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Kamishiro_Rin

Kamishiro_Rin

Date

On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Late Evening

   Merituuli has a miserable time trying to study Decimus’s stab wound—so badly, in fact, that he takes poison damage from it! Kalasääski helps him watch for more bad guys—something that the pair are very good at! He wonders how much wind will be in Bakaris’s sails, but can’t figure it out.

   Decimus is able to glean from his understanding of poisons that this one is an ‘injury poison’—applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. However, this one seems to require at least two doses in quick succession as he merely took damage and looks worse for wear, but the poison’s effects might be that failing a constitution saving throw would result in suffering the poisoned condition until the end of his next turn, and that he’d also be paralyzed for that duration!

   Decimus is very sneaky, almost preternaturally so! He looks for Hunni in the crowd.

   Hunni, for her part is able to convince and cajole the crowd with ease, and just manages to sing a passable tune.

   Hunni’s Giant Constrictor Snake is surprisingly acrobatic, and of course, quite intimidating, but somehow fails to be as athletic as it normally could be.


   Mery is able to tell who the figures on the bluffs are, but can’t remember any particular details beyond the widely known legends of Lord Soth.

   When she tries to suss out Ser Michelle’s truthfulness, what insight she can glean gives her the impression that the woman isn’t lying, and doesn’t seem to be trying to hide anything. Especially at the Lieutenant’s look of horror at the village being burned by the kapak draconians. She genuinely seems to believe that they were just to quarter there and that this targeted destruction and death has left her speechless.

   Using persuasion effectively, she helps some men walk a little taller despite their demeaning circumstances. She tells some children a captivating story and gets them in order, too. Her attempt to lull some lethal lizards to sleep with a lullaby lacks success—not miserably—but it fails nonetheless.

   Coltan’s keep perception is only outmatched by his deft animal handling. His efficient use of strength helps clear the path!

   “I suppose that explains why you’ve fought with honour, but I’m not sure the rest of the evil gods army follow your code…” Ser Artanis responds to the lieutenant’s excitement about the manifestation of Takhisis.

   “But . . . but the Gods! They’re back!” she says, understanding what he says, but wanting to hold onto something of the past several years. “You have your ‘Aprentice of Reorx’ and we have our ‘Speakers’ as well . . .”

   It’s later, after she sees the kapak flee with a mere flex of Ser Artanis’s lance and when she sees the horrors her own side is inflicting upon the hapless innocents that Ser Michelle accepts that until now, literally any god or goddess manifest had been enough to take her in—but now, now, a god that does not wreak havoc and destruction and conquest is one to follow, not an evil goddess like Takhisis—a goddess into whose faith she hadn’t even been born!

   Ser Artanis captures and rallies the panicking crowd with his horn, and gives an inspiring speech!

   Ser Michelle listens to Modri’s tale and finds a kindred spirit in his hardy tough upbringing—hers was no picnic, either, training as a knight under her father. She blushes as his praise of her honor hits home—and in a little shame at having arrogantly delivered her army’s demands.

   Modri is able to use his strength to move some tipped wagons. Then he humorously gets a goat to get out of the way and stop butting into people. Unfortunately he’s not as successful with the crowd.

   Ser Michelle even helps out where she can, saving Modri from a javelin throw with a keen eye and a much stronger shove than he might have expected! In the disorder, though, she can’t think of any particular tactics recommended by her army in this situation—maybe she’s just used to a proper battlefield.

The Heroes Meet Up!

Coltan, Decimus, Derrett, Hunni, Merituuli,
Mery, Modri, Mayor Raven, Ser Artanis, and Ser Michelle

   Whilst you all worked, some of you may have seen great plumes of flame igniting entire buildings in the village! They got closer and closer.

   With the Thornwall group’s help, despite the rampant destruction and burning of the village, the last of the villagers is herded to the wharf safely with no further deaths.


Invasion Encounter

   An alchemist in the village passes you by on his way to the boats. You notice him move off to the side, letting others get on the boats instead of him. The crowd thins as the last stragglers are boarded and when you have time for a breath—and just as the Thornwall group approaches—he opens his bag and pulls out seven vials, each with a red liquid that glimmers when he shakes them up.

   “Here!” he says, handing them to each of you. “I won’t be needing these, now that I can get on a boat out of here—thanks to you all, the Heroes of High Hill and the Saviors of Vogler. Drink that and some of your injuries will disappear. Normally I’d sell these at 50 gold a piece, but my shop, just down that street, is now a flaming cinder pile and I bet when we reach Kalaman, I won’t have a place to brew or customers for a time. Take care and Reorx protect you all!”

   With that, he steps down, off the dock, onto one of the remaining keel boats as it’s rowed away.


   The screams of last of villagers, still evacuating onto boats, ring through the smoke of burning buildings. Among the screams rises an unbelievable word: “Dragon!”

   Then it comes into view. Pitching this way and that, its scales clanking like steel plates, a black beast draws near the wharf, flanked by reptilian invaders. Flames crackle from the beast’s gaping maw.

Boilerdrak

Escape from Vogler

   This battle takes place in front of Vogler’s wharf, depicted on the map below.

   On the first round of battle, the large, draconic beast belches a huge gout of flame into the Wharfinger’s Office—the structure at the north of the map. The building rapidly catches fire.

   A blinded bozak draconian with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed. The draconian appears in an unoccupied space adjacent to the Fray nearest a random character (Mery).

Characters who succeed on a DC 12 Wisdom (Perception) check or who come within 5 feet of the beast recognize that . . .

. . . it isn’t a dragon, but a mechanical device.

spacer.png

Vogler Battlefield Features

The battlefield includes the following features:

  • Burning Building. The Wharfinger’s Office is on fire. A creature that enters the burning structure for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 5 (1d10) fire damage.
  • Fray. The 15-foot-wide area marked by the design at the edge of the map represents draconians facing off against Vogler’s remaining defenders. This area and the village beyond the map are difficult terrain. A creature that enters the Fray for the first time on a turn or starts its turn there must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) slashing damage from opportunistic foes. The Fray can’t be damaged and remains until the battle ends.
  • Battlefield Conditions (perception). It’s late evening and there is a lot of smoke everywhere, wafting towards the wharf. However, there are a lot of fires providing quite a bit of light. The sounds of screaming, terrified villagers, the roar of the burning village, the wind whipping up as fires pull air in towards the village from all directions, all create a din that makes communication difficult. The entire battlefield is therefore lightly obscured, meaning that everyone has disadvantage on perception checks that involve hearing, seeing, or smell.
  • Battlefield Conditions (movement and hiding). There is debris everywhere. Furthermore, as it—until now—was a functioning and busy wharf, there are stacked crates and barrels all over the place, as well. Areas that don’t look pretty much clear are difficult terrain. Anywhere you see barrels or boxes, you can hide behind them for half cover (barrels) or three-quarters cover (boxes).

Vogler Battlefield Events

During this encounter, roll on the Vogler Battlefield Events table each round at initiative count 0. Also consider rolling on the table if a character enters the Fray or otherwise tries to leave the battlefield.

Vogler Battlefield Events
d6 Events
1    Two Vogler fishers (guards) come to assist the characters. They appear in unoccupied spaces adjacent to the Fray nearest a random character.
2    A blinded bozak draconian with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed. The draconian appears in an unoccupied space adjacent to the Fray nearest a random character.
3–4    A draconian gliding overhead throws a fiery flask at one random player character, who must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) fire damage.
5–6    Villagers on the docks shout their support. A random player character has advantage on their next attack roll.

 

d10 Random Character
1 Coltan
2 Darrett
3 Decimus
4 Hunni’s Giant Constrictor Snake
5 Hunni
6 Mery
7 Modri
8 Mayor Raven
9 Ser Artanis
10 Ser Michelle

 

Statblocks
  • Lt. Dame Michelle Folketh.
    • Armor Class 12
    • Hit Points 32/65 (10d8 + 20)
    • Speed 30 ft.
    • STR +3, DEX +2, CON +2, INT +1, WIS +2, CHA +1
    • Saving Throws Dex +4, Wis +4
    • Skills Athletics +5, Perception +4
    • Senses passive Perception 14
    • Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.
    • 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.
  • Warhorse.
    • Armor Class 11
    • Hit Points 19 (3d10 + 3)
    • Speed 60 ft.
    • STR +4, DEX +1, CON +1, INT –4, WIS +1, CHA –2
    • Senses passive Perception 11
    • Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
    • Actions
      • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Cat.
    • Armor Class 12
    • Hit Points 2 (1d4)
    • Speed 40 ft., climb 30 ft.
    • STR –4, DEX +2, CON +0, INT –4, WIS +1, CHA –2
    • Skills Perception +3, Stealth +4
    • Senses passive Perception 13
    • Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
    • Actions
      • Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
  • Baaz Draconian.
    • Armor Class 14 (natural armor)
    • Hit Points 22 (4d8 + 4)
    • Speed 30 ft.
    • STR +1, DEX +0, CON +1, INT –1, WIS –1, CHA +0
    • Senses darkvision 60 ft., passive Perception 9
    • Languages Common, Draconic
    • Controlled Fall. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.
    • Death Throes. When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust.
    • Draconic Devotion. While the draconian can see a Dragon that isn't hostile to it, the draconian has advantage on attack rolls.
  • Bozak Draconian.
    • Armor Class 15 (natural armor)
    • Hit Points 40 (9d8)
    • Speed 30 ft.
    • STR +2, DEX +0, CON +0, INT +0, WIS +0, CHA +2
    • Saving Throws Int +2, Wis +2, Cha +4
    • Senses darkvision 60 ft., passive Perception 10
    • Languages Common, Draconic
    • Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away, and then its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage.
    • Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Draconic Beast (for the purposes of combat)

  • Boilerdrak
    • Large object
    • Armor Class 15
    • Hit Points 100
    • Damage Immunities poison, psychic
    • This wagon-sized device is designed to look roughly like a dragon. Before it can be used, the boilerdrak must be lit and aimed. It takes 1 action to light the weapon, 1 action to aim it, and 1 action to fire it. When you use your action to fire it, roll a d20. If you roll a 2 or higher, use the Flames action. If you roll a 1, use the Explosion action.
    • Flames. The boilerdrak expels flames in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
    • Explosion. The boilerdrak explodes in a 30-foot-radius sphere and is destroyed. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
Lieutenant Dame Michelle Folketh spacer.png Warhorse

Lieutenant Dame Michelle Folketh,
a. k. a. “Lieutenant”,
“Lieutenant Folketh”,
“Dame Michelle”, or
“Ser Michelle”

Cat Warhorses
“Handsome”
and
“Tiergan”
spacer.png Bozak Draconian ???

Baaz Draconian

Bozak Draconian Boilerdrak
Kamishiro_Rin

Kamishiro_Rin

Date

On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Late Evening

   Merituuli has a miserable time trying to study Decimus’s stab wound—so badly, in fact, that he takes poison damage from it! Kalasääski helps him watch for more bad guys—something that the pair are very good at! He wonders how much wind will be in Bakaris’s sails, but can’t figure it out.

   Decimus is able to glean from his understanding of poisons that this one is an ‘injury poison’—applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. However, this one seems to require at least two doses in quick succession as he merely took damage and looks worse for wear, but the poison’s effects might be that failing a constitution saving throw would result in suffering the poisoned condition until the end of his next turn, and that he’d also be paralyzed for that duration!

   Decimus is very sneaky, almost preternaturally so! He looks for Hunni in the crowd.

   Hunni, for her part is able to convince and cajole the crowd with ease, and just manages to sing a passable tune.

   Hunni’s Giant Constrictor Snake is surprisingly acrobatic, and of course, quite intimidating, but somehow fails to be as athletic as it normally could be.


   Mery is able to tell who the figures on the bluffs are, but can’t remember any particular details beyond the widely known legends of Lord Soth.

   When she tries to suss out Ser Michelle’s truthfulness, what insight she can glean gives her the impression that the woman isn’t lying, and doesn’t seem to be trying to hide anything. Especially at the Lieutenant’s look of horror at the village being burned by the kapak draconians. She genuinely seems to believe that they were just to quarter there and that this targeted destruction and death has left her speechless.

   Using persuasion effectively, she helps some men walk a little taller despite their demeaning circumstances. She tells some children a captivating story and gets them in order, too. Her attempt to lull some lethal lizards to sleep with a lullaby lacks success—not miserably—but it fails nonetheless.

   Coltan’s keep perception is only outmatched by his deft animal handling. His efficient use of strength helps clear the path!

   “I suppose that explains why you’ve fought with honour, but I’m not sure the rest of the evil gods army follow your code…” Ser Artanis responds to the lieutenant’s excitement about the manifestation of Takhisis.

   “But . . . but the Gods! They’re back!” she says, understanding what he says, but wanting to hold onto something of the past several years. “You have your ‘Aprentice of Reorx’ and we have our ‘Speakers’ as well . . .”

   It’s later, after she sees the kapak flee with a mere flex of Ser Artanis’s lance and when she sees the horrors her own side is inflicting upon the hapless innocents that Ser Michelle accepts that until now, literally any god or goddess manifest had been enough to take her in—but now, now, a god that does not wreak havoc and destruction and conquest is one to follow, not an evil goddess like Takhisis—a goddess into whose faith she hadn’t even been born!

   Ser Artanis captures and rallies the panicking crowd with his horn, and gives an inspiring speech!

   Ser Michelle listens to Modri’s tale and finds a kindred spirit in his hardy tough upbringing—hers was no picnic, either, training as a knight under her father. She blushes as his praise of her honor hits home—and in a little shame at having arrogantly delivered her army’s demands.

   Modri is able to use his strength to move some tipped wagons. Then he humorously gets a goat to get out of the way and stop butting into people. Unfortunately he’s not as successful with the crowd.

   Ser Michelle even helps out where she can, saving Modri from a javelin throw with a keen eye and a much stronger shove than he might have expected! In the disorder, though, she can’t think of any particular tactics recommended by her army in this situation—maybe she’s just used to a proper battlefield.

The Heroes Meet Up!

Coltan, Decimus, Derrett, Hunni, Merituuli,
Mery, Modri, Mayor Raven, Ser Artanis, and Ser Michelle

   Whilst you all worked, some of you may have seen great plumes of flame igniting entire buildings in the village! They got closer and closer.

   With the Thornwall group’s help, despite the rampant destruction and burning of the village, the last of the villagers is herded to the wharf safely with no further deaths.


Invasion Encounter

   An alchemist in the village passes you by on his way to the boats. You notice him move off to the side, letting others get on the boats instead of him. The crowd thins as the last stragglers are boarded and when you have time for a breath—and just as the Thornwall group approaches—he opens his bag and pulls out seven vials, each with a red liquid that glimmers when he shakes them up.

   “Here!” he says, handing them to each of you. “I won’t be needing these, now that I can get on a boat out of here—thanks to you all, the Heroes of High Hill and the Saviors of Vogler. Drink that and some of your injuries will disappear. Normally I’d sell these at 50 gold a piece, but my shop, just down that street, is now a flaming cinder pile and I bet when we reach Kalaman, I won’t have a place to brew or customers for a time. Take care and Reorx protect you all!”

   With that, he steps down, off the dock, onto one of the remaining keel boats as it’s rowed away.


   The screams of last of villagers, still evacuating onto boats, ring through the smoke of burning buildings. Among the screams rises an unbelievable word: “Dragon!”

   Then it comes into view. Pitching this way and that, its scales clanking like steel plates, a black beast draws near the wharf, flanked by reptilian invaders. Flames crackle from the beast’s gaping maw.

Boilerdrak

Escape from Vogler

   This battle takes place in front of Vogler’s wharf, depicted on the map below.

   On the first round of battle, the large, draconic beast belches a huge gout of flame into the Wharfinger’s Office—the structure at the north of the map. The building rapidly catches fire.

   A blinded bozak draconian with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed. The draconian appears in an unoccupied space adjacent to the Fray nearest a random character (Mery).

Characters who succeed on a DC 12 Wisdom (Perception) check or who come within 5 feet of the beast recognize that . . .

. . . it isn’t a dragon, but a mechanical device.

spacer.png

Vogler Battlefield Features

The battlefield includes the following features:

Burning Building. The Wharfinger’s Office is on fire. A creature that enters the burning structure for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 5 (1d10) fire damage.

Fray. The 15-foot-wide area marked by the design at the edge of the map represents draconians facing off against Vogler’s remaining defenders. This area and the village beyond the map are difficult terrain. A creature that enters the Fray for the first time on a turn or starts its turn there must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) slashing damage from opportunistic foes. The Fray can’t be damaged and remains until the battle ends.

Vogler Battlefield Events

During this encounter, roll on the Vogler Battlefield Events table each round at initiative count 0. Also consider rolling on the table if a character enters the Fray or otherwise tries to leave the battlefield.

Vogler Battlefield Events
d6 Events
1    Two Vogler fishers (guards) come to assist the characters. They appear in unoccupied spaces adjacent to the Fray nearest a random character.
2    A blinded bozak draconian with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed. The draconian appears in an unoccupied space adjacent to the Fray nearest a random character.
3–4    A draconian gliding overhead throws a fiery flask at one random player character, who must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) fire damage.
5–6    Villagers on the docks shout their support. A random player character has advantage on their next attack roll.

 

d10 Random Character
1 Coltan
2 Darrett
3 Decimus
4 Hunni’s Giant Constrictor Snake
5 Hunni
6 Mery
7 Modri
8 Mayor Raven
9 Ser Artanis
10 Ser Michelle

 

Statblocks
  • Lt. Dame Michelle Folketh.
    • Armor Class 12
    • Hit Points 32/65 (10d8 + 20)
    • Speed 30 ft.
    • STR +3, DEX +2, CON +2, INT +1, WIS +2, CHA +1
    • Saving Throws Dex +4, Wis +4
    • Skills Athletics +5, Perception +4
    • Senses passive Perception 14
    • Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.
    • 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.
  • Warhorse.
    • Armor Class 11
    • Hit Points 19 (3d10 + 3)
    • Speed 60 ft.
    • STR +4, DEX +1, CON +1, INT –4, WIS +1, CHA –2
    • Senses passive Perception 11
    • Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
    • Actions
      • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Cat.
    • Armor Class 12
    • Hit Points 2 (1d4)
    • Speed 40 ft., climb 30 ft.
    • STR –4, DEX +2, CON +0, INT –4, WIS +1, CHA –2
    • Skills Perception +3, Stealth +4
    • Senses passive Perception 13
    • Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
    • Actions
      • Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
  • Baaz Draconian.
    • Armor Class 14 (natural armor)
    • Hit Points 22 (4d8 + 4)
    • Speed 30 ft.
    • STR +1, DEX +0, CON +1, INT –1, WIS –1, CHA +0
    • Senses darkvision 60 ft., passive Perception 9
    • Languages Common, Draconic
    • Controlled Fall. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.
    • Death Throes. When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust.
    • Draconic Devotion. While the draconian can see a Dragon that isn't hostile to it, the draconian has advantage on attack rolls.
  • Bozak Draconian.
    • Armor Class 15 (natural armor)
    • Hit Points 40 (9d8)
    • Speed 30 ft.
    • STR +2, DEX +0, CON +0, INT +0, WIS +0, CHA +2
    • Saving Throws Int +2, Wis +2, Cha +4
    • Senses darkvision 60 ft., passive Perception 10
    • Languages Common, Draconic
    • Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away, and then its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage.
    • Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Draconic Beast (for the purposes of combat)

  • Boilerdrak
    • Large object
    • Armor Class 15
    • Hit Points 100
    • Damage Immunities poison, psychic
    • This wagon-sized device is designed to look roughly like a dragon. Before it can be used, the boilerdrak must be lit and aimed. It takes 1 action to light the weapon, 1 action to aim it, and 1 action to fire it. When you use your action to fire it, roll a d20. If you roll a 2 or higher, use the Flames action. If you roll a 1, use the Explosion action.
    • Flames. The boilerdrak expels flames in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
    • Explosion. The boilerdrak explodes in a 30-foot-radius sphere and is destroyed. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
Lieutenant Dame Michelle Folketh spacer.png Warhorse

Lieutenant Dame Michelle Folketh,
a. k. a. “Lieutenant”,
“Lieutenant Folketh”,
“Dame Michelle”, or
“Ser Michelle”

Cat Warhorses
“Handsome”
and
“Tiergan”
spacer.png Bozak Draconian ???

Baaz Draconian

Bozak Draconian Boilerdrak
Kamishiro_Rin

Kamishiro_Rin

Date

On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Late Evening

   Merituuli has a miserable time trying to study Decimus’s stab wound—so badly, in fact, that he takes poison damage from it! Kalasääski helps him watch for more bad guys—something that the pair are very good at! He wonders how much wind will be in Bakaris’s sails, but can’t figure it out.

   Decimus is able to glean from his understanding of poisons that this one is an ‘injury poison’—applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. However, this one seems to require at least two doses in quick succession as he merely took damage and looks worse for wear, but the poison’s effects might be that failing a constitution saving throw would result in suffering the poisoned condition until the end of his next turn, and that he’d also be paralyzed for that duration!

   Decimus is very sneaky, almost preternaturally so! He looks for Hunni in the crowd.

   Hunni, for her part is able to convince and cajole the crowd with ease, and just manages to sing a passable tune.

   Hunni’s Giant Constrictor Snake is surprisingly acrobatic, and of course, quite intimidating, but somehow fails to be as athletic as it normally could be.


   Mery is able to tell who the figures on the bluffs are, but can’t remember any particular details beyond the widely known legends of Lord Soth.

   When she tries to suss out Ser Michelle’s truthfulness, what insight she can glean gives her the impression that the woman isn’t lying, and doesn’t seem to be trying to hide anything. Especially at the Lieutenant’s look of horror at the village being burned by the kapak draconians. She genuinely seems to believe that they were just to quarter there and that this targeted destruction and death has left her speechless.

   Using persuasion effectively, she helps some men walk a little taller despite their demeaning circumstances. She tells some children a captivating story and gets them in order, too. Her attempt to lull some lethal lizards to sleep with a lullaby lacks success—not miserably—but it fails nonetheless.

   Coltan’s keep perception is only outmatched by his deft animal handling. His efficient use of strength helps clear the path!

   “I suppose that explains why you’ve fought with honour, but I’m not sure the rest of the evil gods army follow your code…” Ser Artanis responds to the lieutenant’s excitement about the manifestation of Takhisis.

   “But . . . but the Gods! They’re back!” she says, understanding what he says, but wanting to hold onto something of the past several years. “You have your ‘Aprentice of Reorx’ and we have our ‘Speakers’ as well . . .”

   It’s later, after she sees the kapak flee with a mere flex of Ser Artanis’s lance and when she sees the horrors her own side is inflicting upon the hapless innocents that Ser Michelle accepts that until now, literally any god or goddess manifest had been enough to take her in—but now, now, a god that does not wreak havoc and destruction and conquest is one to follow, not an evil goddess like Takhisis—a goddess into whose faith she hadn’t even been born!

   Ser Artanis captures and rallies the panicking crowd with his horn, and gives an inspiring speech!

   Ser Michelle listens to Modri’s tale and finds a kindred spirit in his hardy tough upbringing—hers was no picnic, either, training as a knight under her father. She blushes as his praise of her honor hits home—and in a little shame at having arrogantly delivered her army’s demands.

   Modri is able to use his strength to move some tipped wagons. Then he humorously gets a goat to get out of the way and stop butting into people. Unfortunately he’s not as successful with the crowd.

   Ser Michelle even helps out where she can, saving Modri from a javelin throw with a keen eye and a much stronger shove than he might have expected! In the disorder, though, she can’t think of any particular tactics recommended by her army in this situation—maybe she’s just used to a proper battlefield.

The Heroes Meet Up!

Coltan, Decimus, Derrett, Hunni, Merituuli,
Mery, Modri, Mayor Raven, Ser Artanis, and Ser Michelle

   Whilst you all worked, some of you may have seen great plumes of flame igniting entire buildings in the village! They got closer and closer.

   With the Thornwall group’s help, despite the rampant destruction and burning of the village, the last of the villagers is herded to the wharf safely with no further deaths.


Invasion Encounter

   An alchemist in the village passes you by on his way to the boats. You notice him move off to the side, letting others get on the boats instead of him. The crowd thins as the last stragglers are boarded and when you have time for a breath—and just as the Thornwall group approaches—he opens his bag and pulls out seven vials, each with a red liquid that glimmers when he shakes them up.

   “Here!” he says, handing them to each of you. “I won’t be needing these, now that I can get on a boat out of here—thanks to you all, the Heroes of High Hill and the Saviors of Vogler. Drink that and some of your injuries will disappear. Normally I’d sell these at 50 gold a piece, but my shop, just down that street, is now a flaming cinder pile and I bet when we reach Kalaman, I won’t have a place to brew or customers for a time. Take care and Reorx protect you all!”

   With that, he steps down, off the dock, onto one of the remaining keel boats as it’s rowed away.


   The screams of last of villagers, still evacuating onto boats, ring through the smoke of burning buildings. Among the screams rises an unbelievable word: “Dragon!”

   Then it comes into view. Pitching this way and that, its scales clanking like steel plates, a black beast draws near the wharf, flanked by reptilian invaders. Flames crackle from the beast’s gaping maw.

Boilerdrak

Escape from Vogler

   This battle takes place in front of Vogler’s wharf, depicted on the map below.

   On the first round of battle, the large, draconic beast belches a huge gout of flame into the Wharfinger’s Office—the structure at the north of the map. The building rapidly catches fire.

   A blinded bozak draconian with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed. The draconian appears in an unoccupied space adjacent to the Fray nearest a random character (Mery).

Characters who succeed on a DC 12 Wisdom (Perception) check or who come within 5 feet of the beast recognize that . . .

. . . it isn’t a dragon, but a mechanical device.

spacer.png

Vogler Battlefield Features

The battlefield includes the following features:

Burning Building. The Wharfinger’s Office is on fire. A creature that enters the burning structure for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 5 (1d10) fire damage.

Fray. The 15-foot-wide area marked by the design at the edge of the map represents draconians facing off against Vogler’s remaining defenders. This area and the village beyond the map are difficult terrain. A creature that enters the Fray for the first time on a turn or starts its turn there must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) slashing damage from opportunistic foes. The Fray can’t be damaged and remains until the battle ends.

Vogler Battlefield Events

During this encounter, roll on the Vogler Battlefield Events table each round at initiative count 0. Also consider rolling on the table if a character enters the Fray or otherwise tries to leave the battlefield.

Vogler Battlefield Events
d6 Events
1    Two Vogler fishers (guards) come to assist the characters. They appear in unoccupied spaces adjacent to the Fray nearest a random character.
2    A blinded bozak draconian with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed. The draconian appears in an unoccupied space adjacent to the Fray nearest a random character.
3–4    A draconian gliding overhead throws a fiery flask at one random player character, who must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) fire damage.
5–6    Villagers on the docks shout their support. A random player character has advantage on their next attack roll.

 

d10 Random Character
1 Coltan
2 Darrett
3 Decimus
4 Hunni’s Giant Constrictor Snake
5 Hunni
6 Mery
7 Modri
8 Mayor Raven
9 Ser Artanis
10 Ser Michelle

 

Statblocks
  • Lt. Dame Michelle Folketh.
    • Armor Class 12
    • Hit Points 32/65 (10d8 + 20)
    • Speed 30 ft.
    • STR +3, DEX +2, CON +2, INT +1, WIS +2, CHA +1
    • Saving Throws Dex +4, Wis +4
    • Skills Athletics +5, Perception +4
    • Senses passive Perception 14
    • Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.
    • 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.
  • Warhorse.
    • Armor Class 11
    • Hit Points 19 (3d10 + 3)
    • Speed 60 ft.
    • STR +4, DEX +1, CON +1, INT –4, WIS +1, CHA –2
    • Senses passive Perception 11
    • Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
    • Actions
      • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Cat.
    • Armor Class 12
    • Hit Points 2 (1d4)
    • Speed 40 ft., climb 30 ft.
    • STR –4, DEX +2, CON +0, INT –4, WIS +1, CHA –2
    • Skills Perception +3, Stealth +4
    • Senses passive Perception 13
    • Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
    • Actions
      • Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
  • Baaz Draconian.
    • Armor Class 14 (natural armor)
    • Hit Points 22 (4d8 + 4)
    • Speed 30 ft.
    • STR +1, DEX +0, CON +1, INT –1, WIS –1, CHA +0
    • Senses darkvision 60 ft., passive Perception 9
    • Languages Common, Draconic
    • Controlled Fall. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.
    • Death Throes. When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust.
    • Draconic Devotion. While the draconian can see a Dragon that isn't hostile to it, the draconian has advantage on attack rolls.
  • Bozak Draconian.
    • Armor Class 15 (natural armor)
    • Hit Points 40 (9d8)
    • Speed 30 ft.
    • STR +2, DEX +0, CON +0, INT +0, WIS +0, CHA +2
    • Saving Throws Int +2, Wis +2, Cha +4
    • Senses darkvision 60 ft., passive Perception 10
    • Languages Common, Draconic
    • Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away, and then its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage.
    • Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Draconic Beast (for the purposes of combat)

  • Boilerdrak
    • Large object
    • Armor Class 15
    • Hit Points 100
    • Damage Immunities poison, psychic
    • This wagon-sized device is designed to look roughly like a dragon. Before it can be used, the boilerdrak must be lit and aimed. It takes 1 action to light the weapon, 1 action to aim it, and 1 action to fire it. When you use your action to fire it, roll a d20. If you roll a 2 or higher, use the Flames action. If you roll a 1, use the Explosion action.
    • Flames. The boilerdrak expels flames in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
    • Explosion. The boilerdrak explodes in a 30-foot-radius sphere and is destroyed. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
Lieutenant Dame Michelle Folketh spacer.png Warhorse

Lieutenant Dame Michelle Folketh,
a. k. a. “Lieutenant”,
“Lieutenant Folketh”,
“Dame Michelle”, or
“Ser Michelle”

Cat Warhorses
“Handsome”
and
“Tiergan”
spacer.png Bozak Draconian ???

Baaz Draconian

Bozak Draconian Boilerdrak
Kamishiro_Rin

Kamishiro_Rin

Date

On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Late Evening

   Merituuli has a miserable time trying to study Decimus’s stab wound—so badly, in fact, that he takes poison damage from it! Kalasääski helps him watch for more bad guys—something that the pair are very good at! He wonders how much wind will be in Bakaris’s sails, but can’t figure it out.

   Decimus is able to glean from his understanding of poisons that this one is an ‘injury poison’—applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. However, this one seems to require at least two doses in quick succession as he merely took damage and looks worse for wear, but the poison’s effects might be that failing a constitution saving throw would result in suffering the poisoned condition until the end of his next turn, and that he’d also be paralyzed for that duration!

   Decimus is very sneaky, almost preternaturally so! He looks for Hunni in the crowd.

   Hunni, for her part is able to convince and cajole the crowd with ease, and just manages to sing a passable tune.

   Hunni’s Giant Constrictor Snake is surprisingly acrobatic, and of course, quite intimidating, but somehow fails to be as athletic as it normally could be.


   Mery is able to tell who the figures on the bluffs are, but can’t remember any particular details beyond the widely known legends of Lord Soth.

   When she tries to suss out Ser Michelle’s truthfulness, what insight she can glean gives her the impression that the woman isn’t lying, and doesn’t seem to be trying to hide anything. Especially at the Lieutenant’s look of horror at the village being burned by the kapak draconians. She genuinely seems to believe that they were just to quarter there and that this targeted destruction and death has left her speechless.

   Using persuasion effectively, she helps some men walk a little taller despite their demeaning circumstances. She tells some children a captivating story and gets them in order, too. Her attempt to lull some lethal lizards to sleep with a lullaby lacks success—not miserably—but it fails nonetheless.

   Coltan’s keep perception is only outmatched by his deft animal handling. His efficient use of strength helps clear the path!

   “I suppose that explains why you’ve fought with honour, but I’m not sure the rest of the evil gods army follow your code…” Ser Artanis responds to the lieutenant’s excitement about the manifestation of Takhisis.

   “But . . . but the Gods! They’re back!” she says, understanding what he says, but wanting to hold onto something of the past several years. “You have your ‘Aprentice of Reorx’ and we have our ‘Speakers’ as well . . .”

   It’s later, after she sees the kapak flee with a mere flex of Ser Artanis’s lance and when she sees the horrors her own side is inflicting upon the hapless innocents that Ser Michelle accepts that until now, literally any god or goddess manifest had been enough to take her in—but now, now, a god that does not wreak havoc and destruction and conquest is one to follow, not an evil goddess like Takhisis—a goddess into whose faith she hadn’t even been born!

   Ser Artanis captures and rallies the panicking crowd with his horn, and gives an inspiring speech!

   Ser Michelle listens to Modri’s tale and finds a kindred spirit in his hardy tough upbringing—hers was no picnic, either, training as a knight under her father. She blushes as his praise of her honor hits home—and in a little shame at having arrogantly delivered her army’s demands.

   Modri is able to use his strength to move some tipped wagons. Then he humorously gets a goat to get out of the way and stop butting into people. Unfortunately he’s not as successful with the crowd.

   Ser Michelle even helps out where she can, saving Modri from a javelin throw with a keen eye and a much stronger shove than he might have expected! In the disorder, though, she can’t think of any particular tactics recommended by her army in this situation—maybe she’s just used to a proper battlefield.

The Heroes Meet Up!

Coltan, Decimus, Derrett, Hunni, Merituuli,
Mery, Modri, Mayor Raven, Ser Artanis, and Ser Michelle

   Whilst you all worked, some of you may have seen great plumes of flame igniting entire buildings in the village! They got closer and closer.

   With the Thornwall group’s help, despite the rampant destruction and burning of the village, the last of the villagers is herded to the wharf safely with no further deaths.


Invasion Encounter

   An alchemist in the village passes you by on his way to the boats. You notice him move off to the side, letting others get on the boats instead of him. The crowd thins as the last stragglers are boarded and when you have time for a breath—and just as the Thornwall group approaches—he opens his bag and pulls out seven vials, each with a red liquid that glimmers when he shakes them up.

   “Here!” he says, handing them to each of you. “I won’t be needing these, now that I can get on a boat out of here—thanks to you all, the Heroes of High Hill and the Saviors of Vogler. Drink that and some of your injuries will disappear. Normally I’d sell these at 50 gold a piece, but my shop, just down that street, is now a flaming cinder pile and I bet when we reach Kalaman, I won’t have a place to brew or customers for a time. Take care and Reorx protect you all!”

   With that, he steps down, off the dock, onto one of the remaining keel boats as it’s rowed away.


   The screams of last of villagers, still evacuating onto boats, ring through the smoke of burning buildings. Among the screams rises an unbelievable word: “Dragon!”

   Then it comes into view. Pitching this way and that, its scales clanking like steel plates, a black beast draws near the wharf, flanked by reptilian invaders. Flames crackle from the beast’s gaping maw.

Boilerdrak

Escape from Vogler

   This battle takes place in front of Vogler’s wharf, depicted on the map below.

   On the first round of battle, the large, draconic beast belches a huge gout of flame into the Wharfinger’s Office—the structure at the north of the map. The building rapidly catches fire.

   A blinded bozak draconian with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed. The draconian appears in an unoccupied space adjacent to the Fray nearest a random character (Mery).

Characters who succeed on a DC 12 Wisdom (Perception) check or who come within 5 feet of the beast recognize that . . .

. . . it isn’t a dragon, but a mechanical device.

spacer.png

Vogler Battlefield Features

The battlefield includes the following features:

Burning Building. The Wharfinger’s Office is on fire. A creature that enters the burning structure for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 5 (1d10) fire damage.

Fray. The 15-foot-wide area marked by the design at the edge of the map represents draconians facing off against Vogler’s remaining defenders. This area and the village beyond the map are difficult terrain. A creature that enters the Fray for the first time on a turn or starts its turn there must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) slashing damage from opportunistic foes. The Fray can’t be damaged and remains until the battle ends.

Vogler Battlefield Events

During this encounter, roll on the Vogler Battlefield Events table each round at initiative count 0. Also consider rolling on the table if a character enters the Fray or otherwise tries to leave the battlefield.

Vogler Battlefield Events
d6 Events
1    Two Vogler fishers (guards) come to assist the characters. They appear in unoccupied spaces adjacent to the Fray nearest a random character.
2    A blinded bozak draconian with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed. The draconian appears in an unoccupied space adjacent to the Fray nearest a random character.
3–4    A draconian gliding overhead throws a fiery flask at one random player character, who must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) fire damage.
5–6    Villagers on the docks shout their support. A random player character has advantage on their next attack roll.

 

d10 Random Character
1 Coltan
2 Darrett
3 Decimus
4 Hunni’s Giant Constrictor Snake
5 Hunni
6 Mery
7 Modri
8 Mayor Raven
9 Ser Artanis
10 Ser Michelle

 

Statblocks
  • Lt. Dame Michelle Folketh.
    • Armor Class 12
    • Hit Points 32/65 (10d8 + 20)
    • Speed 30 ft.
    • STR +3, DEX +2, CON +2, INT +1, WIS +2, CHA +1
    • Saving Throws Dex +4, Wis +4
    • Skills Athletics +5, Perception +4
    • Senses passive Perception 14
    • Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.
    • 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.
  • Warhorse.
    • Armor Class 11
    • Hit Points 19 (3d10 + 3)
    • Speed 60 ft.
    • STR +4, DEX +1, CON +1, INT –4, WIS +1, CHA –2
    • Senses passive Perception 11
    • Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
    • Actions
      • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Cat.
    • Armor Class 12
    • Hit Points 2 (1d4)
    • Speed 40 ft., climb 30 ft.
    • STR –4, DEX +2, CON +0, INT –4, WIS +1, CHA –2
    • Skills Perception +3, Stealth +4
    • Senses passive Perception 13
    • Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
    • Actions
      • Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
  • Baaz Draconian.
    • Armor Class 14 (natural armor)
    • Hit Points 22 (4d8 + 4)
    • Speed 30 ft.
    • STR +1, DEX +0, CON +1, INT –1, WIS –1, CHA +0
    • Senses darkvision 60 ft., passive Perception 9
    • Languages Common, Draconic
    • Controlled Fall. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.
    • Death Throes. When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust.
    • Draconic Devotion. While the draconian can see a Dragon that isn't hostile to it, the draconian has advantage on attack rolls.
  • Bozak Draconian.
    • Armor Class 15 (natural armor)
    • Hit Points 40 (9d8)
    • Speed 30 ft.
    • STR +2, DEX +0, CON +0, INT +0, WIS +0, CHA +2
    • Saving Throws Int +2, Wis +2, Cha +4
    • Senses darkvision 60 ft., passive Perception 10
    • Languages Common, Draconic
    • Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away, and then its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage.
    • Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Draconic Beast (for the purposes of combat)

  • Boilerdrak
    • Large object
    • Armor Class 15
    • Hit Points 100
    • Damage Immunities poison, psychic
    • This wagon-sized device is designed to look roughly like a dragon. Before it can be used, the boilerdrak must be lit and aimed. It takes 1 action to light the weapon, 1 action to aim it, and 1 action to fire it. When you use your action to fire it, roll a d20. If you roll a 2 or higher, use the Flames action. If you roll a 1, use the Explosion action.
    • Flames. The boilerdrak expels flames in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
    • Explosion. The boilerdrak explodes in a 30-foot-radius sphere and is destroyed. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
Lieutenant Dame Michelle Folketh spacer.png Warhorse

Lieutenant Dame Michelle Folketh,
a. k. a. “Lieutenant”,
“Lieutenant Folketh”,
“Dame Michelle”, or
“Ser Michelle”

Cat Warhorses
“Handsome”
and
“Tiergan”
spacer.png Bozak Draconian ???

Baaz Draconian

Bozak Draconian Boilerdrak
Kamishiro_Rin

Kamishiro_Rin

Date

On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Late Evening

   Merituuli has a miserable time trying to study Decimus’s stab wound—so badly, in fact, that he takes poison damage from it! Kalasääski helps him watch for more bad guys—something that the pair are very good at! He wonders how much wind will be in Bakaris’s sails, but can’t figure it out.

   Decimus is able to glean from his understanding of poisons that this one is an ‘injury poison’—applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. However, this one seems to require at least two doses in quick succession as he merely took damage and looks worse for wear, but the poison’s effects might be that failing a constitution saving throw would result in suffering the poisoned condition until the end of his next turn, and that he’d also be paralyzed for that duration!

   Decimus is very sneaky, almost preternaturally so! He looks for Hunni in the crowd.

   Hunni, for her part is able to convince and cajole the crowd with ease, and just manages to sing a passable tune.

   Hunni’s Giant Constrictor Snake is surprisingly acrobatic, and of course, quite intimidating, but somehow fails to be as athletic as it normally could be.


   Mery is able to tell who the figures on the bluffs are, but can’t remember any particular details beyond the widely known legends of Lord Soth.

   When she tries to suss out Ser Michelle’s truthfulness, what insight she can glean gives her the impression that the woman isn’t lying, and doesn’t seem to be trying to hide anything. Especially at the Lieutenant’s look of horror at the village being burned by the kapak draconians. She genuinely seems to believe that they were just to quarter there and that this targeted destruction and death has left her speechless.

   Using persuasion effectively, she helps some men walk a little taller despite their demeaning circumstances. She tells some children a captivating story and gets them in order, too. Her attempt to lull some lethal lizards to sleep with a lullaby lacks success—not miserably—but it fails nonetheless.

   Coltan’s keep perception is only outmatched by his deft animal handling. His efficient use of strength helps clear the path!

   “I suppose that explains why you’ve fought with honour, but I’m not sure the rest of the evil gods army follow your code…” Ser Artanis responds to the lieutenant’s excitement about the manifestation of Takhisis.

   “But . . . but the Gods! They’re back!” she says, understanding what he says, but wanting to hold onto something of the past several years. “You have your ‘Aprentice of Reorx’ and we have our ‘Speakers’ as well . . .”

   It’s later, after she sees the kapak flee with a mere flex of Ser Artanis’s lance and when she sees the horrors her own side is inflicting upon the hapless innocents that Ser Michelle accepts that until now, literally any god or goddess manifest had been enough to take her in—but now, now, a god that does not wreak havoc and destruction and conquest is one to follow, not an evil goddess like Takhisis—a goddess into whose faith she hadn’t even been born!

   Ser Artanis captures and rallies the panicking crowd with his horn, and gives an inspiring speech!

   Ser Michelle listens to Modri’s tale and finds a kindred spirit in his hardy tough upbringing—hers was no picnic, either, training as a knight under her father. She blushes as his praise of her honor hits home—and in a little shame at having arrogantly delivered her army’s demands.

   Modri is able to use his strength to move some tipped wagons. Then he humorously gets a goat to get out of the way and stop butting into people. Unfortunately he’s not as successful with the crowd.

   Ser Michelle even helps out where she can, saving Modri from a javelin throw with a keen eye and a much stronger shove than he might have expected! In the disorder, though, she can’t think of any particular tactics recommended by her army in this situation—maybe she’s just used to a proper battlefield.

The Heroes Meet Up!

Coltan, Decimus, Derrett, Hunni, Merituuli,
Mery, Modri, Mayor Raven, Ser Artanis, and Ser Michelle

   Whilst you all worked, some of you may have seen great plumes of flame igniting entire buildings in the village! They got closer and closer.

   With the Thornwall group’s help, despite the rampant destruction and burning of the village, the last of the villagers is herded to the wharf safely with no further deaths.


Invasion Encounter

   An alchemist in the village passes you by on his way to the boats. You notice him move off to the side, letting others get on the boats instead of him. The crowd thins as the last stragglers are boarded and when you have time for a breath—and just as the Thornwall group approaches—he opens his bag and pulls out seven vials, each with a red liquid that glimmers when he shakes them up.

   “Here!” he says, handing them to each of you. “I won’t be needing these, now that I can get on a boat out of here—thanks to you all, the Heroes of High Hill and the Saviors of Vogler. Drink that and some of your injuries will disappear. Normally I’d sell these at 50 gold a piece, but my shop, just down that street, is now a flaming cinder pile and I bet when we reach Kalaman, I won’t have a place to brew or customers for a time. Take care and Reorx protect you all!”

   With that, he steps down, off the dock, onto one of the remaining keel boats as it’s rowed away.


   The screams of last of villagers, still evacuating onto boats, ring through the smoke of burning buildings. Among the screams rises an unbelievable word: “Dragon!”

   Then it comes into view. Pitching this way and that, its scales clanking like steel plates, a black beast draws near the wharf, flanked by reptilian invaders. Flames crackle from the beast’s gaping maw.

Boilerdrak

Escape from Vogler

   This battle takes place in front of Vogler’s wharf, depicted on the map below.

   On the first round of battle, the large, draconic beast belches a huge gout of flame into the Wharfinger’s Office—the structure at the north of the map. The building rapidly catches fire.

   A blinded bozak draconian with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed. The draconian appears in an unoccupied space adjacent to the Fray nearest a random character (Mery).

Characters who succeed on a DC 12 Wisdom (Perception) check or who come within 5 feet of the beast recognize that . . .

. . . it isn’t a dragon, but a mechanical device.

spacer.png

Vogler Battlefield Features

The battlefield includes the following features:

Burning Building. The Wharfinger’s Office is on fire. A creature that enters the burning structure for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 5 (1d10) fire damage.

Fray. The 15-foot-wide area marked by the design at the edge of the map represents draconians facing off against Vogler’s remaining defenders. This area and the village beyond the map are difficult terrain. A creature that enters the Fray for the first time on a turn or starts its turn there must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) slashing damage from opportunistic foes. The Fray can’t be damaged and remains until the battle ends.

Vogler Battlefield Events

During this encounter, roll on the Vogler Battlefield Events table each round at initiative count 0. Also consider rolling on the table if a character enters the Fray or otherwise tries to leave the battlefield.

Vogler Battlefield Events
d6 Events
1    Two Vogler fishers (guards) come to assist the characters. They appear in unoccupied spaces adjacent to the Fray nearest a random character.
2    A blinded bozak draconian with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed. The draconian appears in an unoccupied space adjacent to the Fray nearest a random character.
3–4    A draconian gliding overhead throws a fiery flask at one random player character, who must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) fire damage.
5–6    Villagers on the docks shout their support. A random player character has advantage on their next attack roll.

 

d10 Random Character
1 Coltan
2 Darrett
3 Decimus
4 Hunni’s Giant Constrictor Snake
5 Hunni
6 Mery
7 Modri
8 Mayor Raven
9 Ser Artanis
10 Ser Michelle

 

Statblocks
  • Lt. Dame Michelle Folketh.
    • Armor Class 12
    • Hit Points 32/65 (10d8 + 20)
    • Speed 30 ft.
    • STR +3, DEX +2, CON +2, INT +1, WIS +2, CHA +1
    • Saving Throws Dex +4, Wis +4
    • Skills Athletics +5, Perception +4
    • Senses passive Perception 14
    • Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.
    • 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.
  • Warhorse.
    • Armor Class 11
    • Hit Points 19 (3d10 + 3)
    • Speed 60 ft.
    • STR +4, DEX +1, CON +1, INT –4, WIS +1, CHA –2
    • Senses passive Perception 11
    • Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
    • Actions
      • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Cat.
    • Armor Class 12
    • Hit Points 2 (1d4)
    • Speed 40 ft., climb 30 ft.
    • STR –4, DEX +2, CON +0, INT –4, WIS +1, CHA –2
    • Skills Perception +3, Stealth +4
    • Senses passive Perception 13
    • Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
    • Actions
      • Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
  • Baaz Draconian.
    • Armor Class 14 (natural armor)
    • Hit Points 22 (4d8 + 4)
    • Speed 30 ft.
    • STR +1, DEX +0, CON +1, INT –1, WIS –1, CHA +0
    • Senses darkvision 60 ft., passive Perception 9
    • Languages Common, Draconic
    • Controlled Fall. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.
    • Death Throes. When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust.
    • Draconic Devotion. While the draconian can see a Dragon that isn't hostile to it, the draconian has advantage on attack rolls.
  • Bozak Draconian.
    • Armor Class 15 (natural armor)
    • Hit Points 40 (9d8)
    • Speed 30 ft.
    • STR +2, DEX +0, CON +0, INT +0, WIS +0, CHA +2
    • Saving Throws Int +2, Wis +2, Cha +4
    • Senses darkvision 60 ft., passive Perception 10
    • Languages Common, Draconic
    • Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away, and then its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage.
    • Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Draconic Beast (for the purposes of combat)

  • Boilerdrak
    • Large object
    • Armor Class 15
    • Hit Points 100
    • Damage Immunities poison, psychic
    • This wagon-sized device is designed to look roughly like a dragon. Before it can be used, the boilerdrak must be lit and aimed. It takes 1 action to light the weapon, 1 action to aim it, and 1 action to fire it. When you use your action to fire it, roll a d20. If you roll a 2 or higher, use the Flames action. If you roll a 1, use the Explosion action.
    • Flames. The boilerdrak expels flames in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
    • Explosion. The boilerdrak explodes in a 30-foot-radius sphere and is destroyed. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
Lieutenant Dame Michelle Folketh spacer.png Warhorse

Lieutenant Dame Michelle Folketh,
a. k. a. “Lieutenant”,
“Lieutenant Folketh”,
“Dame Michelle”, or
“Ser Michelle”

Cat Warhorses
“Handsome”
and
“Tiergan”
spacer.png Bozak Draconian ???

Baaz Draconian

Bozak Draconian Boilerdrak
Kamishiro_Rin

Kamishiro_Rin

Date

On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Late Evening

   Merituuli has a miserable time trying to study Decimus’s stab wound—so badly, in fact, that he takes poison damage from it! Kalasääski helps him watch for more bad guys—something that the pair are very good at! He wonders how much wind will be in Bakaris’s sails, but can’t figure it out.

   Decimus is able to glean from his understanding of poisons that this one is an ‘injury poison’—applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. However, this one seems to require at least two doses in quick succession as he merely took damage and looks worse for wear, but the poison’s effects might be that failing a constitution saving throw would result in suffering the poisoned condition until the end of his next turn, and that he’d also be paralyzed for that duration!

   Decimus is very sneaky, almost preternaturally so! He looks for Hunni in the crowd.

   Hunni, for her part is able to convince and cajole the crowd with ease, and just manages to sing a passable tune.

   Hunni’s Giant Constrictor Snake is surprisingly acrobatic, and of course, quite intimidating, but somehow fails to be as athletic as it normally could be.


   Mery is able to tell who the figures on the bluffs are, but can’t remember any particular details beyond the widely known legends of Lord Soth.

   When she tries to suss out Ser Michelle’s truthfulness, what insight she can glean gives her the impression that the woman isn’t lying, and doesn’t seem to be trying to hide anything. Especially at the Lieutenant’s look of horror at the village being burned by the kapak draconians. She genuinely seems to believe that they were just to quarter there and that this targeted destruction and death has left her speechless.

   Using persuasion effectively, she helps some men walk a little taller despite their demeaning circumstances. She tells some children a captivating story and gets them in order, too. Her attempt to lull some lethal lizards to sleep with a lullaby lacks success—not miserably—but it fails nonetheless.

   Coltan’s keep perception is only outmatched by his deft animal handling. His efficient use of strength helps clear the path!

   “I suppose that explains why you’ve fought with honour, but I’m not sure the rest of the evil gods army follow your code…” Ser Artanis responds to the lieutenant’s excitement about the manifestation of Takhisis.

   “But . . . but the Gods! They’re back!” she says, understanding what he says, but wanting to hold onto something of the past several years. “You have your ‘Aprentice of Reorx’ and we have our ‘Speakers’ as well . . .”

   It’s later, after she sees the kapak flee with a mere flex of Ser Artanis’s lance and when she sees the horrors her own side is inflicting upon the hapless innocents that Ser Michelle accepts that until now, literally any god or goddess manifest had been enough to take her in—but now, now, a god that does not wreak havoc and destruction and conquest is one to follow, not an evil goddess like Takhisis—a goddess into whose faith she hadn’t even been born!

   Ser Artanis captures and rallies the panicking crowd with his horn, and gives an inspiring speech!

   Ser Michelle listens to Modri’s tale and finds a kindred spirit in his hardy tough upbringing—hers was no picnic, either, training as a knight under her father. She blushes as his praise of her honor hits home—and in a little shame at having arrogantly delivered her army’s demands.

   Modri is able to use his strength to move some tipped wagons. Then he humorously gets a goat to get out of the way and stop butting into people. Unfortunately he’s not as successful with the crowd.

   Ser Michelle even helps out where she can, saving Modri from a javelin throw with a keen eye and a much stronger shove than he might have expected! In the disorder, though, she can’t think of any particular tactics recommended by her army in this situation—maybe she’s just used to a proper battlefield.

The Heroes Meet Up!

Coltan, Decimus, Derrett, Hunni, Merituuli,
Mery, Modri, Mayor Raven, Ser Artanis, and Ser Michelle

   Whilst you all worked, some of you may have seen great plumes of flame igniting entire buildings in the village! They got closer and closer.

   With the Thornwall group’s help, despite the rampant destruction and burning of the village, the last of the villagers is herded to the wharf safely with no further deaths.


Invasion Encounter

   An alchemist in the village passes you by on his way to the boats. You notice him move off to the side, letting others get on the boats instead of him. The crowd thins as the last stragglers are boarded and when you have time for a breath—and just as the Thornwall group approaches—he opens his bag and pulls out seven vials, each with a red liquid that glimmers when he shakes them up.

   “Here!” he says, handing them to each of you. “I won’t be needing these, now that I can get on a boat out of here—thanks to you all, the Heroes of High Hill and the Saviors of Vogler. Drink that and some of your injuries will disappear. Normally I’d sell these at 50 gold a piece, but my shop, just down that street, is now a flaming cinder pile and I bet when we reach Kalaman, I won’t have a place to brew or customers for a time. Take care and Reorx protect you all!”

   With that, he steps down, off the dock, onto one of the remaining keel boats as it’s rowed away.


   The screams of last of villagers, still evacuating onto boats, ring through the smoke of burning buildings. Among the screams rises an unbelievable word: “Dragon!”

   Then it comes into view. Pitching this way and that, its scales clanking like steel plates, a black beast draws near the wharf, flanked by reptilian invaders. Flames crackle from the beast’s gaping maw.

Boilerdrak

Escape from Vogler

   This battle takes place in front of Vogler’s wharf, depicted on the map below.

   On the first round of battle, the large, draconic beast belches a huge gout of flame into the Wharfinger’s Office—the structure at the north of the map. The building rapidly catches fire.

   A blinded bozak draconian with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed. The draconian appears in an unoccupied space adjacent to the Fray nearest a random character (Mery).

Characters who succeed on a DC 12 Wisdom (Perception) check or who come within 5 feet of the beast recognize that . . .

. . . it isn’t a dragon, but a mechanical device.

spacer.png

Vogler Battlefield Features

The battlefield includes the following features:

Burning Building. The Wharfinger’s Office is on fire. A creature that enters the burning structure for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 5 (1d10) fire damage.

Fray. The 15-foot-wide area marked by the design at the edge of the map represents draconians facing off against Vogler’s remaining defenders. This area and the village beyond the map are difficult terrain. A creature that enters the Fray for the first time on a turn or starts its turn there must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) slashing damage from opportunistic foes. The Fray can’t be damaged and remains until the battle ends.

Vogler Battlefield Events

During this encounter, roll on the Vogler Battlefield Events table each round at initiative count 0. Also consider rolling on the table if a character enters the Fray or otherwise tries to leave the battlefield.

Vogler Battlefield Events
d6 Events
1    Two Vogler fishers (guards) come to assist the characters. They appear in unoccupied spaces adjacent to the Fray nearest a random character.
2    A blinded bozak draconian with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed. The draconian appears in an unoccupied space adjacent to the Fray nearest a random character.
3–4    A draconian gliding overhead throws a fiery flask at one random player character, who must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) fire damage.
5–6    Villagers on the docks shout their support. A random player character has advantage on their next attack roll.

 

d10 Random Character
1 Coltan
2 Darrett
3 Decimus
4 Hunni’s Giant Constrictor Snake
5 Hunni
6 Mery
7 Modri
8 Mayor Raven
9 Ser Artanis
10 Ser Michelle

 

Statblocks
  • Lt. Dame Michelle Folketh.
    • Armor Class 12
    • Hit Points 32/65 (10d8 + 20)
    • Speed 30 ft.
    • STR +3, DEX +2, CON +2, INT +1, WIS +2, CHA +1
    • Saving Throws Dex +4, Wis +4
    • Skills Athletics +5, Perception +4
    • Senses passive Perception 14
    • Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.
    • 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.
  • Warhorse.
    • Armor Class 11
    • Hit Points 19 (3d10 + 3)
    • Speed 60 ft.
    • STR +4, DEX +1, CON +1, INT –4, WIS +1, CHA –2
    • Senses passive Perception 11
    • Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
    • Actions
      • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Cat.
    • Armor Class 12
    • Hit Points 2 (1d4)
    • Speed 40 ft., climb 30 ft.
    • STR –4, DEX +2, CON +0, INT –4, WIS +1, CHA –2
    • Skills Perception +3, Stealth +4
    • Senses passive Perception 13
    • Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
    • Actions
      • Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
  • Baaz Draconian.
    • Armor Class 14 (natural armor)
    • Hit Points 22 (4d8 + 4)
    • Speed 30 ft.
    • STR +1, DEX +0, CON +1, INT –1, WIS –1, CHA +0
    • Senses darkvision 60 ft., passive Perception 9
    • Languages Common, Draconic
    • Controlled Fall. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.
    • Death Throes. When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust.
    • Draconic Devotion. While the draconian can see a Dragon that isn't hostile to it, the draconian has advantage on attack rolls.
  • Bozak Draconian.
    • Armor Class 15 (natural armor)
    • Hit Points 40 (9d8)
    • Speed 30 ft.
    • STR +2, DEX +0, CON +0, INT +0, WIS +0, CHA +2
    • Saving Throws Int +2, Wis +2, Cha +4
    • Senses darkvision 60 ft., passive Perception 10
    • Languages Common, Draconic
    • Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away, and then its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage.
    • Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Draconic Beast (for the purposes of combat)

  • Boilerdrak
    • Large object
    • Armor Class 15
    • Hit Points 100
    • Damage Immunities poison, psychic
    • This wagon-sized device is designed to look roughly like a dragon. Before it can be used, the boilerdrak must be lit and aimed. It takes 1 action to light the weapon, 1 action to aim it, and 1 action to fire it. When you use your action to fire it, roll a d20. If you roll a 2 or higher, use the Flames action. If you roll a 1, use the Explosion action.
    • Flames. The boilerdrak expels flames in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
    • Explosion. The boilerdrak explodes in a 30-foot-radius sphere and is destroyed. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
Lieutenant Dame Michelle Folketh spacer.png Warhorse

Lieutenant Dame Michelle Folketh,
a. k. a. “Lieutenant”,
“Lieutenant Folketh”,
“Dame Michelle”, or
“Ser Michelle”

Cat Warhorses
“Handsome”
and
“Tiergan”
spacer.png Bozak Draconian ???

Baaz Draconian

Bozak Draconian Boilerdrak
Kamishiro_Rin

Kamishiro_Rin

Date

On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Late Evening

   Merituuli has a miserable time trying to study Decimus’s stab wound—so badly, in fact, that he takes poison damage from it! Kalasääski helps him watch for more bad guys—something that the pair are very good at! He wonders how much wind will be in Bakaris’s sails, but can’t figure it out.

   Decimus is able to glean from his understanding of poisons that this one is an ‘injury poison’—applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. However, this one seems to require at least two doses in quick succession as he merely took damage and looks worse for wear, but the poison’s effects might be that failing a constitution saving throw would result in suffering the poisoned condition until the end of his next turn, and that he’d also be paralyzed for that duration!

   Decimus is very sneaky, almost preternaturally so! He looks for Hunni in the crowd.

   Hunni, for her part is able to convince and cajole the crowd with ease, and just manages to sing a passable tune.

   Hunni’s Giant Constrictor Snake is surprisingly acrobatic, and of course, quite intimidating, but somehow fails to be as athletic as it normally could be.


   Mery is able to tell who the figures on the bluffs are, but can’t remember any particular details beyond the widely known legends of Lord Soth.

   When she tries to suss out Ser Michelle’s truthfulness, what insight she can glean gives her the impression that the woman isn’t lying, and doesn’t seem to be trying to hide anything. Especially at the Lieutenant’s look of horror at the village being burned by the kapak draconians. She genuinely seems to believe that they were just to quarter there and that this targeted destruction and death has left her speechless.

   Using persuasion effectively, she helps some men walk a little taller despite their demeaning circumstances. She tells some children a captivating story and gets them in order, too. Her attempt to lull some lethal lizards to sleep with a lullaby lacks success—not miserably—but it fails nonetheless.

   Coltan’s keep perception is only outmatched by his deft animal handling. His efficient use of strength helps clear the path!

   “I suppose that explains why you’ve fought with honour, but I’m not sure the rest of the evil gods army follow your code…” Ser Artanis responds to the lieutenant’s excitement about the manifestation of Takhisis.

   “But . . . but the Gods! They’re back!” she says, understanding what he says, but wanting to hold onto something of the past several years. “You have your ‘Aprentice of Reorx’ and we have our ‘Speakers’ as well . . .”

   It’s later, after she sees the kapak flee with a mere flex of Ser Artanis’s lance and when she sees the horrors her own side is inflicting upon the hapless innocents that Ser Michelle accepts that until now, literally any god or goddess manifest had been enough to take her in—but now, now, a god that does not wreak havoc and destruction and conquest is one to follow, not an evil goddess like Takhisis—a goddess into whose faith she hadn’t even been born!

   Ser Artanis captures and rallies the panicking crowd with his horn, and gives an inspiring speech!

   Ser Michelle listens to Modri’s tale and finds a kindred spirit in his hardy tough upbringing—hers was no picnic, either, training as a knight under her father. She blushes as his praise of her honor hits home—and in a little shame at having arrogantly delivered her army’s demands.

   Modri is able to use his strength to move some tipped wagons. Then he humorously gets a goat to get out of the way and stop butting into people. Unfortunately he’s not as successful with the crowd.

   Ser Michelle even helps out where she can, saving Modri from a javelin throw with a keen eye and a much stronger shove than he might have expected! In the disorder, though, she can’t think of any particular tactics recommended by her army in this situation—maybe she’s just used to a proper battlefield.

The Heroes Meet Up!

Coltan, Decimus, Derrett, Hunni, Merituuli,
Mery, Modri, Mayor Raven, Ser Artanis, and Ser Michelle

UNDER CONSTRUCTION


Invasion Encounter

UNDER CONSTRUCTION

Statblocks
  • Lt. Dame Michelle Folketh.
    • Armor Class 12
    • Hit Points 32/65 (10d8 + 20)
    • Speed 30 ft.
    • STR +3, DEX +2, CON +2, INT +1, WIS +2, CHA +1
    • Saving Throws Dex +4, Wis +4
    • Skills Athletics +5, Perception +4
    • Senses passive Perception 14
    • Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.
    • 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.
  • Warhorse.
    • Armor Class 11
    • Hit Points 19 (3d10 + 3)
    • Speed 60 ft.
    • STR +4, DEX +1, CON +1, INT –4, WIS +1, CHA –2
    • Senses passive Perception 11
    • Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
    • Actions
      • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Cat.
    • Armor Class 12
    • Hit Points 2 (1d4)
    • Speed 40 ft., climb 30 ft.
    • STR –4, DEX +2, CON +0, INT –4, WIS +1, CHA –2
    • Skills Perception +3, Stealth +4
    • Senses passive Perception 13
    • Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
    • Actions
      • Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Lieutenant Dame Michelle Folketh spacer.png Warhorse

Lieutenant Dame Michelle Folketh,
a. k. a. “Lieutenant”,
“Lieutenant Folketh”,
“Dame Michelle”, or
“Ser Michelle”

Cat Warhorses
“Handsome”
and
“Tiergan”

 

Kamishiro_Rin

Kamishiro_Rin

Date

On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Late Evening

The Heroes Meet Up!

Coltan, Decimus, Derrett, Hunni, Merituuli,
Mery, Modri, Mayor Raven, Ser Artanis, and Ser Michelle

UNDER CONSTRUCTION


Invasion Encounter

UNDER CONSTRUCTION

Statblocks
  • Lt. Dame Michelle Folketh.
    • Armor Class 12
    • Hit Points 32/65 (10d8 + 20)
    • Speed 30 ft.
    • STR +3, DEX +2, CON +2, INT +1, WIS +2, CHA +1
    • Saving Throws Dex +4, Wis +4
    • Skills Athletics +5, Perception +4
    • Senses passive Perception 14
    • Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.
    • 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.
  • Warhorse.
    • Armor Class 11
    • Hit Points 19 (3d10 + 3)
    • Speed 60 ft.
    • STR +4, DEX +1, CON +1, INT –4, WIS +1, CHA –2
    • Senses passive Perception 11
    • Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
    • Actions
      • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Cat.
    • Armor Class 12
    • Hit Points 2 (1d4)
    • Speed 40 ft., climb 30 ft.
    • STR –4, DEX +2, CON +0, INT –4, WIS +1, CHA –2
    • Skills Perception +3, Stealth +4
    • Senses passive Perception 13
    • Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
    • Actions
      • Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Lieutenant Dame Michelle Folketh spacer.png Warhorse

Lieutenant Dame Michelle Folketh,
a. k. a. “Lieutenant”,
“Lieutenant Folketh”,
“Dame Michelle”, or
“Ser Michelle”

Cat Warhorses
“Handsome”
and
“Tiergan”

 

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