Wrath of the Dragon Guy #AdventureCo #DND5E

Wrath of the Dragon Guy #AdventureCo #DND5E

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The enemy agreed to release the children immediately, but kept the woman hostage, vowing that any interference would result in her immediate death. With that, the battle began.

The Fighter charged the half-dragon, lobbing a throwing axe which only missed by a few inches. The half-dragon charged as well, replying with his spear that also missed. The two traded blows when they met, with the Fighter drawing first blood, but the half-dragon drew the last as the Dwarf fell beneath the half-dragon’s greatsword assault.

With the battle concluded, the half-dragon released the woman, the dragon took flight, and the invading forces dispersed, leaving the town of Greenest silent but ruined. The party and Escobert and his militia left the keep and were able to stabilize and resuscitate the Fighter, who earned a hero’s welcome within the fortification. The refugees relaxed; the invaders were leaving, and it was only a few hours until sunrise. The party was finally able to take their much needed rest, with further discussions to be had in the morning.

*   *   *

The “Sanctuary” mini-mission is supposedly the more difficult mission in the first episode of the module. The forces that the players have to deal with amount to a small army, and include a more advanced cultist overseeing the battering ram, and two attack drakes that are with the procession. While the module says that the players could take out the groups at both the front and back of the temple, this is really a situation that calls for patience and finesse.

The party debated a course of action for quite some time. The idea of opening the doors on an in-motion battering ram apparently came from The Seven Samurai, we were told, but the motion was shot down on the grounds that while the missing group at the rear of the temple was obscured by smoke, the procession would notice if the battering ram crew was absent, which might lead them to sober up and assault the temple.

The priest mentioned that there were catacombs beneath the temple, but that there was no other way out, and no way to secure the door from the crypt side (who would want to lock themselves in a crypt?). The only decision, the party decided, was to usher the people out the back and into the forest as quickly as possible (which is technically not the only option, but was by far the best option)

According to the module, the battering ram was supposed to hit anywhere between 15 and 30 seconds in order to keep pressure on the players to find a solution. Unfortunately, this group hasn’t quite reached the point of snap-decision making, so their leeway was lengthened to a whole three minutes per bang. They still “yelped” when the ram hit the door, though, several times exclaiming “we need to move!” The door has 30 HP, and each hit did 1d6 of damage; technically, the door could come down in that three minutes if the interval was 30 seconds. It could have increased the pressure, but it could also have caused a bloodbath that would have certainly gone bad for the players.

Once they decided to move the refugees out the back, I technically sent them out in groups of five, despite the fact that the players wanted them to move out in a continuous stream. The procession was moving at a speed of two minutes per side of the building, so game-wise, the refugees did stream out continuously, but moving 32 people anywhere, especially if they’re terrified, men, women, children, babies, and elderly, there’s a good chance someone might screw things up. Each group of 5 got a d20 roll, and on 10 or less, the group made it to the tree line without issue. 11 or greater and something happened. Thankfully, only one villager stumbled and cried out, but quick thinking masked the shout as just another crazed kobold yelp among many.

The half-dragon champion is the last mini mission in the episode, and is specifically designed to kill someone. If the players are reluctant to face the champion, then the Sergeant will go, as it’s his sister who is being held captive. If he were to go, he’d be dead-dead. If a player goes, the module actually expects that player to get stomped as well. Surprisingly, the Fighter managed to bring the champion down to exactly half his HP before he dealt the down-to-0-HP blow.

Nighthill offered the players 100gp each, a safe place to rest, and access to the town’s remaining resources for repair and replenishment. The cleric took it upon himself to haggle with Nighthill for more money, and despite initial protest that their town had just been ransacked for it’s valuables, agreed to take up a collection from the town to supplement their payment. The Cleric suggested they be granted some property in town, but I’m not sure whether he was serious or not.

We’re using the “level by episode” method rather than the individual XP tracking method because it’s cleaner; we don’t need to constantly update the character sheets (which gets messy when people aren’t paying attention that they’ve just earned the points) and because XP needed to level depends on XP granted which depends on the number of encounters and such, it’s possible that a lower number of encounters could put the players in a position where they’re not level appropriate for the content when they encounter it. Leveling by episode seems the better option for a published module where the design favors certain progression.