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Assault on Dragonspear (5e PBP) IC


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It grew quite dark along the Trade Way as the sun went down. There was a cover of cloud, and the moons only occasionally shone through or brightened a patch of the sky. Isteval's old mule seemed to know the way, and didn't loose the road, but it became more difficult for the others the further they went.

"I have an excellent lantern," suggested Sir Isteval, "But I would hate to create a beacon for the Trolls to see, should they be out there at all. If we can press on until two hours before midnight, we will be a full day's travel by caravan south of the Way Inn. The trade masters tend to keep semi-permanent sites for caravan camps at regular intervals. We may find one camped, or if not, we will at least find a flat spot with prebuilt firepits, and with luck, a watchtower overlooking the road."

OOC: IF you'd like to press on in darkness, please give me a group perception check (with disadvantage if you lack darkvision) and a group stealth check with advantage. If you prefer to light Isteval's lantern or your own light sources, then the stealth check will be with disadvantage, and the perception check a normal roll. I'll gather them up and let you know how things work out. Maybe roll for both scenarios, just in case someone else decides to light you up. Feel free to throw in a note on whatever other precautions or ideas you have as well.
 

Dr. Morgan Wells
Race: Human
HP: 37/37
AC: 12/15(Mage Armour)
Active Spells
- Mage Armour: 7hrs

-
-
-
Spell Slots:
1st [X] [] [] []
2nd [] [] []

3rd [] [] []
4th [X]
Arcane Ward: 18/18AR: 1/1 Spell Save DC: 16
STR: 8-1
DEX: 14 + 2
CON: 12 + 1
INT: 18+4(+7)
WIS: 12 +1(+4)
CHA:12 +1
Arcana:10
History: 7
Investigation:10
Medicine: 4
Persuasion: 4
Religion: 7
Cantrips
Control Flames, Chill touch,
Shape water, Shocking grasp,
Message, Mending

Memorized spells
1st Grease, Mage Armour, Shield,
2nd Arcane Lock, Invisibility, Web, Misty Step, See Invisibility
3rd Dispel Magic, Slow, Haste
4th Arcane Eye, Banishment


"Sir Isteval, I can brighten your lantern so the light extends further but, you're correct, it will be easier for us to be spotted1.

I should let you all know that, as I've alluded, I can make a magically secure shelter for us for the evening.2 But it's locked in my spellbook and I need at least an hour to study it before I can cast it. I'm at your service, whatever you decide. If we push on and you want more light, I can provide it. If you want to stop and are willing to wait an hour before you have a comfortable place to rest, I can do that too.

"If we're trying to be cautious, and only pushing forward for the sake of a shelter, it doesn't make sense to be ambushed when we have access to shelter at my fingertips."
He gestures to his spell book.

"
If we're trying to save time, it might be worth the risk to push forward. Personally, I'm leaning towards stopping."

1. The light spell I'm talking about is Control Flames which doubles the bright and dim light of a flame source.(aka, Isteval's lantern) For the record, Morgan also has a lantern

perception at disadvantage:
1D20+1 = [15]+1 = 16 (use this roll, whether advantage or Disadvantage)
1D20+1 = [18]+1 = 19

2. Morgan has a version of Galdur's Tower if we choose to use it.
 
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"C'mon, everyone. Let's press on," says Tommi as he sets the pace, whistling a happy tune as he does so.

In Tommi's mind, it's obvious, though he doesn't speak this aloud lest Sir isteval gainsay his idea. Tommi wants to attract the trolls if at all possible. He believes, whatever the situation, they are better to deal with it than the villagers, and so it only makes sense that they try to draw the trolls towards themselves.

"A brighter light would help indeed!" says Tommi.

OOC: So it's nt clear if everyone needs Tommi's Inspiring leader bonus, but jsut to remind you it's there. First six to claim it get 11 THP. Fitz can claim it for Isteval if he's inspired. If one is unclaimed, it will go to Oh-Six, who likes Tommi's whistling.

Perception with disadv. +7 = 17 (would be 10 but can't be lower than 17 with reliable talent)
Stealth +8 = 18 (would be 12 but can't be lower than 18 with reliable talent).
 

Dr. Morgan Wells
Race: Human
HP: 37/37(+11)
AC: 12/15(Mage Armour)
Active Spells
- Mage Armour: 7hrs

-
-
-
Spell Slots:
1st [X] [] [] []
2nd [] [] []

3rd [] [] []
4th [X]
Arcane Ward: 18/18AR: 1/1 Spell Save DC: 16
STR: 8-1
DEX: 14 + 2
CON: 12 + 1
INT: 18+4(+7)
WIS: 12 +1(+4)
CHA:12 +1
Arcana:10
History: 7
Investigation:10
Medicine: 4
Persuasion: 4
Religion: 7
Cantrips
Control Flames, Chill touch,
Shape water, Shocking grasp,
Message, Mending

Memorized spells
1st Grease, Mage Armour, Shield,
2nd Arcane Lock, Invisibility, Web, Misty Step, See Invisibility
3rd Dispel Magic, Slow, Haste
4th Arcane Eye, Banishment

“Sounds good”

With a flick of his wrist and a single arcane word, Isteval's lantern flared up, lighting everything around them.

While he didn't think it was the safest plan, he couldn't help but snap his fingers along to Tommi's merry tune. Besides, safety wasn't always the highest priority: They had a mission to do.

Morgan stayed close to Sir Isteval.

OOC:
Stealth disadvantage: 1D20+2 = [4]+2 = 6
1D20+2 = [3]+2 = 5

As noted earlier, Perception 16

I'll happily take some HP from Tommi but will happily give mine up for Isteval if there's none left over.
 

Dandin hops back on Ol Sooty's back now that Sir Isteval has a proper mount, and gives the bear some proper ear scritches.
"We don't mind carrying on for a bit."

OOC:
I guess the lamp has been lit!
It took me forever to remember the formatting on Code Cyote and I think it still might be wrong.
Ol Sooty's rolls
stealth with disadvantage: 2D20.LOW(1)+2+5 = [11, 13]+2+5 = 18
Perception with Darkvision and Advantage: 2D20.HIGH(1)+2+3 = [11, 14]+2+3 = 19
Dandin's Rolls
Stealth with Didvantage: 2D20.LOW(1)+6 = [14, 10]+6 = 16
Perception with Advantage: 2D20.HIGH(1)+2 = [17, 18]+2 = 20

Also, if possible, Ol' Sooty would like some Temp HP boosting, Dandin has quite enough bulk comparatively speaking.

Quick stats:
Size: Small
HP: 60/60 HD (d10): 7/7 AC: 15
Saves:
STR +2 DEX +6 CON +2
INT +0 WIS +2 CHA +2
Adv VS Fear
Proficiency Bonus: +3
Speeds:
40' Ground
40' Climb
40' Swim
Senses:
Normal Vision
Passive Perception 12
Passive Investigation 10
Passive Insight 12
Spell slots:
1: 4/4
2: 3/3
Luck Points: 3/3
Languages:
Common
Halfling
Common Sign Language
Primary Attacks (2x per action):
Longbow.
600' range, +8 to hit, 1d8+3 piecing damage. On hit, target has -10' speed until the start of your next turn (-10' max penalty)
Rapier. 5' melee, +6 to hit, 1d8+3 piecing damage. On hit, you gain Advantage on the next attack roll against that creature, until the end of your next turn.

Size: Medium
HP: 40/40 HD (d8): 7/7 AC: 15
Saves:
STR. +5, DEX. +5, CON. +5
INT. +2, WIS. +5, CHA. +3
Speeds:
40' Ground
40' Climb
Proficiency Bonus:+3
Senses:
Darkvision 60 ft.
Passive Perception 15
Passive Investigation 12
Passive Insight 15
Languages:
Common
Halfling
Common Sign Language
Primary Attacks:
Beast’s Strike. 5' melee, +5 to hit, 1d8+4 slashing or force damage.
If Ol' Sooty moved at least 20 feet straight toward the target before the hit, the target takes an extra 1d6 damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.

 

The elf walks visibly nervous. He isn't one for recklessness and it seems all daggerfordians, human and halfling alike, are just rolling with the idea of attracting trolls without plan.
"Maybe we could look for the trolls instead of whisting and having lights? Isn't it better that we ambush rather than be ambushed?"
"I mean, instead of forcing all of us into this, we could have just discussed this and have a scout and staged reverse ambush. You know, the party camps, but that's only part of the party. The others are ready with fireballs."


OOC: I was offline a bit, combination of sickness and work. Ignore the nagging, it's just Vairar with his caution again. Although, he IS a mercenary with military experince, this is NOT how you bait and switch.
 

Into the Woods

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