This post has potentially manipulated dice roll results.
Bell was happy to see this group of people hop straight into action seeing the fleeing family, the kenku following right behind them. She gripped tightly on her amulet, her free arm extending and pointing at one of the untouched kobold's, sending a Sacred Flame their way! "Away foul beast!"
Dex save 13 or take 7 radiant damage.
Initiative: 15
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Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
The kobolds were completely surprised by the attack. They bark in shock and try and process dealing with this new group while trying to kill the family.
Bell keeps her arm extended and casts Toll the Dead on the kobold she just attacked.
Wis Save 13 or take 11 necrotic damage!
Rollback Post to RevisionRollBack
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
"Thank you for saving us! The attack came so suddenly! Come, we must go to the Keep - everyone is heading there, it's the only safe place in the town. Governor Nighthill and Castellan Escobert will want to meet you all. But we must be careful, there are kobolds and cultists everywhere!"
You can clearly see the keep from the south side of the town, amidst all of the chaos.
TO REACH THE KEEP: In order to reach the keep as a group, you're going to have make three successful DC10 stealth checks at advantage, because it's nighttime. One person can make all three rolls at advantage. 2 out of 3 fails means you guys get spotted.
This post has potentially manipulated dice roll results.
2, 2, 5
As you guys crept and were quiet making your way to the keep, you pick up LOTS of stragglers, like women and children - perhaps lost or separated from loved ones. The group became quite large, 15 people, and it became more and more difficult to try and stay quiet and corral the villagers as you made your way towards safety.
Lets go ahead and have 3 more rolls of stealth at advantage.
As the team stealths towards the keep, you pass by a large building with windows painted over black, a sign hung over the front door with 'Harpers HQ: Greenest Division' in bold green painted letters swinging casually in the gentle breeze, and black sooty smoke billowing out from the roof, currently on fire. Out in front of the building, a large crowd of townfolk are being escorted rapidly down the alley by what appears to be a young child, at least by the size of her. Her bright pink hair appears to be an illuminated spotlight which the townfolk are using as a sign to follow as they grope their way in the darkness towards the keep.
"Come quickly! Come! Follow me!" the little one yells out in a shrill voice.
To blend in, the adventurer group merges with the crowd being led by the pink kid.
This post has potentially manipulated dice roll results.
Messalina questions the wisdom of following someone whose hair is bright enough to attract the attention of everyone around her, but she does it anyway, since they're all going towards the same place. She does however make sure to keep a few people between her and the child.
Stealth: 13
Stealth: 18
Stealth: 5
Rollback Post to RevisionRollBack
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
Li'riya blinks at the child with glowing hair. That's...different. She follows the girl, keeping a careful eye out for cultists or kobolds taking an interest in them as she leads the group quietly through the village, making sure to check on the dragon's actions every now and then, an arrow nocked to her bowstring as she works hard to keep her memories under control.
Camille blinks at this unusual situation and looks at the camera as if she were on The Office and follows the group to the keep. Thankfully, no one was intercepted as they made their way. As everyone makes their way into the keep, the massive doors close behind you all, thankfully, you made it just in time. Governor Nighthill and Castellan Escobert notice you are not townsfolk, and both approach you, and greet you with a warm welcome and a thankful attitude. He takes you all and leads you to the parapet, where you can get a good view of all of Greenest.
"Thank you for helping to guide these people to the keep." he nods graciously. "I am Governor Tarbaw Nighthill." He gestures to the dwarf standing next to him, "This is Castellan Escobert the Red." The right side of Nighthill’s face and head are bandaged, his right arm hangs in a sling, and his light blue tunic is stained with his own blood. Escobert is a shield dwarf with knotted, tangled, bright red hair. As master of the keep, Escobert is in charge of its defense and is the best source of information on the tunnel and the sally port. He carries an enormous ring of iron and brass keys to the many locks in the keep. Nighthill continues, "I think the raiders don’t intend to attack the keep; they seem interested only in loot. The real danger is to the town and to those people who didn’t make it into the keep before it was cut off. I beg you to help me with certain situations I need under control. We are simply overwhelmed."
MISSIONS:
These missions can be done in any order, and you can do as many or as little as you like.
THE OLD TUNNEL: A narrow tunnel runs from the cellar beneath the keep to the bank of the south stream just outside town. The tunnel is wide enough to allow warriors to pass through it in single file. In the keep, the tunnel is sealed with a locked ironbound door, and the stream exit is covered with a locked iron grate made to look like a sewer outlet. The tunnel’s main function was as a secret means of collecting water from the stream during a siege, but it can double as a sally port. Since the keep has never been besieged, the old tunnel has never been used. Barrels and crates are piled in front of the door. The keys for the locks are on the ring that Escobert carries with him everywhere. Escobert recommends the tunnel as a means of sneaking townsfolk into the keep without running the gauntlet of attackers watching the gates. You guys can clear the cellar door with a few minutes’ work. TASK:Open the lock with a successful DC 10 Dexterity check and a set of thieves’ tools. The disused tunnel is choked with webs but is otherwise clear.
THE SALLY PORT: The keep has a sally port along the west wall for counterattacking foes who bring a battering ram against the gates. During the night while you all are in the keep, raiders approach the old gate, force it open, and rush through. Escobert discovers them and races into the courtyard to sound the alarm ahead of the infiltrators. Enough defenders are available to deal with the immediate threat from raiders loose in the keep, since it’s more a probe that got out of hand rather than a full-scale assault. Escobert is most concerned about resealing the sally port, and required your aid for that job. TASK: A town mage knows the mending spell and will need to be defended while she casts it to fix the sally port. You will need to survive three rounds of combat and protect her until the job is done. Cultists and kobolds are attacking!
DRAGON ATTACK: The adult blue dragon, Lennithon, is making passes attacking the town with it's breath weapon. During these attacks, Lennithon flies over the keep and uses his breath weapon without moving closer than 25 feet from the parapet. The defenders on the walls have mastered their fear of the dragon’s Frightful Presence from earlier attacks. There are twenty NPC defenders on the walls at the beginning of the mission. Lennithon is not targeting you guys, but the NPC - each pass he makes kills NPCs with his lightning breath. TASK: After each attack, Lennithon swoops away until his breath weapon recharges, then swings in for another attack. He repeats this pattern until it has taken 24 damage or more, or a single critical hit. After that happens, Lennithon will flee.
PRISONERS:Governor Nighthill would like to interrogate some of the raiders. "I’d give anything to know what we’re up against, and why. For that, we need prisoners. A commander, even a low-ranking one, is best.” Nighthill takes you onto the parapet and points out what he means. This is an ideal time for everyone to catch a glimpse of Frulam Mondath in her purple robes, accompanied by a dozen guards. Even the governor cautions you all against attacking such a formidable force, especially when any lower-level officer can answer his questions. TASK: During any of your missions, try and capture a low ranking commander of some sort. I'll let you guys know when you see one during the missions.
SAVE THE MILL:“The guards have spotted a new threat. Raiders are trying to set fire to the town’s mill. If it burns, we’ll lose our stockpile of flour and we won’t be able to grind more for months. I’m trying to assemble enough defenders from here in the keep to defend it through the rest of the night, but that will take time. You’d do us a great service if you could get to the mill quickly and drive away the raiders before they can set it aflame. You’ll need to defend it until our force arrives to take over, but it shouldn’t be more than fifteen minutes behind you.” TASK: Raiders are trying to burn the mill! Intercept and kill the raiders. There appears to be about 10 of them.
SANCTUARY: Dozens of townsfolk have barricaded themselves inside the temple to Chauntea, but raiders have it surrounded. The attackers tried setting fire to the stout structure but had little success. Now they’ve deployed an improvised battering ram. It’s only a matter of time, possibly minutes, before the temple’s main doors crumple under the assault, leaving the villagers inside helpless. The temple is a large building, made of fieldstone with a peaked slate roof, and square in shape. It is taller than most other buildings in town. Inside, the altar occupies the middle of the temple, with other worship areas arranged around it. TASK: The force outside the temple is split into three groups. One (A) is battering at the front doors, another (B) is circling the temple in a screeching mob, and the third (C) is heaping burning straw against a rear door. All these groups together would overwhelm you all, but you might devise a plan that gets you inside the temple by dealing with one group. There are about 30 total raiders at this location. This mission involves heavy strategy.
The bright pink hair'd child you ran into on the way into the keep rushes into the meeting with Governor Nighthill, and you notice that she's not a child. Rather, she's a god awfully old gnome, face plastered with multiple coats of horribly bright and gaudy makeup like your great aunt Gertrude (you know the one, the aunt who always wants to plaster you wish wet kisses and pinch your cheeks and tell you oh how much you've grown deary!). Carrying a purse nearly the size of her short stature, she rushes up to the Governor and shouts "Gov'nor! Gov'nor! Quick, I brought all the townsfolk here that I could round up, but there are TONS more out there needing help! PLEASE! You must get me HELP! I saw plenty of helpless folk holed up in the Temple, about to be overrun by those nasty cultists. PLEASE! HELP!"
Turning to Edward and pointing almost nearly vertically upwards...."You! Hey you! BIG GUY...make yourself useful and come help me rescue those townsfolk!"
Edward seems to think about for a moment before stoically replying, "Rushing head first into a situation like that would be suicidal. I suggest we secure a second passage in order to get people in first. Namely the Tunnel. This can also be used as an escape if the Sally Port problem gets out of hand which we should deal with right after the Tunnel. Followed by securing the food because it doesn't matter how many we save if you're all going to starve within the next few months."As the minotaur speaks it seems to be with the mind of someone whose been in a lot of battles and understands whats important for the group before individuals.
Looking at the small woman climb up Edward doesn't seem to mind too much only saying, "I hope you like the front line Miss.....whatever your name is. Becuase thats where I will be if we run into any opposition."As he slowly starts to move to the tunnel.
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Bell was happy to see this group of people hop straight into action seeing the fleeing family, the kenku following right behind them. She gripped tightly on her amulet, her free arm extending and pointing at one of the untouched kobold's, sending a Sacred Flame their way! "Away foul beast!"
Dex save 13 or take 7 radiant damage.
Initiative: 15
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
8
Li'riya22, Bell20, Messalina13, Kobold2, Kobold1, Kobold3, Edward4, Camilla3, Kobold4
Kobold1: 17
Kobold2: 17
Kobold3: 15
Kobold4: 14
The kobolds were completely surprised by the attack. They bark in shock and try and process dealing with this new group while trying to kill the family.
Li'riya fires another arrow quickly, fingers nearly blurring on the string as she sends it at Kobold 1.
Attack: 23 Damage: 7
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Bell keeps her arm extended and casts Toll the Dead on the kobold she just attacked.
Wis Save 13 or take 11 necrotic damage!
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
Li'riya22, Bell20, Messalina13, Kobold2, Kobold1, Kobold3, Edward4, Camilla3, Kobold4
A solid shot!
Li'riya22, Bell20, Messalina13, Kobold2(3HPLEFT), Kobold3, Edward4, Camilla3, Kobold4
Messalina continues her verbal assault against the Kobolds, targeting Kobold3. "Insignificant worm"
DC13 Wisdom Save or take 3 psychic damage and have disadvantage on it's next attack.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
WIS13 save: 4
WIS13 Save: 14
Li'riya22, Bell20, Messalina13, Kobold2(3HPLEFT), Kobold3, Edward4, Camilla3, Kobold4
Another kobold goes down.
Li'riya22, Bell20, Messalina13, Kobold3, Edward4, Camilla3, Kobold4
Startled by the surprise attack, Kobold3 stabs at Edward!
Dagger Attack: 20 Damage: 5
Li'riya22, Bell20, Messalina13, Kobold3, Edward4, Camilla3, Kobold4
Camilla waved her hands around again and created another firebolt. She held it suspended between both hands and found a target - launched it.
Firebolt Attack: 16 Damage: 7
With a terrible shriek, the firebolt found it's target with medical precision. Kobold4 died, burnt to a crisp.
Li'riya22, Bell20, Messalina13, Kobold3, Edward4, Camilla3
Not showing any pain as the kobold slashes through Edward's legs he quickly retaliates with a downward slash at the little thing.
Samurai Slash: Attack: 22 Damage: 5
Great Weapon Fighting Damage Reroll: 4
The woman and husband, grateful for the assist.
"Thank you for saving us! The attack came so suddenly! Come, we must go to the Keep - everyone is heading there, it's the only safe place in the town. Governor Nighthill and Castellan Escobert will want to meet you all. But we must be careful, there are kobolds and cultists everywhere!"
You can clearly see the keep from the south side of the town, amidst all of the chaos.
TO REACH THE KEEP: In order to reach the keep as a group, you're going to have make three successful DC10 stealth checks at advantage, because it's nighttime. One person can make all three rolls at advantage. 2 out of 3 fails means you guys get spotted.
Stealth: 11
Stealth: 13
Stealth: 20
Inspo for whichever Stealth is the worst: 1
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
2, 2, 5
As you guys crept and were quiet making your way to the keep, you pick up LOTS of stragglers, like women and children - perhaps lost or separated from loved ones. The group became quite large, 15 people, and it became more and more difficult to try and stay quiet and corral the villagers as you made your way towards safety.
Lets go ahead and have 3 more rolls of stealth at advantage.
As the team stealths towards the keep, you pass by a large building with windows painted over black, a sign hung over the front door with 'Harpers HQ: Greenest Division' in bold green painted letters swinging casually in the gentle breeze, and black sooty smoke billowing out from the roof, currently on fire. Out in front of the building, a large crowd of townfolk are being escorted rapidly down the alley by what appears to be a young child, at least by the size of her. Her bright pink hair appears to be an illuminated spotlight which the townfolk are using as a sign to follow as they grope their way in the darkness towards the keep.
"Come quickly! Come! Follow me!" the little one yells out in a shrill voice.
To blend in, the adventurer group merges with the crowd being led by the pink kid.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Messalina questions the wisdom of following someone whose hair is bright enough to attract the attention of everyone around her, but she does it anyway, since they're all going towards the same place. She does however make sure to keep a few people between her and the child.
Stealth: 13
Stealth: 18
Stealth: 5
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Li'riya blinks at the child with glowing hair. That's...different. She follows the girl, keeping a careful eye out for cultists or kobolds taking an interest in them as she leads the group quietly through the village, making sure to check on the dragon's actions every now and then, an arrow nocked to her bowstring as she works hard to keep her memories under control.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Camille blinks at this unusual situation and looks at the camera as if she were on The Office and follows the group to the keep. Thankfully, no one was intercepted as they made their way. As everyone makes their way into the keep, the massive doors close behind you all, thankfully, you made it just in time. Governor Nighthill and Castellan Escobert notice you are not townsfolk, and both approach you, and greet you with a warm welcome and a thankful attitude. He takes you all and leads you to the parapet, where you can get a good view of all of Greenest.
"Thank you for helping to guide these people to the keep." he nods graciously. "I am Governor Tarbaw Nighthill." He gestures to the dwarf standing next to him, "This is Castellan Escobert the Red." The right side of Nighthill’s face and head are bandaged, his right arm hangs in a sling, and his light blue tunic is stained with his own blood. Escobert is a shield dwarf with knotted, tangled, bright red hair. As master of the keep, Escobert is in charge of its defense and is the best source of information on the tunnel and the sally port. He carries an enormous ring of iron and brass keys to the many locks in the keep. Nighthill continues, "I think the raiders don’t intend to attack the keep; they seem interested only in loot. The real danger is to the town and to those people who didn’t make it into the keep before it was cut off. I beg you to help me with certain situations I need under control. We are simply overwhelmed."
MISSIONS:
These missions can be done in any order, and you can do as many or as little as you like.
THE OLD TUNNEL: A narrow tunnel runs from the cellar beneath the keep to the bank of the south stream just outside town. The tunnel is wide enough to allow warriors to pass through it in single file. In the keep, the tunnel is sealed with a locked ironbound door, and the stream exit is covered with a locked iron grate made to look like a sewer outlet. The tunnel’s main function was as a secret means of collecting water from the stream during a siege, but it can double as a sally port. Since the keep has never been besieged, the old tunnel has never been used. Barrels and crates are piled in front of the door. The keys for the locks are on the ring that Escobert carries with him everywhere. Escobert recommends the tunnel as a means of sneaking townsfolk into the keep without running the gauntlet of attackers watching the gates. You guys can clear the cellar door with a few minutes’ work. TASK: Open the lock with a successful DC 10 Dexterity check and a set of thieves’ tools. The disused tunnel is choked with webs but is otherwise clear.
THE SALLY PORT: The keep has a sally port along the west wall for counterattacking foes who bring a battering ram against the gates. During the night while you all are in the keep, raiders approach the old gate, force it open, and rush through. Escobert discovers them and races into the courtyard to sound the alarm ahead of the infiltrators. Enough defenders are available to deal with the immediate threat from raiders loose in the keep, since it’s more a probe that got out of hand rather than a full-scale assault. Escobert is most concerned about resealing the sally port, and required your aid for that job. TASK: A town mage knows the mending spell and will need to be defended while she casts it to fix the sally port. You will need to survive three rounds of combat and protect her until the job is done. Cultists and kobolds are attacking!
DRAGON ATTACK: The adult blue dragon, Lennithon, is making passes attacking the town with it's breath weapon. During these attacks, Lennithon flies over the keep and uses his breath weapon without moving closer than 25 feet from the parapet. The defenders on the walls have mastered their fear of the dragon’s Frightful Presence from earlier attacks. There are twenty NPC defenders on the walls at the beginning of the mission. Lennithon is not targeting you guys, but the NPC - each pass he makes kills NPCs with his lightning breath. TASK: After each attack, Lennithon swoops away until his breath weapon recharges, then swings in for another attack. He repeats this pattern until it has taken 24 damage or more, or a single critical hit. After that happens, Lennithon will flee.
PRISONERS: Governor Nighthill would like to interrogate some of the raiders. "I’d give anything to know what we’re up against, and why. For that, we need prisoners. A commander, even a low-ranking one, is best.” Nighthill takes you onto the parapet and points out what he means. This is an ideal time for everyone to catch a glimpse of Frulam Mondath in her purple robes, accompanied by a dozen guards. Even the governor cautions you all against attacking such a formidable force, especially when any lower-level officer can answer his questions. TASK: During any of your missions, try and capture a low ranking commander of some sort. I'll let you guys know when you see one during the missions.
SAVE THE MILL: “The guards have spotted a new threat. Raiders are trying to set fire to the town’s mill. If it burns, we’ll lose our stockpile of flour and we won’t be able to grind more for months. I’m trying to assemble enough defenders from here in the keep to defend it through the rest of the night, but that will take time. You’d do us a great service if you could get to the mill quickly and drive away the raiders before they can set it aflame. You’ll need to defend it until our force arrives to take over, but it shouldn’t be more than fifteen minutes behind you.” TASK: Raiders are trying to burn the mill! Intercept and kill the raiders. There appears to be about 10 of them.
SANCTUARY: Dozens of townsfolk have barricaded themselves inside the temple to Chauntea, but raiders have it surrounded. The attackers tried setting fire to the stout structure but had little success. Now they’ve deployed an improvised battering ram. It’s only a matter of time, possibly minutes, before the temple’s main doors crumple under the assault, leaving the villagers inside helpless. The temple is a large building, made of fieldstone with a peaked slate roof, and square in shape. It is taller than most other buildings in town. Inside, the altar occupies the middle of the temple, with other worship areas arranged around it. TASK: The force outside the temple is split into three groups. One (A) is battering at the front doors, another (B) is circling the temple in a screeching mob, and the third (C) is heaping burning straw against a rear door. All these groups together would overwhelm you all, but you might devise a plan that gets you inside the temple by dealing with one group. There are about 30 total raiders at this location. This mission involves heavy strategy.
The bright pink hair'd child you ran into on the way into the keep rushes into the meeting with Governor Nighthill, and you notice that she's not a child. Rather, she's a god awfully old gnome, face plastered with multiple coats of horribly bright and gaudy makeup like your great aunt Gertrude (you know the one, the aunt who always wants to plaster you wish wet kisses and pinch your cheeks and tell you oh how much you've grown deary!). Carrying a purse nearly the size of her short stature, she rushes up to the Governor and shouts "Gov'nor! Gov'nor! Quick, I brought all the townsfolk here that I could round up, but there are TONS more out there needing help! PLEASE! You must get me HELP! I saw plenty of helpless folk holed up in the Temple, about to be overrun by those nasty cultists. PLEASE! HELP!"
Turning to Edward and pointing almost nearly vertically upwards...."You! Hey you! BIG GUY...make yourself useful and come help me rescue those townsfolk!"
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Edward seems to think about for a moment before stoically replying, "Rushing head first into a situation like that would be suicidal. I suggest we secure a second passage in order to get people in first. Namely the Tunnel. This can also be used as an escape if the Sally Port problem gets out of hand which we should deal with right after the Tunnel. Followed by securing the food because it doesn't matter how many we save if you're all going to starve within the next few months." As the minotaur speaks it seems to be with the mind of someone whose been in a lot of battles and understands whats important for the group before individuals.
Astrid to Edward: "Lead on, Big Guy! Times a'wastin'!"
She'll then amble up to him, and literally scales Mount Edward and climbs up to sit on his shoulder.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Looking at the small woman climb up Edward doesn't seem to mind too much only saying, "I hope you like the front line Miss.....whatever your name is. Becuase thats where I will be if we run into any opposition." As he slowly starts to move to the tunnel.