D&D 5E 5E Sunless Citadel - CG

The map bears little resemblance to anything you've seen, a set of twisty passages wit a couple of big rooms.

"Key? Meepo have key? MEEPO HAS KEY!!!" shouts the kobold, producing the key. He dodges around the pit trap and puts it in the lock. It fits! "Meepo turn key?"
 

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*CLICK* The lock disengages, Meepo opend the door slightly, and a cold draft with an acrid smell wafts out of the room. "Calcryx!" shouts Meepo, as he flings the door open wide.
 

"Hrmph... Useless being." While seemingly useless he still carefully packs the map away in case it proved useful later on. Then at the sounds in the hallway, he steps out of the room to see what was transpiring. The called out name seemed to indicate that the dragon had been found, Zath'ras wondered if the reception would be as cold as the dragon types element or if it would be in anyway benign.
 

Hearing the cry, the good doctor takes up cover in the doorway that led the group into the hall. His nervousness brought on from the strangeness around him. "Could have stayed in my quiet, warm library." he mutters to himself.

OOC: Thinking I need a foundation to build upon as the good doctor levels and becomes a better adventurer.
 


Kuhl advances into the room, to see what it is that Meepo sees. His staff in his hand is charged, just in case. Long shadows are cast on the wall from the torch in Meepo's hand.
 

Mounted and stuffed animal heads adorn the walls. The mounting job is sloppy, and the assortment of heads includes cattle, rats, and other not particularly impressive specimens. A few grisly trophies share the wall with the animals, including a couple of kobold heads. Smashed and broken cabinets and small tables litter the periphery of the room, mute victims of some sort of rampage. A rusted iron spike stands in the center of the room, trailing
a broken chain. Thin patches of frost coat sections of the walls, floor, and debris.

From beneath a broken table at the north end of the room, a 6' long white reptilian form climbs up onto the broken table. It stretches its wings, flapping them and hisses menacingly in your direction. It suddenly snaps it mouth shut and focuses on a point near you. It's eyes narrow and it begins to leap towards... Meepo.

Calcryx battle grid.png

OOC: Roll Initiative. If you get 13 or better, you may take an action.

[sblock=Calcryx]WHITE DRAGON WYRMLING
Medium dragon, chaotic evil
Armor Class 16 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
STR 14(+2) DEX 10(+0) CON 14(+2) INT 5(−3) WIS 10(+0) CHA 11(+0)
Saving Throws Dex +2, Con +4, Wis +2, Cha +2
Skills Perception +4, Stealth +2
Damage Immunities cold
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages Draconic

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.

Cold Breath (Recharge 5–6). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.[/sblock]
 


With the pit immediately outside, it is not practical for Kuhl to retreat, though that is very much his inclination. Block the door, and see what can be done. But this is a loose dragon, and he has been hired to shepherd these people through. Hired? As it occurs to him, there actually was no discussion of what he would be paid. Still, he can buy time for the others.

He advances, and swings with his staff, following up with a kick to the creature's midriff. He's never seen a dragon before, not a real one at least, and he can only guess as to its internal anatomy. And yet, despite everything, he feels no anger at the creature. This is not a goblin or wolf coming after its flocks. This is a trapped creature, who might just want to flee. His swing drives it towards the door.

Kuhl positions itself so that if it wishes to escape, it can do so. "Dragon!" he calls out. "Make way!"

OOC: Move to A2.
Action: attack (non-lethal; betting it towards the opening): to hit [roll0]. If a hit, damage = [roll1] bludgeoning (non-lethal).
Bonus action: kick to hit [roll2]. If a hit, damage = [roll3] bludgeoning (non-lethal).


His swings are useless, and staring in the flickering torchlight, he considers the blessings he has enjoyed in this life.
 

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