Xanrym continues wading through the mud to keep the guard drake in range. He has his crossbow ready, but he continues to mock the drake: "You don't think you can win you stunted mule of the dragons."
Movement: 30' movement (15' in difficult terrain) to get closer to the drake. Action: Cast spell Vicious Mockery at the drake, WIS 13 save or target takes 4 (psychic) damage and has disadvantage on the next attack roll it makes before the end of its next turn. Free Action: None
This post has potentially manipulated dice roll results.
Toska casts Sacred Flame again. DC 12 DEX Save: 20 or the drake takes 8 Radiant Damage
The Drake has taken an absolute beating now. With Avery joining the battle and Xanrym's words rattling it completely, its eyes dart towards the southwest. It takes another couple swipes at Liarin and Avery before running away in that direction.
Bite against Avery Attack: 25 Damage: 17 Piercing
Tail against Liarin Attack: 6 Damage: 4 Bludgening
You all are up. Liarin and Avery may take opportunity attacks against the Drake. It's running off towards the southwest, notably NOT towards the direction of the naga's lair, which is more directly south.
Xanrym raises aims his crossbow as the drake turns to flee. He trusts Avery and Liarin to make decisions about combat since he has much less experience in that area himself.
If Avery makes another attack, Xanrym fires a crossbow bolt at the drake. Otherwise, he'll follow Liarin's lead and let it go.
Xanrym thinks that the drake is just a beast, like a horse, trained to be a mount. Now that its riders are dead, he would feel bad about killing it. Then again, he wonders whether the naga can speak with all scaled creatures and whether there's a danger that it could warn the cult of their approach. He gut tells him that the drake will probably just go find a sheltered spot in the swamp where it can heal its wounds, and it's unlikely to bother them again after the drubbing it took from the whole party.
In any case, once the drake makes its escape (or is killed), he makes his way back out of the mud and up to their campsite. Now that the danger is past, he realizes that it's still Theldrin's watch, and he could get a couple more hours of sleep before he has to face their final (?) march to the naga's lair. They must be getting close now.
As Xanrym lies back down to sleep, he idly wonders how big a guard drake could get if it survived for years in the swamp. That giant turtle might have challenged it. Or maybe an ogre or troll. Or, if the legends were true, perhaps there was a catoblepas lurking in the Rushmoors. It wouldn't last long against that monster. Xanrym drifts back to sleep as he starts to compose a humorous tale in his head of a drake who gets lost in the Rushmoors and all of its conversations with the swamp's other monstrous denizens.
Movement: Walking back to the campsite. Action: Only if Avery attacks the drake - Attack drake, Crossbow, Light (80/320): 18, Damage: 11 (piercing) Free Action: Stow his crossbow.
(OOC: I'm hoping that the troglodyte fight was short enough that it doesn't ruin their Long Rest.)
Noting Liarin's decision to let the drake go, and that it's not moving in the direction the party's headed, Theldrin decides not to press the attack unless something changes. However he does ready a Fire Bolt in case it's needed.
I should have also said that Xanrym gathers the crossbow bolts from the troglodytes he hit, using some swamp water and maybe the coals of their fire to try to clean off the stench before they break camp in the morning.
You can all rest easy knowing the injured Drake, with wounds around it's body, is heading away from the lair of the naga. You all settle down and finish your Long Rest for the evening. Toska is already breaking camp as you wake in the morning, "This whole experience has been completely eye opening for me. Perhaps bringing the holy justice of St.Cuthbert to the masses is not the absolute good I used to think it was. The act of smiting your foes is not as fulfilling as it was explained to me by the leaders of my order. After this I will need to go back and ask a few questions. If I don't get better answers, I don't really know what to do next." She seems shaken by these events, but resolved to see this adventure through to its end.
If no one else has anything else to discuss, Whiskers will be keen to carry on towards your destination, his bauble glinting in the daylight.
You can all rest easy knowing the injured Drake, with wounds around it's body, is heading away from the lair of the naga. You all settle down and finish your Long Rest for the evening.
(OOC: I don't remember. Did Liarin have any spell slots to dump into Goodberry before the Long Rest? If we make it to the naga's lair today, then I wouldn't say no to a little extra healing capacity.)
Toska is already breaking camp as you wake in the morning, "This whole experience has been completely eye opening for me. Perhaps bringing the holy justice of St.Cuthbert to the masses is not the absolute good I used to think it was. The act of smiting your foes is not as fulfilling as it was explained to me by the leaders of my order. After this I will need to go back and ask a few questions. If I don't get better answers, I don't really know what to do next." She seems shaken by these events, but resolved to see this adventure through to its end.
Ixsas is strapping on his sword belt and securing his crossbow for the next march. He says thoughtfully, "Well, I'm not fond of fighting either. I'd rather trade stories in a tavern or track down bits of history in old tomes and ancient tombs. But you see that it's a dangerous world out here in the wild. Besides the blood-sucking beasts, there are troglodytes and goblins and ogres. If there weren't heroes, like Yrag, out there, the Flanaess would have been overrun ages ago by demons or their undead armies. You are wise not to enjoy killing, Toska. That way, you'll only use violence when it's really necessary. But if left unchecked, this naga, Explictica Defilus, would dominate everyone in the town of Orlane, and her cult would spread across the land from there. The world is glad to have warriors for Good: those who are willing to lift a sword -- or call on St. Cuthbert's name -- to beat back these evil things and to keep places like Orlane safe for a farmer to do his work and raise a family in peace and safety."
If no one else has anything else to discuss, Whiskers will be keen to carry on towards your destination, his bauble glinting in the daylight.
Xanrym just asks the others whether they have any ideas for facing a naga. He'd prefer to think about it before they're face-to-face with the creature.
Xanrym thought that he could use his scroll of Disguise Self to assume the form of one of the cultists and maybe talk their way past the cult guards. Or maybe it's best to use that spell to deceive the naga herself and get close to it before the party strikes. He also knows Invisibility, which could help him scout enemy-infested areas or -- again -- help Avery or Liarin get close to the naga before the party strikes.
In thinking about how to tackle the cultists and the naga in its own lair, Xanrym also reminds the party that they still have
Xanrym doubts that any of the poisons will be much use against the naga itself. It may also be ineffective against any venomous swamp creatures, but it could be useful if there's another ettin or something protecting the naga's lair. Xanrym wants to keep at least one dose of the incapacitating poison available in case the mayor has already been charmed by the naga. That way, they could prevent him from hindering their quest and hopefully avoid harming him until they defeat the naga.
(OOC: Xanrym is ready for their final (?) march to the naga's lair. They can discuss strategy and tactics while they walk.)
Avery checks his gear, straps his sword on and nods he is ready. "We should be on our guard as we get closer to their lair, we're in their territory, and they can use it against us."
Liarin creates 50 goodberries, and will hand 2 out to Whiskers, Toska, Avery, Theldrin, and Xanrym, in case she goes down and keeps the remaining 40 for distribution as needed. "We can distribute more if wanted."
"It's a camp in the woods, I can scout likely ignored as a mouse easily. I'll need to weigh my tactical options more carefully as turning into a bear iisn't always the smartest move when I have spells."
Liarin uses guidance to aid in searching the road ahead.
14 Perception. (1+9+4 guidance)
Rollback Post to RevisionRollBack
Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
Theldrin nods as he listens to Toska and Xanrym. "It is not an easy path, but the virtuous warrior takes the role of defending those who can't defend themselves, as my master Elrenstad used to say." Regarding ideas for facing the naga, he says thoughtfully as he rubs his beard, "I'm not really sure what to expect, so don't have any ideas as of yet."
After a light breakfast he practices with his staff for a few minutes, taking deep breaths and focusing his mind on the upcoming battle. Then just before the party heads out for the day, he will cast Mage Armor on himself.
Toska nods at your words and adds, "...heroes like Yrag, and you all. The village of Orlane will owe you a great debt if you can end this madness." She gets her gear together and follows you all.
After a wearisome trek through a seemingly endless sea of rushes, you see a low barrier in front of you, a circular dike made from mud and wood. Beyond the dike is a small island of dry land, barely fifty feet across. When you jump the fence and head onto the island, you find a gaping hole in the centre, leading down into darkness.
After a wearisome trek through a seemingly endless sea of rushes, you see a low barrier in front of you, a circular dike made from mud and wood. Beyond the dike is a small island of dry land, barely fifty feet across. When you jump the fence and head onto the island, you find a gaping hole in the centre, leading down into darkness.
(OOC: I assume that this is the spot where Whisker indicates the tracks lead? We're already on the dry "island" inside the dike? What time of day is it when we arrive there?)
Rollback Post to RevisionRollBack
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Toska tries another Sacred Flame at the Drake - DC 12 DEX SAVE: 1 or 5 Radiant Damage.
The Drake menacingly strikes at Liarin.
Bite against Liarin Attack: 24 Damage: 6 Piercing
Tail against Liarin Attack: 10 Damage: 4 Bludgening
You all are up. Liarin and Avery are now in melee with the Guard Drake, while Xanrym and Theldrin are about 60ft away.
Round 6: Xanrym
Xanrym continues wading through the mud to keep the guard drake in range. He has his crossbow ready, but he continues to mock the drake: "You don't think you can win you stunted mule of the dragons."
Movement: 30' movement (15' in difficult terrain) to get closer to the drake.
Action: Cast spell Vicious Mockery at the drake, WIS 13 save or target takes 4 (psychic) damage and has disadvantage on the next attack roll it makes before the end of its next turn.
Free Action: None
Liarin keeps nipping at the drake. AC 8, 5 damage.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Theldrin aims another Fire Bolt at the drake.
Attack: 14 Damage: 2
Avery attacks the drake: Attack: 18 / damage 10
Drake Wis Save: 12
Toska casts Sacred Flame again. DC 12 DEX Save: 20 or the drake takes 8 Radiant Damage
The Drake has taken an absolute beating now. With Avery joining the battle and Xanrym's words rattling it completely, its eyes dart towards the southwest. It takes another couple swipes at Liarin and Avery before running away in that direction.
Bite against Avery Attack: 25 Damage: 17 Piercing
Tail against Liarin Attack: 6 Damage: 4 Bludgening
You all are up. Liarin and Avery may take opportunity attacks against the Drake. It's running off towards the southwest, notably NOT towards the direction of the naga's lair, which is more directly south.
Liarin will let the drake go and shift back to human form.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Is everyone going to let the Drake go?
Round 7: Xanrym
Xanrym raises aims his crossbow as the drake turns to flee. He trusts Avery and Liarin to make decisions about combat since he has much less experience in that area himself.
If Avery makes another attack, Xanrym fires a crossbow bolt at the drake. Otherwise, he'll follow Liarin's lead and let it go.
Xanrym thinks that the drake is just a beast, like a horse, trained to be a mount. Now that its riders are dead, he would feel bad about killing it. Then again, he wonders whether the naga can speak with all scaled creatures and whether there's a danger that it could warn the cult of their approach. He gut tells him that the drake will probably just go find a sheltered spot in the swamp where it can heal its wounds, and it's unlikely to bother them again after the drubbing it took from the whole party.
In any case, once the drake makes its escape (or is killed), he makes his way back out of the mud and up to their campsite. Now that the danger is past, he realizes that it's still Theldrin's watch, and he could get a couple more hours of sleep before he has to face their final (?) march to the naga's lair. They must be getting close now.
As Xanrym lies back down to sleep, he idly wonders how big a guard drake could get if it survived for years in the swamp. That giant turtle might have challenged it. Or maybe an ogre or troll. Or, if the legends were true, perhaps there was a catoblepas lurking in the Rushmoors. It wouldn't last long against that monster. Xanrym drifts back to sleep as he starts to compose a humorous tale in his head of a drake who gets lost in the Rushmoors and all of its conversations with the swamp's other monstrous denizens.
Movement: Walking back to the campsite.
Action: Only if Avery attacks the drake - Attack drake, Crossbow, Light (80/320): 18, Damage: 11 (piercing)
Free Action: Stow his crossbow.
(OOC: I'm hoping that the troglodyte fight was short enough that it doesn't ruin their Long Rest.)
Noting Liarin's decision to let the drake go, and that it's not moving in the direction the party's headed, Theldrin decides not to press the attack unless something changes. However he does ready a Fire Bolt in case it's needed.
Avery will hold his hand, if the rider is dead, and the drake is simply running off, he'll let it go
I should have also said that Xanrym gathers the crossbow bolts from the troglodytes he hit, using some swamp water and maybe the coals of their fire to try to clean off the stench before they break camp in the morning.
You can all rest easy knowing the injured Drake, with wounds around it's body, is heading away from the lair of the naga. You all settle down and finish your Long Rest for the evening. Toska is already breaking camp as you wake in the morning, "This whole experience has been completely eye opening for me. Perhaps bringing the holy justice of St.Cuthbert to the masses is not the absolute good I used to think it was. The act of smiting your foes is not as fulfilling as it was explained to me by the leaders of my order. After this I will need to go back and ask a few questions. If I don't get better answers, I don't really know what to do next." She seems shaken by these events, but resolved to see this adventure through to its end.
If no one else has anything else to discuss, Whiskers will be keen to carry on towards your destination, his bauble glinting in the daylight.
(OOC: I don't remember. Did Liarin have any spell slots to dump into Goodberry before the Long Rest? If we make it to the naga's lair today, then I wouldn't say no to a little extra healing capacity.)
Ixsas is strapping on his sword belt and securing his crossbow for the next march. He says thoughtfully, "Well, I'm not fond of fighting either. I'd rather trade stories in a tavern or track down bits of history in old tomes and ancient tombs. But you see that it's a dangerous world out here in the wild. Besides the blood-sucking beasts, there are troglodytes and goblins and ogres. If there weren't heroes, like Yrag, out there, the Flanaess would have been overrun ages ago by demons or their undead armies. You are wise not to enjoy killing, Toska. That way, you'll only use violence when it's really necessary. But if left unchecked, this naga, Explictica Defilus, would dominate everyone in the town of Orlane, and her cult would spread across the land from there. The world is glad to have warriors for Good: those who are willing to lift a sword -- or call on St. Cuthbert's name -- to beat back these evil things and to keep places like Orlane safe for a farmer to do his work and raise a family in peace and safety."
Xanrym just asks the others whether they have any ideas for facing a naga. He'd prefer to think about it before they're face-to-face with the creature.
Xanrym thought that he could use his scroll of Disguise Self to assume the form of one of the cultists and maybe talk their way past the cult guards. Or maybe it's best to use that spell to deceive the naga herself and get close to it before the party strikes. He also knows Invisibility, which could help him scout enemy-infested areas or -- again -- help Avery or Liarin get close to the naga before the party strikes.
In thinking about how to tackle the cultists and the naga in its own lair, Xanrym also reminds the party that they still have
Xanrym doubts that any of the poisons will be much use against the naga itself. It may also be ineffective against any venomous swamp creatures, but it could be useful if there's another ettin or something protecting the naga's lair. Xanrym wants to keep at least one dose of the incapacitating poison available in case the mayor has already been charmed by the naga. That way, they could prevent him from hindering their quest and hopefully avoid harming him until they defeat the naga.
(OOC: Xanrym is ready for their final (?) march to the naga's lair. They can discuss strategy and tactics while they walk.)
Avery checks his gear, straps his sword on and nods he is ready. "We should be on our guard as we get closer to their lair, we're in their territory, and they can use it against us."
Liarin creates 50 goodberries, and will hand 2 out to Whiskers, Toska, Avery, Theldrin, and Xanrym, in case she goes down and keeps the remaining 40 for distribution as needed. "We can distribute more if wanted."
"It's a camp in the woods, I can scout likely ignored as a mouse easily. I'll need to weigh my tactical options more carefully as turning into a bear iisn't always the smartest move when I have spells."
Liarin uses guidance to aid in searching the road ahead.
14 Perception. (1+9+4 guidance)
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Theldrin nods as he listens to Toska and Xanrym. "It is not an easy path, but the virtuous warrior takes the role of defending those who can't defend themselves, as my master Elrenstad used to say." Regarding ideas for facing the naga, he says thoughtfully as he rubs his beard, "I'm not really sure what to expect, so don't have any ideas as of yet."
After a light breakfast he practices with his staff for a few minutes, taking deep breaths and focusing his mind on the upcoming battle. Then just before the party heads out for the day, he will cast Mage Armor on himself.
Toska nods at your words and adds, "...heroes like Yrag, and you all. The village of Orlane will owe you a great debt if you can end this madness." She gets her gear together and follows you all.
After a wearisome trek through a seemingly endless sea of rushes, you see a low barrier in front of you, a circular dike made from mud and wood. Beyond the dike is a small island of dry land, barely fifty feet across. When you jump the fence and head onto the island, you find a gaping hole in the centre, leading down into darkness.
(OOC: I assume that this is the spot where Whisker indicates the tracks lead? We're already on the dry "island" inside the dike? What time of day is it when we arrive there?)