 73/73 (10d8 + 20) 100%
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +4, Wis +4
Skills Athletics +5, Perception +4
Senses passive Perception 14
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

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

Actions

Multiattack. The officer makes two Vicious Lance attacks and uses Assault Orders if it’s available.

Vicious Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.

  • Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.

  • Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) fire damage.

Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.

Source: DSotDQ, page 200


Ixenkuhri (Dragon Army Dragonnel)Ixenkuhri (Dragon Army Dragonnel)

Large Dragon, typically Lawful Evil
Armor Class 16 (breastplate barding)
Hit Points 67/67 (9d10 + 9) 100%
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)

Skills Perception +3
Damage Resistances fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages understands Common and Draconic but can’t speak
Challenge 3 (700 XP)
Proficiency Bonus +2

Flyby. The dragonnel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

Multiattack. The dragonnel makes two Rend attacks.

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

  • Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage.

Source: DSotDQ, page 201

Kamishiro_Rin

Kamishiro_Rin

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 6 (Concluded)

   Under Construction!!

Round 7 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.438b699a956f172c0e1126defff04661.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 0 20 0% DEAD!
RDAS5 (wood elf) Y24 0 27 0% DEAD!
RDAS6 (dwarf) Y17 25 25 100%
RDAS7 (human) Y18 25 25 100%

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.

Sivak DraconianSivak Draconian


Large Monstrosity, typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 0/57 (6d10 + 24) 0% DEAD!
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 13 (+1) 10 (+0) 10 (+0)

Saving Throws Str +6, Wis +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Actions

Multiattack. The draconian makes two Serrated Sword attacks and one Tail attack.

Serrated Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

  • Hit: 13 (2d8 + 4) slashing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

  • Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Reactions

Shape Theft. After the draconian kills a Medium or smaller Humanoid, the draconian magically cloaks itself in an illusion to look and feel like that creature while retaining the draconian’s game statistics (other than its size). This transformation lasts until the draconian dies or uses a bonus action to end it.

Source: DSotDQ, page 199

image.png

Kamishiro_Rin

Kamishiro_Rin

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 6 (Concluded)

   Under Construction!!

Round 7 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.438b699a956f172c0e1126defff04661.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 11 20 55%
RDAS5 (wood elf) Y24 0 27 0% DEAD!
RDAS6 (dwarf) Y17 25 25 100%
RDAS7 (human) Y18 25 25 100%

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.

Sivak DraconianSivak Draconian


Large Monstrosity, typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 57 (6d10 + 24) 100%
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 13 (+1) 10 (+0) 10 (+0)

Saving Throws Str +6, Wis +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Actions

Multiattack. The draconian makes two Serrated Sword attacks and one Tail attack.

Serrated Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

  • Hit: 13 (2d8 + 4) slashing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

  • Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Reactions

Shape Theft. After the draconian kills a Medium or smaller Humanoid, the draconian magically cloaks itself in an illusion to look and feel like that creature while retaining the draconian’s game statistics (other than its size). This transformation lasts until the draconian dies or uses a bonus action to end it.

Source: DSotDQ, page 199

 

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.
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