As a perfect introduction to the game of D&D, this campaign will take you along a story full of fighting, magic, Dragons, and other magical creatures. This is my first time being a dungeon master, so there's something here everyone can learn from.
The small village of Foxdale has sent couriers to relay a message. The settlement has fallen prey to an attack by a ferocious red dragon wyrmling. They plea for anyone strong enough to slay the dragon, to come and help Foxdale in its time of need. You all assemble to help fulfill this singular task, whether your motivation be for justice or for profit. It will not be an easy task, though, especially for a band of wet behind the ears adventurers like yourself. You will need skill, cunning, and just a little luck to succeed in the trials ahead.
At the present, you find yourselves trekking down a cobblestone path towards Foxdale. You’ve had nothing but the odd tavern to break up the monotony of the travel, but you know the village is only another mile up the road.
(To roll a die press the die icon in the far right of the text tools. For checks, have the die set to d20 (which is the default). Leave everything else the same except for the "Add to result". Look at your character sheet (Go to your characters page, then click view). Under the "Skills" category, you should see a bunch of skills with a +number in front of them. Those are called "Skill modifiers". They are the numbers you add to specific skill checks. For this one, add your perception skill modifier, by putting that number in the "add to result" box. Then click "Okay". Whenever rolling for a specific thing, say what you are rolling for, right before you click the die. Below is an EXAMPLE)
You notice 4 Kobolds (Lizard-like humanoid monsters) up ahead, waiting to ambush any travelers on the road. If not for your high perception, you would have walked right into their trap and gotten ambushed. What do you do with the new information?
Due to them not expecting this course of action, 2 of the kobolds flee from intimidation, running to a fort a few miles away. The other two engage in combat with you.
Roll for initiative (This determines the turn order/who attacks first. Roll a d20, then add your initiative bonus(Which is at the very top of your character sheet). Turn order goes from highest to lowest)
The armor class of the Kobold is only 12, so the attack hits. It deals 12 damage to the Kobold. The blade slices right through it's body, killing it on impact.
This post has potentially manipulated dice roll results.
Kobald 2 get's obliterated, turning to ash. Kobald 3 Get's burned, losing 2 HP (3 left) and is set on fire. Kobald 4 Escapes unscathed, and attempts to retaliate.
As a perfect introduction to the game of D&D, this campaign will take you along a story full of fighting, magic, Dragons, and other magical creatures. This is my first time being a dungeon master, so there's something here everyone can learn from.
The Beginning
The small village of Foxdale has sent couriers to relay a message. The settlement has fallen prey to an attack by a ferocious red dragon wyrmling. They plea for anyone strong enough to slay the dragon, to come and help Foxdale in its time of need. You all assemble to help fulfill this singular task, whether your
motivation be for justice or for profit. It will not be an easy task, though, especially for a band of wet behind the ears adventurers like yourself. You will need skill, cunning, and just a little luck to succeed in the trials ahead.
At the present, you find yourselves trekking down a cobblestone path towards Foxdale. You’ve had nothing but the odd tavern to break up the monotony of the travel, but you know the village is only another mile up the road.
arrya continues on the path to foxdale, bored of the uneventful journey so far
Roll a perception check
(To roll a die press the die icon in the far right of the text tools. For checks, have the die set to d20 (which is the default). Leave everything else the same except for the "Add to result". Look at your character sheet (Go to your characters page, then click view). Under the "Skills" category, you should see a bunch of skills with a +number in front of them. Those are called "Skill modifiers". They are the numbers you add to specific skill checks. For this one, add your perception skill modifier, by putting that number in the "add to result" box. Then click "Okay". Whenever rolling for a specific thing, say what you are rolling for, right before you click the die. Below is an EXAMPLE)
Perception 10
perception 24
(God damn that's an amazing roll)
You notice 4 Kobolds (Lizard-like humanoid monsters) up ahead, waiting to ambush any travelers on the road. If not for your high perception, you would have walked right into their trap and gotten ambushed. What do you do with the new information?
arrya attacks the kobolds unexpectedly
Due to them not expecting this course of action, 2 of the kobolds flee from intimidation, running to a fort a few miles away. The other two engage in combat with you.
Roll for initiative (This determines the turn order/who attacks first. Roll a d20, then add your initiative bonus(Which is at the very top of your character sheet). Turn order goes from highest to lowest)
Kobold 1 Initiative 20
Kobold 2 Initiative 1
initiative 14
Suddenly, the two Kobolds that fled earlier, come running back to join their allies. They were chased by the human Paladin, Marythia.
The 2 Kobolds are still shocked with fear so they don't get a turn this round, but next turn they will attack with the other Kobolds
Marythia roll initiative
initiative11
Current turn order
Marythia -> Arrya -> Kobold 1 -> Kobold 2
Marythia attacks the first Kobold with her longsword
Hit 17
Damage 12
The armor class of the Kobold is only 12, so the attack hits. It deals 12 damage to the Kobold. The blade slices right through it's body, killing it on impact.
arrya casts create bonfire on the kobolds
(i done goofed ignore)
arrya casts create bonfire on the kobolds
hit5
damage 11
A bonfire erupts in the center of the group of kobolds. They try to save themselves by jumping out of the way
Kobald 2 Dex Save 20
Kobald 3 Dex Save 14
Kobald 4 Dex Save 3
Kobald 2 get's obliterated, turning to ash. Kobald 3 Get's burned, losing 2 HP (3 left) and is set on fire. Kobald 4 Escapes unscathed, and attempts to retaliate.
Hit 19
Damage 3
The attack lands, dealing 3 damage to Arrya. Kobold 3 takes 2 more damage, due to him being on fire (1HP left)
arrya casts frostbite on the kobalds
hit 3
damage 9