“As the Triboar Trail runs east, it passes through the ruins of Conyberry, a town sacked by barbarians years ago. There’s a ruined temple south of Conyberry where it’s said the locals hid their gold.” Tells the boy. It sounds more like reciting than telling. He probably doesn't know more. "Anyway," says the tall boy behind you, "there you go." He hands you five packed rations. Each of them looks like tgey could hold for a day or so. "Good luck on your adventure!" He adds. "Be back soon!" Calls the boy behind the counter as you leave.
Bartrum folds the map away neatly and follows along.
"Master Dolgrim, you seem to know what you are doing. How do you gain experience in these things? Can you tell one tree from another? I am confused about finding my way outdoors. In the mountains it's easy - you just remember that if you went down a slope then you need to go back up a slope to get to where you started from. We here are close to mountains and it's fairly easy to do the same, but how would you know which way you are going on a flat ground?"
D: We Frostbeards live above the ground ground since my great-great father came here from the North. Most of the dwarves that live in the mountains orient themselves by tunnels and crossroads and it is thus hard for them to get used to plains and other less orderly areas. But for me, the plains are as easy to navigate as the tunnels and caves are for you. See that hill over there? There's a small brook that goes near it. If we follow it, it should lead us straight to the mountains and then it is just a matter of keeping the mountains to our left.
Barthrum narrows his eyes at the description and looks at his hands for a bit, making some small motions with them and mouthing something silently to himself.
He then comes to the conclusion that the hand on his left side is his left hand, especially as the mountains are on that side as well.
Map: (The place you need to go to is marked by a blue spot around the bottom of the map. Hard to miss.)
You follow Dolgrim who seems to know where he's going most of the way. He's slightly confused when you reach the mountains. The walk took you most of the day, and you reach the place in the late afternoon hours. Maybe even early evening, but you eventually find the place. The canyon’s rocky walls rise to a height of eighty feet. At the end of the canyon, a twenty-foot-high wall of black stone has a broken gate carved into it, with one stone door hanging precariously by a hinge and the other door missing. Beyond this open gate, in the shadow of a great mountain to the east, lies a ruined settlement. All is quiet.
Thenmer considered the rational choices, to approach and announce themselves seemed to meet all the criteria. He walked forwards, just before knocking loudly on the door he considered its broken state. What logical reason would dwarfs have to leave a thing broken like this? He looked more closely, to see if the breakage was recent, before turning to announce himself and the others.
The door seems to be... broken. You're unable to determine what broke it nor when.
As you step forward, about to announce your arrival, the only-recently lit canyon floor is momentarily shadowed. When you look up, you see nothing. A cloud? Your imagination? You can't be sure. It's getting rather cold, you think for yourself, when you suddenly hear a very loud roar behind you that feels... cold.
You turn around to see a large, white creature. It has four strong limbs and two big wings. Its whole body is covered in scales, white and shiny. Its head is turned toward you as it looks with a beastial hunger upon your small figures. Though it's a bit different, he's similar enough for Barathrum to recoginse as a dragon - similar to the ones he was always told about, only differently coloured.
Thenmer looked at the dragon and computed his chances of living to see another day. They were not good. The cogs of his mind whirled and as he began to call on his magic a spectral reflection of those cogs seemed to appear around them. He rapidly calculated the open space and the need for cover and deep in his mind something stirred and reality shifted.
The Earth heaved and moved as a slit trench appeared, the displaced earth and rubble on the side towards the dragon. He jumped down into this cover where he hoped the fabled breath of a dragon would not be able to harm him.
"Take cover friends!"
(Mold Earth to create a trench for cover - fortunately Dwarfs are not exactly tall and the earth bank is the same size as the ditch so I think he can create a reasonable trench for the 3 of them with that spell. DM judgement on that of course)
The dragon takes a few steps and leaps forward, trying to grab two of you with its strong claws. However, just before catching Thenmer, the ground rise up, making it harder for the dragon to catch him. Barathrum, however, didn't have enough time to get behind the ground and has to confront the dragon straight on. After reaching you, the dragon will move a bit forward before stopping for a few moments.
Thenmer and Barathrum both need to make either an Athletics or Acrobatics check each. DC specified below. On a success, you avoid the dragon. On a failure, you're Grappled and dragged 20 ft. away from the rest of the group, to where the dragon will end their turn.
DC for Barathrum: 10
DC for Thenmer: 10
(OOC: I generally like to reward players for being creative. This time, for example, your spell gave the dragon disadvantage on her roll because she couldn't use her momentum to grab Thenmer from the front.)
(The Grappled only reduces your speed to 0. There's plenty of things you could do, when your turn comes. Also, I forgot to mention, but Dolgrim and any of you who avoid the grapple can get an opportunity attack.)
This post has potentially manipulated dice roll results.
((I suppose I am close enough to the action))
In the last moment Dolgrim manages to dodge the leaping dragon. Having no time to prepare his shield, Dolgrim firmly grabs his hammer in both hands, and tries to hit the dragons claw that hold one of his fellow dwarves.
((Iiuc, I currently can do both oportunity attack and regular action? If so, I'll try to hit the dragon in the claw, trying to to force her to release Thenmer - my goal is to free Thenmer instead of hurting the dragon. Feel free to ignore the damage I deal and instead give an ungrapple bonus to Thenmer.
Opportunity: 18 Damage: 8
Attack: 21 Damage: 5
))
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“As the Triboar Trail runs east, it passes through the ruins of Conyberry, a town sacked by barbarians years ago. There’s a ruined temple south of Conyberry where it’s said the locals hid their gold.” Tells the boy. It sounds more like reciting than telling. He probably doesn't know more. "Anyway," says the tall boy behind you, "there you go." He hands you five packed rations. Each of them looks like tgey could hold for a day or so. "Good luck on your adventure!" He adds. "Be back soon!" Calls the boy behind the counter as you leave.
The three of you meet at the appointed spot.
Varielky
"Right then. Just the three of us is it? Well so long as we do not run into too many orcs on the road we should be OK I suppose. Shall we get going?"
As they meet up, Barthrum says, "Off we go, we have a map from the Mayor himself!"
(unless it makes a huge difference we don't really need to see the map, just say that we're following it to the best of our abilities)
Dolgrim looks over the map...
D: Oh I see, the ruins are over there. Lets go
and hands the map back to Barthrum.
((Since I am ranger, as long as we are in grasslands, we should not get lost))
Dolgrim looks very confident about this, he seemed quite capable the day before so Themner decides to follow him without further comment.
He checks over his few possessions to reassure himself as he walks.
Bartrum folds the map away neatly and follows along.
"Master Dolgrim, you seem to know what you are doing. How do you gain experience in these things? Can you tell one tree from another? I am confused about finding my way outdoors. In the mountains it's easy - you just remember that if you went down a slope then you need to go back up a slope to get to where you started from. We here are close to mountains and it's fairly easy to do the same, but how would you know which way you are going on a flat ground?"
D: We Frostbeards live above the ground ground since my great-great father came here from the North. Most of the dwarves that live in the mountains orient themselves by tunnels and crossroads and it is thus hard for them to get used to plains and other less orderly areas. But for me, the plains are as easy to navigate as the tunnels and caves are for you. See that hill over there? There's a small brook that goes near it. If we follow it, it should lead us straight to the mountains and then it is just a matter of keeping the mountains to our left.
Barthrum narrows his eyes at the description and looks at his hands for a bit, making some small motions with them and mouthing something silently to himself.
He then comes to the conclusion that the hand on his left side is his left hand, especially as the mountains are on that side as well.
Map: (The place you need to go to is marked by a blue spot around the bottom of the map. Hard to miss.)
You follow Dolgrim who seems to know where he's going most of the way. He's slightly confused when you reach the mountains. The walk took you most of the day, and you reach the place in the late afternoon hours. Maybe even early evening, but you eventually find the place. The canyon’s rocky walls rise to a height of eighty feet. At the end of the canyon, a twenty-foot-high wall of black stone has a broken gate carved into it, with one stone door hanging precariously by a hinge and the other door missing. Beyond this open gate, in the shadow of a great mountain to the east, lies a ruined settlement. All is quiet.
Varielky
Thenmer considered the rational choices, to approach and announce themselves seemed to meet all the criteria. He walked forwards, just before knocking loudly on the door he considered its broken state. What logical reason would dwarfs have to leave a thing broken like this? He looked more closely, to see if the breakage was recent, before turning to announce himself and the others.
Thenmer, make an investigation check.
Varielky
Here goes nothing :)
4
The door seems to be... broken. You're unable to determine what broke it nor when.
As you step forward, about to announce your arrival, the only-recently lit canyon floor is momentarily shadowed. When you look up, you see nothing. A cloud? Your imagination? You can't be sure. It's getting rather cold, you think for yourself, when you suddenly hear a very loud roar behind you that feels... cold.
You turn around to see a large, white creature. It has four strong limbs and two big wings. Its whole body is covered in scales, white and shiny. Its head is turned toward you as it looks with a beastial hunger upon your small figures. Though it's a bit different, he's similar enough for Barathrum to recoginse as a dragon - similar to the ones he was always told about, only differently coloured.
Initiative:
Barathrum: 13
Thenmer: 18
Dolgrim: 12
White Dragon: 14
Thenmer is up!
Varielky
Thenmer looked at the dragon and computed his chances of living to see another day. They were not good. The cogs of his mind whirled and as he began to call on his magic a spectral reflection of those cogs seemed to appear around them. He rapidly calculated the open space and the need for cover and deep in his mind something stirred and reality shifted.
The Earth heaved and moved as a slit trench appeared, the displaced earth and rubble on the side towards the dragon. He jumped down into this cover where he hoped the fabled breath of a dragon would not be able to harm him.
"Take cover friends!"
(Mold Earth to create a trench for cover - fortunately Dwarfs are not exactly tall and the earth bank is the same size as the ditch so I think he can create a reasonable trench for the 3 of them with that spell. DM judgement on that of course)
The dragon takes a few steps and leaps forward, trying to grab two of you with its strong claws. However, just before catching Thenmer, the ground rise up, making it harder for the dragon to catch him. Barathrum, however, didn't have enough time to get behind the ground and has to confront the dragon straight on. After reaching you, the dragon will move a bit forward before stopping for a few moments.
Thenmer and Barathrum both need to make either an Athletics or Acrobatics check each. DC specified below. On a success, you avoid the dragon. On a failure, you're Grappled and dragged 20 ft. away from the rest of the group, to where the dragon will end their turn.
DC for Barathrum: 10
DC for Thenmer: 10
(OOC: I generally like to reward players for being creative. This time, for example, your spell gave the dragon disadvantage on her roll because she couldn't use her momentum to grab Thenmer from the front.)
Varielky
OK Thenmer will attempt acrobatics to jump out of the way.
3
(Spells like Mold Earth along with illusions really do rely on DMs liking that sort of imaginative play)
Looks like the dice hate me today.
Thenmer will get ready to try to save someone with Restore Balance as a reaction if they are being attacked with advantage. Not much else he can do.
(The Grappled only reduces your speed to 0. There's plenty of things you could do, when your turn comes. Also, I forgot to mention, but Dolgrim and any of you who avoid the grapple can get an opportunity attack.)
Varielky
Athletics for Barthrum: 12
Attack of opportunity against the dragon as it drags Thenmer away:
Attack: 23 Damage: 10
Barthrum didn't have enough time to be shocked, Thenmer was dragged away!
He will charge after the dragon, chopping down on a claw or something to try to free Thenmer once again!
Attack: 13 Damage: 10
"LET HIM GO!"
((I suppose I am close enough to the action))
In the last moment Dolgrim manages to dodge the leaping dragon. Having no time to prepare his shield, Dolgrim firmly grabs his hammer in both hands, and tries to hit the dragons claw that hold one of his fellow dwarves.
((Iiuc, I currently can do both oportunity attack and regular action? If so, I'll try to hit the dragon in the claw, trying to to force her to release Thenmer - my goal is to free Thenmer instead of hurting the dragon. Feel free to ignore the damage I deal and instead give an ungrapple bonus to Thenmer.
Opportunity: 18 Damage: 8
Attack: 21 Damage: 5
))