Okay, so, Akkron is going to want to know some things regarding the White Dragon's lair:
1) how many entrances/exits does the cave have, specifically, ones that are large enough for the dragon to pass through freely and ones that are too small and thus could be useful for setting up an ambush?
2) does the dragon have minions in its cave, or does the creature reside by itself?
Paragon equipment: Unattuned "+" magic items: +3 quarterstaff (as far as I can tell, any staff works as an arcane focus), elven chain
Follower equipment Akkron will get Unattuned "+" equipment: +1 plate, a +1 shield, and +1 longsword for Reggie, the Commander, and any ten soldiers that the commander feels could make good use of the items. "Attunement" items: Akkron requests that each of the 12 soldiers gets a ring of cold resistance Potions: Akkron asks for each man to be given a potion of heroism and a potion of healing (Superior)
Okay, so, Akkron is going to want to know some things regarding the White Dragon's lair:
1) how many entrances/exits does the cave have, specifically, ones that are large enough for the dragon to pass through freely and ones that are too small and thus could be useful for setting up an ambush?
Every Dragon Lord will have guards, traps, and multiple entrances, escape routes. I'd consider reconnaissance can give you an opening to evade the guards in the same way perception and investigation can evade a trap. I will also roll on a random table to see if the guards are even there, to give you a chance to solo the dragon without guards. RP points for making a plan to define the combat in your favor.
2) does the dragon have minions in its cave, or does the creature reside by itself?
For simplicity, there will be a mini combat to eliminate the guards but I don't see the need to combine guards with the dragon. Ideally, you can eliminate the guards quickly or sneak past them, or wait for them to leave.
Paragon equipment: Unattuned "+" magic items: +3 quarterstaff (as far as I can tell, any staff works as an arcane focus), elven chain, boots of elvenkind,
This is a tricky rules question. I'm going to rule that you must use an attunable item like the wand of the war mage to add the +3 for spell bonus. Otherwise, a +3 staff can still be used as an arcane focus but only adds damage and to-hit for melee. Elven Chain is a fine un-attenable item, and so is boots of elvenkind.
This may be a tricky ruling. I'm going by (https://www.dndbeyond.com/magic-items/5418-spell-scroll) the spell scroll rules so a 5th level scroll is a DC 17 Wisdom save, it would be higher if you cast it form a prepared spell slot.
Follower equipment Akkron will get Unattuned "+" equipment: +1 plate, a +1 shield, and +1 longsword for Reggie, the Commander, and any ten soldiers that the commander feels could make good use of the items. "Attunement" items: Akkron requests that each of the 12 soldiers gets a ring of cold resistance Potions: Akkron asks for each man to be given a potion of heroism and a potion of healing (Superior)
Excellent choices all around. If you bring the Bard 3 and/or Wizard 3, you could give them potions of cold resistance and a staff of healing instead of the ring.
Everything looks good. Give me some tactics and travel methods, teleportation, flying, caravan, etc, And once we get there, go ahead and roll stealth, perception, investigation, and initiative roll for when the combat starts. I can roll for the NPCs if you want, otherwise, I can repost all their stats as well, so they are fresh
Oh... I did miss that the boots don't need attunement. So looks like I can get one more attuned item...
I think I'll go with a staff of power for a bit of a saving throw/AC/spell attack boost and a few extra spells. The +3 quarterstaff is no longer necessary.
I think I'll actually modify the spell scroll selection a bit... I would like to copy the spells into my spellbook instead of just cast them from the scrolls.
As for the NPCs, we can go ahead and switch out two of the soldiers for the Wizard and the Bard, swapping out the items as you suggested.
So, Akkron is planning to use a two-pronged attack; as he'll be both invisible and make no noise, he's going to try to enter directly into the dragon's lair from behind while the 12 followers and our boy Roxo assault the main entrance of the cave to draw out the defenders. Akkron's hope is that the dragon will send all its followers to deal with the attackers while the creature itself remains holed up in the cave. Akkron will suggest that his followers bring some ranged weapons as backups.
And yes, I would greatly appreciate it if you posted everyone's stats again so that I can get a good look at what they can do.
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Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Hmmm... yeah, still want the +1 plate, +1 shield, +1 longsword for Reggie, the Commander and the melee soldiers.
The crossbow soldiers I think I want to change up their gear just a bit... they'll each get a +1 half-plate, +1 heavy crossbow, and I actually think that giving each of them a +1 rapier would be good in case they end up stuck in melee.
Everyone still gets a Ring of Cold Resistance, with the exception of Sutalun who instead gets a Staff of Healing and a potion of resistance (cold). The Bard and Wizard can both get +1 Studded Leather as well for just that little bit of extra durability.
The crossbow soldiers I think I want to change up their gear just a bit... they'll each get a +1 half-plate, +1 heavy crossbow, and I actually think that giving each of them a +1 rapier would be good in case they end up stuck in melee.
Everyone still gets a Ring of Cold Resistance, with the exception of Sutalun who instead gets a Staff of Healing and a potion of resistance (cold). The Bard and Wizard can both get +1 Studded Leather as well for just that little bit of extra durability. Everyone still gets the potion of healing (Superior) and potion of heroism
I think Akkron will bring 4 melee soldiers, 4 crossbow soldiers, Reggie, the Commander, and the two spellcasters along on this mission.
Artillery Soldier (Level 2, Equipped) Human, Fighter 2 (11,16,16,10,14,10) AC 17 (magic half plate +1, +2 dex), HP 22, Init +3, Speed 30 feet Senses: Investigation 10, Perception 14, Saves: Strength +2, Constitution +5 Background Soldier: Animal Handling +4, Athletics +2, Intimidation +2, Perception +4 Fighting Style: Protection, Second Wind (1d10+2), Action Surge Magic Heavy Crossbow (+1) +6 (1d10+4) Magic Rapier (+1) +6 (1d8+4) Common, Goblin Ring of Resistance (cold) Potion of Superior Healing Potion of Heroism
Infantry Soldier (Level 2, Equipped) Human, Fighter 2 (16,11,16,10,14,10) AC 22 (magic plate +1, magic shield +1), HP 22, Init +0, Speed 30 feet Senses: Investigation 10, Perception 14, Saves: Strength +5, Constitution +5 Background Soldier: Animal Handling +4, Athletics +5, Intimidation +2, Perception +4 Fighting Style: Protection, Second Wind (1d10+2), Action Surge Magic Longsword (+1) +6 (1d8+4), Common, Goblin Ring of Resistance (cold) Potion of Superior Healing Potion of Heroism
This post has potentially manipulated dice roll results.
Day 18: evening Taking simple travel, via horses and wagons, your followers x4 Infantry Soldiers, x4 Artillery Solders, Reggie the Eldritch Knight, Bernard the Battle Master, Gaius the Diviner, and Tali the Lore Master, all head out on the road to gear up with magic items, now that you have earned the favor of the Circle, and in defense of the entire realm, money is not a factor.
Day 18: (Shop Trip Day 1), Ambush DC 100 vs 91 Day 19: (Shop Trip Day 2), Ambush DC 99 vs 34 Day 20: (Shop Trip Day 3), Ambush DC 98 vs 38 Day 21: (Shop Trip Day 4), Ambush DC 97 vs 47 Day 22: (Shop Trip Day 5), Ambush DC 96 vs 89 Day 23: (Shop Trip Day 6), Ambush DC 95 vs 89
On the Evening of Travel Day 6, you arrive in Sapphire City and are given access to the most elite shops and pay with Defender Credit.
With all the new Gear, Reggie, Guaius, Bernard, and Tali, all seem extremely grateful.
Tali says, "With this Staff of Healing, I will serve the kingdom and help to keep the troops healed."
Gauius says, "I feel so appreciated for my hard work studying Arcana over the years."
Reggie says, "I was just a nobody until I met you, now I feel like I can take on a dragon."
Bernard concludes, "Don't get too overconfident, we will need to work as a team and in doing so, we shall be victorious."
This post has potentially manipulated dice roll results.
Day 24: Dawn Traveling by Caravan, horses and wagons, the expedition from Sapphire City to Death's Peak, and the White Dragon's Lair begins.
Day 24: (Expedition to Death's Peak, Day 1), Random Event DC 94 vs 39 Day 25: (Expedition to Death's Peak, Day 2), Random Event DC 93 vs 72 Day 26: (Expedition to Death's Peak, Day 3), Random Event DC 92 vs 49 Day 27: (Expedition to Death's Peak, Day 4), Random Event DC 91 vs 73 Day 28: (Expedition to Death's Peak, Day 5), Random Event DC 90 vs 10 Day 29: (Expedition to Death's Peak, Day 6), Random Event DC 89 vs 9 Day 30: (Expedition to Death's Peak, Day 7), Random Event DC 88 vs 49 Day 31: (Expedition to Death's Peak, Day 8), Random Event DC 87 vs 9 Day 32: (Expedition to Death's Peak, Day 9), Random Event DC 86 vs 89 Day 33: (Expedition to Death's Peak, Day 10), Random Event DC 85 vs 97
Day 24: Dawn Traveling by Caravan, horses and wagons, the expedition from Sapphire City to Death's Peak, and the White Dragon's Lair begins.
Day 24: (Expedition to Death's Peak, Day 1), Random Event DC 94 vs 77 Day 25: (Expedition to Death's Peak, Day 2), Random Event DC 93 vs 46 Day 26: (Expedition to Death's Peak, Day 3), Random Event DC 92 vs 99 Day 27: (Expedition to Death's Peak, Day 4), Random Event DC 91 vs 95 Day 28: (Expedition to Death's Peak, Day 5), Random Event DC 90 vs 9 Day 29: (Expedition to Death's Peak, Day 6), Random Event DC 89 vs 29 Day 30: (Expedition to Death's Peak, Day 7), Random Event DC 88 vs 9 Day 31: (Expedition to Death's Peak, Day 8), Random Event DC 87 vs 49 Day 32: (Expedition to Death's Peak, Day 9), Random Event DC 86 vs 73 Day 33: (Expedition to Death's Peak, Day 10), Random Event DC 85 vs 23
Day 26: (Expedition to Death's Peak, Day 3), Random Event DC 92 vs 99 A young girl is walking on the road alone, wearing tattered rags, blistered and bleeding feed, she is dehydrated, sunburnt, and mute, and near death.
Day 27: (Expedition to Death's Peak, Day 4), Random Event DC 91 vs 95 A retired Hero, serendipitously meets you on your way and offers to join you en route (https://www.dndbeyond.com/characters/105243666)
We'll stop and help the young girl however we can. Akkron will probably approach first on the off-chance she turns out to be some monster in disguise. His long-dead heart aches at seeing the child... as he thinks back to that memory of his daughter. He would be glad to let her travel with the party until they pass through a safe town where she can be dropped off.
And I think we would all be more than happy to let the hero join us on our quest.
"It truly seems that the gods smile upon this quest," Akkron says upon welcoming the hero.
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Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
After tending to her wounds and feeding and giving her water, the young child of 9 years old speaks up, "Thank you. We were ambushed on the trade road. Orcs killed my parents, the merchants, everyone. They stole the wagons, the horses, and what little was left in the wares after selling everything in Sapphire City. I was hiding in a barrel so I jumped out the back. I've been walking for days and I thought I was going to die. Why would the Orcs steal empty wagons?"
"My name is Yoku Ikari, I'm just an old forgotten hero, enjoying retirement. Last night, I had a vision of Sehanine Moonbow. She took me on a hunt, through the woods, and up the side the the mountain. We were hunting a white dragon. When I was a young adventurer, over 50 years ago, I had a similar dream, it lead me to unearth this sacred elven artifact, myOathbow. I retired without ever finding the chance to use it. I live just on the edge of this outpost, so I woke up this morning, and headed straight here to find your expedition. Thanks for letting me join, and although I know the stakes are high, and that I may die on this hunt, my dreams and fate wills me to join."
Akkron kneels next to the girl and puts a hand on her shoulder (he's started wearing gloves while pretending to be a living human so that a handshake won't give him away). "This is what we do, child. We're here to help those who cannot help themselves. I don't know why the orcs decided to attack you, but I promise you that they will face justice for their crimes. Now tell me, what is your name?"
To the hero. "Well met, Yoku. I am Matic Akkron, the leader of this expedition. You and I both know the risk that we take going into this fight, but it is what must be done to protect the world from the evil of the Dragon Lords. I will certainly do my best to keep all those under my command alive, but I am not foolish enough to pretend that I can control every twist of fate."
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Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Perception/Investigation Check DC 14, You see a large entrance with clear signs of dragon claws in the stone. Perception/Investigation Check DC 24, you hear white guard drakes yipping deep inside the cave Perception/Investigation/History/Insight Check DC 30, you see a far off smaller cave that may lead deeper into this one
Perception/Investigation/History/Insight Check DC 20, you see a vertical entrance, on the far side of the peak which must be an escape route.
The White Dragon Lair Guards live in a small cave, just inside the Lair Mouth. They usually eat scraps left by the Ancient White Dragon, however, Time Check DC 17 vs 6, the white guard drakes will be out hunting for their own food and the first cave will be empty.
(Also, I imagined that Akkron had it set up so that Roxo would meet us somewhere near the cave to help with this fight)
I missed Roxo's initiative, since you are mounted, feel free to share your initiative and have your dragon go on your initiative before or after your turn.
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Okay, so, Akkron is going to want to know some things regarding the White Dragon's lair:
1) how many entrances/exits does the cave have, specifically, ones that are large enough for the dragon to pass through freely and ones that are too small and thus could be useful for setting up an ambush?
2) does the dragon have minions in its cave, or does the creature reside by itself?
Paragon equipment:
Unattuned "+" magic items: +3 quarterstaff (as far as I can tell, any staff works as an arcane focus), elven chain
"Attunement" items: Arcane Grimoire (+3), boots of elvenkind, cloak of invisibility
Potions: potion of invulnerability, potion of growth (which will likely be used on Roxo before we go into battle), potion of heroism, and 3 potion of healing (supreme healing)
Scrolls: 3 scrolls of hold monster
Follower equipment
Akkron will get
Unattuned "+" equipment: +1 plate, a +1 shield, and +1 longsword for Reggie, the Commander, and any ten soldiers that the commander feels could make good use of the items.
"Attunement" items: Akkron requests that each of the 12 soldiers gets a ring of cold resistance
Potions: Akkron asks for each man to be given a potion of heroism and a potion of healing (Superior)
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Every Dragon Lord will have guards, traps, and multiple entrances, escape routes. I'd consider reconnaissance can give you an opening to evade the guards in the same way perception and investigation can evade a trap. I will also roll on a random table to see if the guards are even there, to give you a chance to solo the dragon without guards. RP points for making a plan to define the combat in your favor.
For simplicity, there will be a mini combat to eliminate the guards but I don't see the need to combine guards with the dragon. Ideally, you can eliminate the guards quickly or sneak past them, or wait for them to leave.
This is a tricky rules question. I'm going to rule that you must use an attunable item like the wand of the war mage to add the +3 for spell bonus. Otherwise, a +3 staff can still be used as an arcane focus but only adds damage and to-hit for melee. Elven Chain is a fine un-attenable item, and so is boots of elvenkind.
Excellent attunement item,
Since this cloak is Legendary, I'm assuming it's just giving you Greater invisibility without the need for concentration. Seems legit.
All of these are really good potions to use.
This may be a tricky ruling. I'm going by (https://www.dndbeyond.com/magic-items/5418-spell-scroll) the spell scroll rules so a 5th level scroll is a DC 17 Wisdom save, it would be higher if you cast it form a prepared spell slot.
Excellent choices all around. If you bring the Bard 3 and/or Wizard 3, you could give them potions of cold resistance and a staff of healing instead of the ring.
Everything looks good. Give me some tactics and travel methods, teleportation, flying, caravan, etc, And once we get there, go ahead and roll stealth, perception, investigation, and initiative roll for when the combat starts. I can roll for the NPCs if you want, otherwise, I can repost all their stats as well, so they are fresh
Oh... I did miss that the boots don't need attunement. So looks like I can get one more attuned item...
I think I'll go with a staff of power for a bit of a saving throw/AC/spell attack boost and a few extra spells. The +3 quarterstaff is no longer necessary.
I think I'll actually modify the spell scroll selection a bit... I would like to copy the spells into my spellbook instead of just cast them from the scrolls.
1st level - silvery barbs, sleep
3rd level - tiny hut
4th level - fire shield
5th level - hold monster
As for the NPCs, we can go ahead and switch out two of the soldiers for the Wizard and the Bard, swapping out the items as you suggested.
So, Akkron is planning to use a two-pronged attack; as he'll be both invisible and make no noise, he's going to try to enter directly into the dragon's lair from behind while the 12 followers and our boy Roxo assault the main entrance of the cave to draw out the defenders. Akkron's hope is that the dragon will send all its followers to deal with the attackers while the creature itself remains holed up in the cave. Akkron will suggest that his followers bring some ranged weapons as backups.
And yes, I would greatly appreciate it if you posted everyone's stats again so that I can get a good look at what they can do.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Inquisitor Reginald "Reggie" Tams
Human, Fighter 3, Eldritch Knight (16,11,16,10,14,10)
AC 18 (chain mail, +2 shield), HP 31, Init +0, Speed 30 feet
Senses: Investigation 10, Perception 14, Saves: Strength +5, Constitution +5
Background Soldier: Animal Handling +4, Athletics +5, Intimidation +2, Perception +4
Fighting Style: Protection, Second Wind (1d10+2), Action Surge
Spells Known: Magic Blade Ward, Message, False Life, Magic Missile, Shield
Spellslots: 1st (2)
Longsword +5 (1d8+3), Common, Goblin
Gaius Pine
Varian Human, Wizard 3, Divination (8,16,14,16,10,8)
AC 15 (studded leather, +3 dex), HP 20, Init +3, Speed 30 feet
Senses: Investigation 12, Perception 12, Saves: Intelligence +5, Wisdom +2
Background Soldier: Arcana +4, Athletics +1, Intimidation +2, Investigation, Perception +2
Feat: Lightly Armored
Cantrips: Blade Ward, Firebolt, Poison Spray
Spells Known: Burning Hands, Expeditious Retreat, False Life, Magic Missile, Shield, Sleep
Feather Fall, Thunderwave, Scorching Ray, Shatter
Spellslots: 1st (4), 2nd (2)
Dagger +5 (1d4+3), Firebolt +5 (1d10), Common, Orcish
Sutalun Banalli
Half Elf Bard 3, College of Lore (8,16,14,10,12,16)
AC 17 (studded leather, +2 shield, +3 dex), HP 24, Init +3, Speed 30 feet
Senses: Investigation 12, Perception 13, Saves: Dexterity +5, Charisma +5
Background Entertainer: Acrobatics +5, Arcana +2, Intimidation +5, Investigation +2, Perception +3, Performance +7, Stealth +7
Languages: Common, Elvish, Draconic
Cantrips: Prestidigitation, Vicious Mockery
Spells Known: Cure Wounds, Disguise Self, Healing Word, Sleep, Tasha’s Hideous Laughter, Invisibility
Rapier +5 (1d8+3), Hand Crossbow +5 (1d6+3)
Spear Soldier (Level 2)
Human, Fighter 2 (16,11,16,10,14,10)
AC 12 (hide leather), HP 22, Init +0, Speed 30 feet
Senses: Investigation 10, Perception 14, Saves: Strength +5, Constitution +5
Background Soldier: Animal Handling +4, Athletics +5, Intimidation +2, Perception +4
Fighting Style: Protection, Second Wind (1d10+2), Action Surge
Spear +5 (1d8+3), Common, Goblin
Crossbow Soldier (Level 2)
Human, Fighter 2 (11,16,16,10,14,10)
AC 14 (hide leather), HP 22, Init +3, Speed 30 feet
Senses: Investigation 10, Perception 14, Saves: Strength +2, Constitution +5
Background Soldier: Animal Handling +4, Athletics +2, Intimidation +2, Perception +4
Fighting Style: Protection, Second Wind (1d10+2), Action Surge
Heavy Crossbow +5 (1d10+3), Common, Goblin
Hmmm... yeah, still want the +1 plate, +1 shield, +1 longsword for Reggie, the Commander and the melee soldiers.
The crossbow soldiers I think I want to change up their gear just a bit... they'll each get a +1 half-plate, +1 heavy crossbow, and I actually think that giving each of them a +1 rapier would be good in case they end up stuck in melee.
Everyone still gets a Ring of Cold Resistance, with the exception of Sutalun who instead gets a Staff of Healing and a potion of resistance (cold). The Bard and Wizard can both get +1 Studded Leather as well for just that little bit of extra durability.
Everyone still gets the potion of healing (Superior) and potion of heroism
I think Akkron will bring 4 melee soldiers, 4 crossbow soldiers, Reggie, the Commander, and the two spellcasters along on this mission.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Commander "Sir" Bernard Fitzroy (Level 9)
Variant Human, Fighter Battle Master 9 (20,10,18,12,14,10)
AC 19 (chain mail, +2 shield, +1 defense style), HP 94, Init +0, Speed 30 feet
Senses: Investigation 11, Perception 16, Saves: Strength +9, Constitution +8
Background Nobel: Animal Handling +6, Athletics +7 History +5, Perception +6, Persuasion +4
Feat Linguist, Fighting Style Defense, Second Wind (1d10+9), Action Surge, Student of War, Extra Attack, Know Your Enemy, Indomitable
Maneuvers: 5d8, Menacing Attack, Parry, Precision Attack, Riposte, Sweeping Attack
Longsword +9 (1d8+5), Common, Dwarven, Elven, Goblin, Orc, Dragonic
The crossbow soldiers I think I want to change up their gear just a bit... they'll each get a +1 half-plate, +1 heavy crossbow, and I actually think that giving each of them a +1 rapier would be good in case they end up stuck in melee.
Everyone still gets a Ring of Cold Resistance, with the exception of Sutalun who instead gets a Staff of Healing and a potion of resistance (cold). The Bard and Wizard can both get +1 Studded Leather as well for just that little bit of extra durability. Everyone still gets the potion of healing (Superior) and potion of heroism
I think Akkron will bring 4 melee soldiers, 4 crossbow soldiers, Reggie, the Commander, and the two spellcasters along on this mission.
Artillery Soldier (Level 2, Equipped)
Human, Fighter 2 (11,16,16,10,14,10)
AC 17 (magic half plate +1, +2 dex), HP 22, Init +3, Speed 30 feet
Senses: Investigation 10, Perception 14, Saves: Strength +2, Constitution +5
Background Soldier: Animal Handling +4, Athletics +2, Intimidation +2, Perception +4
Fighting Style: Protection, Second Wind (1d10+2), Action Surge
Magic Heavy Crossbow (+1) +6 (1d10+4)
Magic Rapier (+1) +6 (1d8+4)
Common, Goblin
Ring of Resistance (cold)
Potion of Superior Healing
Potion of Heroism
Infantry Soldier (Level 2, Equipped)
Human, Fighter 2 (16,11,16,10,14,10)
AC 22 (magic plate +1, magic shield +1), HP 22, Init +0, Speed 30 feet
Senses: Investigation 10, Perception 14, Saves: Strength +5, Constitution +5
Background Soldier: Animal Handling +4, Athletics +5, Intimidation +2, Perception +4
Fighting Style: Protection, Second Wind (1d10+2), Action Surge
Magic Longsword (+1) +6 (1d8+4), Common, Goblin
Ring of Resistance (cold)
Potion of Superior Healing
Potion of Heroism
Inquisitor Reginald "Reggie" Tams (Equipped)
Human, Fighter 3, Eldritch Knight (16,11,16,10,14,10)
AC 22 (magic plate +1, magic shield +1), HP 31, Init +0, Speed 30 feet
Senses: Investigation 10, Perception 14, Saves: Strength +5, Constitution +5
Background Soldier: Animal Handling +4, Athletics +5, Intimidation +2, Perception +4
Fighting Style: Protection, Second Wind (1d10+2), Action Surge
Spells Known: Magic Blade Ward, Message, False Life, Magic Missile, Shield
Spellslots: 1st (2)
Magic Longsword (+1) +6 (1d8+4), Common, Goblin
Ring of Resistance (cold)
Potion of Superior Healing
Potion of Heroism
x2 Scroll of Magic Missile (1st)
Gaius Pine (Equipped)
Varian Human, Wizard 3, Divination (8,16,14,16,10,8)
AC 16 (magic studded leather +1, +3 dex), HP 20, Init +3, Speed 30 feet
Senses: Investigation 12, Perception 12, Saves: Intelligence +5, Wisdom +2
Background Soldier: Arcana +4, Athletics +1, Intimidation +2, Investigation, Perception +2
Feat: Lightly Armored
Cantrips: Blade Ward, Firebolt, Poison Spray
Spells Known: Burning Hands, Expeditious Retreat, False Life, Magic Missile, Shield, Sleep
Feather Fall, Thunderwave, Scorching Ray, Shatter
Spellslots: 1st (4), 2nd (2)
Magic Dagger (+1) +5 (1d4+3), Firebolt +6 (1d10), Common, Orcish
Ring of Resistance (cold)
Potion of Superior Healing
Potion of Heroism
Scroll of Scorching Ray
Scroll of Shatter
Sutalun Banalli (Equipped)
Half Elf Bard 3, College of Lore (8,16,14,10,12,16)
AC 18 (magic studded leather +1, +2 shield, +3 dex), HP 24, Init +3, Speed 30 feet
Senses: Investigation 12, Perception 13, Saves: Dexterity +5, Charisma +5
Background Entertainer: Acrobatics +5, Arcana +2, Intimidation +5, Investigation +2, Perception +3, Performance +7, Stealth +7
Languages: Common, Elvish, Draconic
Cantrips: Prestidigitation, Vicious Mockery
Spells Known: Cure Wounds, Disguise Self, Healing Word, Sleep, Tasha’s Hideous Laughter, Invisibility
Magic Rapier (+1) +6 (1d8+4), Magic Hand Crossbow (+1) +6 (1d6+4)
Staff of Healing
Potion of Resistance (cold)
Potion of Heroism
Scroll of Healing Word (1st)
Scroll of Healing Word (2nd)
Commander "Sir" Bernard Fitzroy (Level 9, Equipped)
Variant Human, Fighter Battle Master 9 (20,10,18,12,14,10)
AC 22 (magic plate +1, magic shield +1, +1 defense style), HP 94, Init +0, Speed 30 feet
Senses: Investigation 11, Perception 16, Saves: Strength +9, Constitution +8
Background Nobel: Animal Handling +6, Athletics +7 History +5, Perception +6, Persuasion +4
Feat Linguist, Fighting Style Defense, Second Wind (1d10+9), Action Surge, Student of War, Extra Attack, Know Your Enemy, Indomitable
Maneuvers: 5d8, Menacing Attack, Parry, Precision Attack, Riposte, Sweeping Attack
Magic Longsword (+1) +10 (1d8+6), Common, Dwarven, Elven, Goblin, Orc, Draconic
Ring of Resistance (cold)
Potion of Superior Healing
Potion of Heroism
Day 18: evening
Taking simple travel, via horses and wagons, your followers x4 Infantry Soldiers, x4 Artillery Solders, Reggie the Eldritch Knight, Bernard the Battle Master, Gaius the Diviner, and Tali the Lore Master, all head out on the road to gear up with magic items, now that you have earned the favor of the Circle, and in defense of the entire realm, money is not a factor.
Day 18: (Shop Trip Day 1), Ambush DC 100 vs 91
Day 19: (Shop Trip Day 2), Ambush DC 99 vs 34
Day 20: (Shop Trip Day 3), Ambush DC 98 vs 38
Day 21: (Shop Trip Day 4), Ambush DC 97 vs 47
Day 22: (Shop Trip Day 5), Ambush DC 96 vs 89
Day 23: (Shop Trip Day 6), Ambush DC 95 vs 89
On the Evening of Travel Day 6, you arrive in Sapphire City and are given access to the most elite shops and pay with Defender Credit.
With all the new Gear, Reggie, Guaius, Bernard, and Tali, all seem extremely grateful.
Tali says, "With this Staff of Healing, I will serve the kingdom and help to keep the troops healed."
Gauius says, "I feel so appreciated for my hard work studying Arcana over the years."
Reggie says, "I was just a nobody until I met you, now I feel like I can take on a dragon."
Bernard concludes, "Don't get too overconfident, we will need to work as a team and in doing so, we shall be victorious."
Day 24: Dawn
Traveling by Caravan, horses and wagons, the expedition from Sapphire City to Death's Peak, and the White Dragon's Lair begins.
Day 24: (Expedition to Death's Peak, Day 1), Random Event DC 94 vs 39
Day 25: (Expedition to Death's Peak, Day 2), Random Event DC 93 vs 72
Day 26: (Expedition to Death's Peak, Day 3), Random Event DC 92 vs 49
Day 27: (Expedition to Death's Peak, Day 4), Random Event DC 91 vs 73
Day 28: (Expedition to Death's Peak, Day 5), Random Event DC 90 vs 10
Day 29: (Expedition to Death's Peak, Day 6), Random Event DC 89 vs 9
Day 30: (Expedition to Death's Peak, Day 7), Random Event DC 88 vs 49
Day 31: (Expedition to Death's Peak, Day 8), Random Event DC 87 vs 9
Day 32: (Expedition to Death's Peak, Day 9), Random Event DC 86 vs 89
Day 33: (Expedition to Death's Peak, Day 10), Random Event DC 85 vs 97
Day 26: (Expedition to Death's Peak, Day 3), Random Event DC 92 vs 99
A young girl is walking on the road alone, wearing tattered rags, blistered and bleeding feed, she is dehydrated, sunburnt, and mute, and near death.
Day 27: (Expedition to Death's Peak, Day 4), Random Event DC 91 vs 95
A retired Hero, serendipitously meets you on your way and offers to join you en route (https://www.dndbeyond.com/characters/105243666)
Well...
We'll stop and help the young girl however we can. Akkron will probably approach first on the off-chance she turns out to be some monster in disguise. His long-dead heart aches at seeing the child... as he thinks back to that memory of his daughter. He would be glad to let her travel with the party until they pass through a safe town where she can be dropped off.
And I think we would all be more than happy to let the hero join us on our quest.
"It truly seems that the gods smile upon this quest," Akkron says upon welcoming the hero.
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After tending to her wounds and feeding and giving her water, the young child of 9 years old speaks up, "Thank you. We were ambushed on the trade road. Orcs killed my parents, the merchants, everyone. They stole the wagons, the horses, and what little was left in the wares after selling everything in Sapphire City. I was hiding in a barrel so I jumped out the back. I've been walking for days and I thought I was going to die. Why would the Orcs steal empty wagons?"
"My name is Yoku Ikari, I'm just an old forgotten hero, enjoying retirement. Last night, I had a vision of Sehanine Moonbow. She took me on a hunt, through the woods, and up the side the the mountain. We were hunting a white dragon. When I was a young adventurer, over 50 years ago, I had a similar dream, it lead me to unearth this sacred elven artifact, my Oathbow. I retired without ever finding the chance to use it. I live just on the edge of this outpost, so I woke up this morning, and headed straight here to find your expedition. Thanks for letting me join, and although I know the stakes are high, and that I may die on this hunt, my dreams and fate wills me to join."
Akkron kneels next to the girl and puts a hand on her shoulder (he's started wearing gloves while pretending to be a living human so that a handshake won't give him away). "This is what we do, child. We're here to help those who cannot help themselves. I don't know why the orcs decided to attack you, but I promise you that they will face justice for their crimes. Now tell me, what is your name?"
To the hero. "Well met, Yoku. I am Matic Akkron, the leader of this expedition. You and I both know the risk that we take going into this fight, but it is what must be done to protect the world from the evil of the Dragon Lords. I will certainly do my best to keep all those under my command alive, but I am not foolish enough to pretend that I can control every twist of fate."
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Yoku Ikari (Level 8, Equipped)
Half-Elf, Ranger 5/Fighter 3 (10,20,14,12,14,10)
AC 19 (studded leather +1, +5 dex, +1 defense style), HP 68, Init +5, Speed 30 feet
Senses: Investigation 14, Perception 15, Saves: Strength +3, Dexterity +8
Background Criminal: Acrobatics +8, Animal Handling +5, Deception +3, Investigation +4, Perception +5, Stealth +8, Survival +5
Fighting Style Defense, Second Wind (1d10+3), Action Surge, Student of War
Maneuvers: 4d8, Menacing Attack, Parry, Precision Attack
Favored Enemy Dragons, Natural Explorer Mountains, Fighting Style Archery, Primeval Awareness, Colossus Slayer, Extra Attack
Oathbow +10 (1d8+7), Celestial, Common, Draconic, Elvish
Bracers of Archery
Ioun Stone of Agility
Spell Scroll of Hunter's Mark (1st)
Day 33: Dawn

Perception/Investigation Check DC 14, You see a large entrance with clear signs of dragon claws in the stone.
Perception/Investigation Check DC 24, you hear white guard drakes yipping deep inside the cave
Perception/Investigation/History/Insight Check DC 30, you see a far off smaller cave that may lead deeper into this one
Perception/Investigation/History/Insight Check DC 20, you see a vertical entrance, on the far side of the peak which must be an escape route.
The White Dragon Lair Guards live in a small cave, just inside the Lair Mouth. They usually eat scraps left by the Ancient White Dragon, however, Time Check DC 17 vs 6, the white guard drakes will be out hunting for their own food and the first cave will be empty.
Roll for Initiative
white guard drake 1, init 2
Ranger Yoku, init 9
Commander Bernard, init 2
Bard Tali, init 10
Wizard Gaius, init 22
Inquisitor Reggie, init 18
Artillery Soldier 1, init 11
Artillery Soldier 2, init 8
Artillery Soldier 3, init 8
Artillery Soldier 4, init 21
Infantry Soldier 1, init 15
Infantry Soldier 2, init 13
Infantry Soldier 3, init 15
Infantry Soldier 4, init 14
white guard drake 2, init 1
white guard drake 3, init 3
white guard drake 4, init 3
white guard drake 5, init 3
white guard drake 6, init 10
white guard drake 7, init 8
white guard drake 8, init 8
white guard drake 9, init 4
white guard drake 10, init 19
white guard drake 11, init 18
white guard drake 12, init 7
white guard drake 13, init 6
white guard drake 14, init 16
white guard drake 15, init 18
white guard drake 16, init 16
white guard drake 17, init 16
white guard drake 18, init 18
white guard drake 19, init 9
white guard drake 20, init 12
Lord Akkron:
Initiative: 2
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(Also, I imagined that Akkron had it set up so that Roxo would meet us somewhere near the cave to help with this fight)
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I missed Roxo's initiative, since you are mounted, feel free to share your initiative and have your dragon go on your initiative before or after your turn.