[3.5]Campaign - The Dragon Delve

Post/Author/DateTimePost
#1

Erithmu

Apr 15, 2009 17:30:59

[color=red]The Dragon Delve

Our eyes do not need to be open to watch you.[/color]

IMAGE(http://www.wizards.com/dnd/images/dmag_gallery/100235.jpg)

Cast: In Alphabetical Order
Eluria - [post=18369780]Hai'rol del Umbra[/post]
Post Ironic - [post=18346529]Krulaack Brokentusk[/post]
Sjiggie - [post=18377191]Elhorn Darkeyes[/post]
TelinArtho - [post=18341540]Dulitol Stronghammer[/post]
Turanson - [post=18344584]Azaghâl Broadbeam[/post]
Zevox - [post=18360991]Rina Aylingal[/post]

#2

Erithmu

Apr 15, 2009 17:31:33
How I will handle things:
1) Treasure: All dragons have hordes. What I am planning on doing is that after a dragon battle the horde will basically function as a store, you find whatever you need and deduct it from your gold piece allowance. If you are looking at crafting things don't worry about it. As per Campaign rules all treasure can be refunded at full value right at the end of the campaign.
2) Dragons can be a variety of things. But they are not always evil. Be aware of that.
3) I promise that there will be one encounter that you might need to run from.

Combat:
1) I will have a linked post to all character stats and spell lists. As such when I ask for your spell selection I'll end up putting in that post
2) At the start of combat I will roll all inits and place you roughly where you are when combat begins. I will probably not vary on this unless I missed something. At this time I will make a new session in the campaign roller
3) When it is your turn you have 24 hrs to post an action. After that I'll state that your actions are open to the first person who posts for you, unless it is obvious what you are going to do, for 24hrs. After that I will force your character to take a delay action till you post.
4) I will keep a master post for each round in the middle of combat and update that post. I will create a new post for a new round. I MAY fudge the round a bit depending on who is at the top and bottom of initiative
5) In that round post there will be an Sblock that holds the rounds technical details. If you see red next to your name in the init order, that means I need information from you.
6) You can post your actions ahead of time with certain assumptions, I will allow you to reconsider should something change dramatically in the fight.
7) I am run an 'open DM screen'. That means you will see what I roll and what modifiers I use for error checking.
8) We will be using a campaign account: (User: dragondelve PW: dragon). You are welcome to roll for yourself, but they will get rolled one way or another. We will do a new session for each encounter, please let me make the new encounter as the first thing I will do is roll Init. Roll information skill rolls or out of combat healing in the previous encounter under round 100.
#3

Erithmu

Apr 15, 2009 17:32:20
Encounters
1: The White Patrol
--- YV White Dragon (CR3)
--- 5x Half White Dragon Kobold Fighter 1 (CR 3)
#4

Erithmu

Apr 15, 2009 17:33:45
Hai'rol
[size=4][color=darkred]Hai'rol Del Umbra[/color][/size]
17th Prince of the Bone Citadel, Sixth Level of Hell
Gender and Race: Male Tiefling
Size and Type: Outsider
Height and Weight: 5’7” 160 lbs
Age: 190y (Young)
Alignment: Neutral
ECL: Tiefling LA +1 / Transmuter 2
Experience: 3,200/6,000


Rakoth

Erithmu

Apr 15, 2009 17:34:18
Elhorn

IMAGE(http://fc02.deviantart.com/fs7/i/2005/188/3/1/Ascheya_Archer_by_rakoth.jpg)
Art by Rakoth

Elhorn Darkeyes
Male Human Ranger 2/Psion 1
Age 20 Height 5' 6" Weight 85lbs
3200xp/6000xp [ECL 3]
True Neutral





STR...14 [+2]...(06 pts)
DEX...16 [+3]...(10 pts)
CON...14 [+2]...(06 pts)
INT...16 [+3]...(10 pts)
WIS...12 [+1]...(04 pts)
CHA...08 [-1]...(00 pts)

Hit Points: 21 [8+4.5+2.5+6 Con]
AC 17 Touch 13, Flat 14 [+3 Dex, +4 Armor]
--- +4 Shield [Force Screen]
--- +1 Insight [Defensive Precognition]
---
Initiative: +3 [+3 Dex]
BAB/Grap: +2/+1 [+2Bab, -1Str]
Speed 30 30 Base

Saves:
Fort +5 [3 Ranger +0 Psion +2 Con]
Refl +6 [3 Ranger +0 Psion +3 Dex]
Will +3 [0 Ranger +2 Psion +1 Wis]
+1 Insight [Defensive Precognition]

Attacks:
+5 [Mw]Glaive 1d10+3 19-20/x2 Slashing Reach
2 BAB 2 Str 1 Enchantment

+6 [Mw]Composite Longbow 1d8+2 20/x3 Piercing Range: 110ft
2 BAB 3 Dex 1 Enchantment

Conditional Attack Modifiers
+1 attack & damage ranged within 30’ [Point-Blank Shot]
+2 damage vs Dragons [Favored Enemy]
+1 Insight to hit [Offensive Precognition]

Psionic Powers

PP: 3 2 Psion 1 Int
PP per fight 3/3=1 Next fight 1

Psion Powers [ML 1]:
[DC 14] 1 – Defensive Precognition, Offensive Precognition, Vigor

Feats:
Hu: Point Blank Shot
C1: Precise Shot
C3: Psionic Shot
P1: Psicrystal Affinity
R1: Track
R2: Rapid Shot

Skills:
Ranger: 50 Psion: 6


+06 Balance 3 (3 Psion 3 Dex)
+07 Climb 5 (5 Ranger 2 Str) +2 Synergy when climbing with ropes
+08 Concentration 6 (5 Ranger 1 Psion 2 Con)
+10 Craft (Bowyer) 2 (2 Ranger 3 Int 2 Tools 3 Psicrystal)
+10 Craft (Armorsmithing) 2 (2 Ranger 3 Int 2 Tools 3 Psicrystal)
+11 Craft (Wooded Figures) 6 (2 Ranger 1 Psion 3 Int 2 Tools 3 Psicrystal)
+07 Jump 5 (5 Ranger 2 Str)
+07 Knowledge Dungeoneering 4 (4 Ranger 3 Int)
+08 Knowledge Geography 5 (5 Ranger 3 Int)
+10 Knowledge Nature 5 (5 Ranger 3 Int 2 Synergy)
+04 Psicraft 1 (1 Psion 3 Int)
+08 Survival 5 (5 Ranger 1 Wis 2 Synergy) +2 vs Dragons
+07 Swim 5 (5 Ranger 2 Str)
+08 Use Rope 5 (5 Ranger 3 Dex +2 Circumstance)
+01 Spot (1 Wis) +2 vs Dragons, +2 When Psicrystal is in reach
+01 Listen (1 Wis) +2 vs Dragons, +2 When Psicrystal is in reach
+03 Hide (3 Dex)
+03 Move Silently (3 Dex)

Racial and Class Abilities

Human
+1 Skillpoint per level (4 at first level)
Bonus Feat at first level
#6

Erithmu

Apr 15, 2009 17:35:05
Azaghâl
ECL 3: Ready for Campaign: The Dragon Delve (CL Erithmu)


Azaghâl Broadbeam
Gender and Race: Male Desert Dwarf
Size and Type: humanoid (dwarf)
Height and Weight: 4’1 & 148 lbs
Age: 62 years
Alignment: Lawful Good
ECL: Paladin 3
Deity: Moradin
Experience: 3200/6000

[post=17929021]Political Career[/post]: +6 Knowledge (Nobility/Royality), +8 Diplomacy =+14 %


Attributes
STR 16 (+3) [10 pts] [16 Base]
DEX 13 (+1) [8 pts] [15 Base, -2 Racial]
CON 16 (+3) [6 pts] [14 Base, +2 Racial]
INT 10 (-) [2 pts] [10 Base]
WIS 12 (+1) [4 pts] [12 Base]
CHA 14 (+2) [6 pts] [14 Base]



Miscellaneous Statistics
Hit Points: 33 [3 HD] [10 (Paladin taken at level 1) + (5.5 (Paladin) x 2) + (3 HD x 3 Con) + 3 (Feat)]
Armor Class (Normal): 21 [10 Base, 1 Dex, 8 Armor, 2 Shield] +1 Dodge, +4 dodge bonus to Armor Class against dragons
Armor Class (Touch): 11 [10 Base, 1 Dex] +1 Dodge, +4 dodge bonus to Armor Class against dragons
Armor Class (Flat-Footed): 20 [10 Base, 8 Armor, 2 Shield]
Initiative: +1 [1 Dex]
Base Attack Bonus: +3 [3 (Paladin)]
Grapple: +6 [3 BAB, 3 Str]
Speed (Land): 20 ft [20 Base]
Weight Carried: 113.00 lbs, Medium encumbrance [0-76 (Light), 77-153 (Medium), 154-230 (Heavy)]



Saves
Fortitude: 8 [3 Con, 3 (Paladin), 2 (Divine grace)]
Reflex: 4 [1 Dex, 1 (Paladin) , 2 (Divine grace)]
Will: 4 [1 Wis, 1 (Paladin) , 2 (Divine grace)]
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.


Melee Attacks
MW Drawen waraxe +7, 1d10+3, 20/x3, Slashing [3 Str, 3 BAB, 1 MW] +1 racial bonus on attack rolls against humanoids of the reptilian subtype (including kobolds and lizardfolk) and dragons (including half-dragons):
Silver Warhammer +6, 1d8+3-1, 20/x3, Bludgeoning [3 Str, 3 BAB] +1 racial bonus on attack rolls against humanoids of the reptilian subtype (including kobolds and lizardfolk) and dragons (including half-dragons):
Cold iorn Trident +6, 1d8+3, 20/x2, Piercing [3 Str, 3 BAB] +1 racial bonus on attack rolls against humanoids of the reptilian subtype (including kobolds and lizardfolk) and dragons (including half-dragons):
armor spikes +6, 1d6+3, 20/x2, Piercing [3 Str, 3 BAB] +1 racial bonus on attack rolls against humanoids of the reptilian subtype (including kobolds and lizardfolk) and dragons (including half-dragons):


Ranged Attacks
MW (+3) Composit Longbow +5, 1d8+3, (??-20/x?), Range 110 ft, (Piercing) [1 Dex, 3 BAB, 1 MW] +1 racial bonus on attack rolls against humanoids of the reptilian subtype (including kobolds and lizardfolk) and dragons (including half-dragons):



Special Attacks & Abilities
Aura of Good.
Detect evil: at will
Smite Evil: 1/day (+2 hit, +3 damage)
Divine Grace: +2 to all saves
Lay on Hands: 6/6 hp
Aura of Courage: Imune to fear (magical or otherwise) Allies within 10 ft. gain a +4 morale bonus on saving throws against fear effects.
Divine Health: Imune to all diseases, including supernatural and magical diseases.

Desert Dwarves

Heat Endurance: Members of desert races gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.

+2 Dexterity, +2 Constitution: Desert dwarves are tough enough to survive the brutal environment of the desert, but they rely more on cunning and fast talk than agility.

+1 racial bonus on attack rolls against humanoids of the reptilian subtype (including kobolds and lizardfolk) and dragons (including half-dragons): Desert dwarves are trained in special combat techniques that allow them to fight common enemies more effectively. This bonus replaces the normal dwarfs bonus against orcs and goblinoids.

+4 dodge bonus to Armor Class against dragons: This replaces the dwarf's dodge bonus to AC against giants. Dragons are a more common threat than giants in desert climes, and desert dwarves have adapted to meet this challenge.

+2 racial bonus on Knowledge (architecture and engineering), Knowledge (dungeoneering), and Profession (miner) checks: Desert dwarves protect a great deal of information about what lives beneath the desert and how to reach it.

Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

+2 racial bonus on saving throws against poison.

+2 racial bonus on saving throws against spells and spell-like effects.

+2 racial bonus on Appraise checks that are related to stone or metal items.

Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

#7

Erithmu

Apr 15, 2009 17:36:09
[post=18369780]Hai'rol del Umbra[/post]
HP: 10/10 AC 13
Buffs: Mage Armor
Abilities
Darkness 1/1

Spells:
Cantrips [DC 14] Resistance, Light, Acid Splash x2, Ray of Frost
Level 1 [DC 15] Enlarge Person* x2, Shield, Ray of Enfeeblement
#8

Erithmu

Apr 15, 2009 17:37:31
A Discovery
Dulitol rummaged the dwarven records. It was hard to believe what she thought she was reading. Bulgar and Daeren, rest his soul, would be disappointed that they never saw this. Sometimes a little more patience was required than either of those two had. Granted Daeren had lived long, and Bulgar was still in Gladius, but this was the motherload .. or a death trap. Either way it was too good to pass up.

An Outcast
Xignathora sat in the cage, it wasn’t normal like expected that would have been useless in the long run. Still she didn’t understand why she was here. The Adamantine bars didn’t allow her to escape and the anti magic field didn’t allow her to cast and the silence spell left her in isolation. She looked across at some of her friends trapped. Her cage was special. Designed for one purpose, to hold her in.

She missed her freedom.

Record of Dolan Stronghammer … dated approximately 3500 years before Gladius
Spring second full moon.

… I dare not venture any further into this land. The portal will close soon. We have determined how too open the portal from one side, but not entirely how to open it from the Dragonlands. The descriptions that preceded this are far more fantastic than I have words for, yet even my resolute heart fears this many dragons. Surely we hunted them to extinction only to find that they have a nest. Normally I would venture further but there is a warning here. The tombstone of Thor Stronghammer, Patriarch of our clan. He is not buried as our history would have taught us, the runes are magically inscribed not chipped with a hammer, scrawled with hate. I can make out the inscriptions on Thor’s weapons and armor, confirmation that it was him. He is shorter than most dwarves.

And his body is perfectly preserved, although torn in two, by the magical protection.

A Foreboding
A note was put up and Erithmu Darkmane looked at it. He scowled as he read the note, already he had heard some buzz about it and was looking for Bulgar’s next catch. This was something else. He had a deep sense of foreboding surrounding it. A few people came up and looked at it, smiled and went on their way.

When no one was looking Erithmu took the notice down, and hid it in his pocket. Turning around he walked off and faded into the crowd.

Walking he thought to himself: No good can come from this. I doubt Bulgar’s clansmen would tell him, probably a pride thing. Still it is too late, so many will die. Erithmu had his own research to do, although getting the diaries of two dwarf heroes could be hard. He put the thought outside of his mind at went back to his daily business.

Record of Theror Stronghammer … dated approximately 1500 years before Gladius
Spring second full moon.

I have found the location of Dolan Stronghammer’s diary, with his notes I have been able to reopen the gateway and I can confirm everything he said is true. The gate only seems to open during the second full moon of spring, and this is the second time I have seen it opened, having opened it a year ago. While the marker of Thor Stronghammer is a notice I was not ready for the rest of the warning markers … I cannot even write it here.

I dare not explore the lands for fear of my life. A funny statement for dwarves, but it is true. No doubt Dolan felt the same way. I have no fellow clansmen only myself to explore the portal structure and to understand the arcane markings and magic in the portal. Contrary to the dragon hunting name that most of the Stronghammer clan has I have no wish to hunt dragons, not after this.

Dolan now lies on the other side of the portal, no doubt he came back after his first venture. As his body lies in the same manor as that of Thor Stronghammer.

The gate is arcane in nature. To open it …

IMAGE(http://www.wizards.com/dnd/images/dmag_gallery/100335.jpg)

#9

Erithmu

Apr 22, 2009 13:29:10
Five adventurers were gathered around where they were told to meet. A used fire pit and tent had already been set up by the person who wrote the note. It didn’t mention the type of people who were wanted … only that they needed to be brave of spirit.

Just before dark a female dwarf scholar arrived and greeted them all. After a short meal she began to go into detail about what was in store for them.

Dragon Hunting.

Some wondered if the dwarf was sane, but it seemed very well that she was. Through the course of dinner she explained her clan’s legacy at hunting dragons, and now she had found what could be one of the greatest rediscoveries of the common era.

ooc
RP is open.

That being said, I don't want to have to stress about the alignment issues between the paladin and LE monk.

Any ooc talk put in sblocks or gray if it is really short, and keep the rest of the thread open for people reading through.
#10

TelinArtho

Apr 22, 2009 13:49:55
Welcome all, I hope the accommodations here are adequate for the time being.

I am Dulitol Stronghammer, of the Dragon-hunting Stronghammers. I am sure most of you have heard tell of the Stronghammers as at least two of the Stronghammers have spent significant time in Gladius - Daeren (Grantis rest his soul) and Bulgar.

What I am here to present you with is a great adventure, and one which many dwarves would jump at the chance to endure - so I suspect your fervour to be the same! Dragons my friends - dragons. They are a constant source of pain and misery for so many - and it is the Stronghammer's purpose to see to it that they end their ways.


Dulitol has worked herself up into quite an excited state and suddenly stops speaking and adjusts the narrow spectacles on her brow.
#42

Eluria

Apr 26, 2009 20:57:01
It sounds like he'll be back ~9am tomorrow; I would imagine he'd use Wand of Mage armor or cast Shield, or both.
#43

zevox

Apr 26, 2009 21:19:28
They're still out of MM range, though. The wand only has 110', and her one memorized shot is only 130'. And she has nothing longer range, so she can really only buff... but I'm not sure Telin would want to use her only casting of Shield on this fight. Though I guess she could use her crossbow, but at this range that would likely just be a waste of a bolt.
#44

post_ironic

Apr 26, 2009 22:08:34
Maybe have her ready a RoE or Scorching Ray for when the dragon gets into range? Otherwise maybe MMing the kobolds when they reach range. Maybe true strikes on either Krulaack or Elhorn to take out the kobolds, though I'm loathe to use her scrolls in our first fight without Telin's permission. Crossbow shots would be an option, though probably the weakest choice.
#45

zevox

Apr 26, 2009 22:39:32
True Strike is personal range. She can't cast it on anyone but herself.

Readied spells may be for the best, though I don't know about readying short-range spells like RoE or Scorching Ray vs the Dragon - we don't know when, or if, he'll come in that close (theoretically, he could stay in the air and just breath on us - avoids dealing with our meleers that way). May be better to ready magic missiles vs the Kobolds.
#46

post_ironic

Apr 26, 2009 22:43:09
True enough. The rays are only 30ft, so I agree that we should wait. Her AC is pretty low, so maybe a buff followed by readied MMs is best.

@'Rith: No way I could spend 300 of my spare gold to make that bow masterwork, by any chance?
#47

Eluria

Apr 27, 2009 6:02:29
Again, TA should be back this morning, but I can't imagine the wand of mage armor isn't meant for exactly this purpose
#48

turanson

Apr 27, 2009 7:00:42
I don't mind Azaghâl moving to (N,14), but if he is to take all of their breath weapons he will at the very least need some help resisting them, so if Rina could cast Resist Energy on him I think Azaghâl should be able to hold them off.
#49

TelinArtho

Apr 27, 2009 10:06:43
Dulitol whips out a wand and uses it on herself.

Don't stay too close together - the last thing we need is to be caught all in the same blast!

Take out the half-dragons at range as best as possible for now. Their 6d8 breath weapons can ruin our day pretty quickly.

2nd round action will be for resistance and to draw the wand of Magic Missiles.
#82

sjiggie

Apr 30, 2009 9:34:23
With the resent events Elhorn will delay till after dulitol has acted and before the dragon. I'll have to see what elhorn does at that point
#83

zevox

Apr 30, 2009 13:38:26
Suggestion for Krulaack: grapple. It only has +3, you have +9, and obviously doing so limits its options tremendously and makes it even easier for the rest of us to batter it.
#84

post_ironic

Apr 30, 2009 18:10:18
Krulaack smiles hideously as the dragon crashes to the ground. He casts his bow to the ground and dashes toward it, attempting to wrestle it down. Rraaaghh! I'll pin the beast, you kill the little bastards!

Krulaack will move into a flanking position and initiate a grapple. I'm unsure if he should flurry, but I'm thinking no for the moment. Suggestions?
#85

Erithmu

Apr 30, 2009 18:16:34
Flurry works better if you have a full attack too ... so I think no for the moment as well :P.

Update in a few hours after I have dinner.
#86

zevox

Apr 30, 2009 18:38:07
Excellent. Assuming Krulaack succeeds in beginning a grapple, we can simply proceed with the meleers slaying the dragon and the casters/archer dealing with the Kobolds. Should be fairly easy from here.

On flurry, go ahead and use it once you can. This only gets better if manage to pin him, and two chances are better than one at that. You outclass him fairly solidly with or without the flurry.
#87

Eluria

Apr 30, 2009 20:58:21
I am going to be going away for the weekend, with intermittent internet access; I will post whenever able. If necessary feel free to NPC as needed - I was planning on MM'ing the HD-kobolds until down, then if the dragon is still around join in the beat-down on the grappled dragon
#88

Erithmu

Apr 30, 2009 22:01:43
@Telin: Stop complaining about your '5's ... updated above: Elhorn, Hai'rol, and Azaghal are up

Krulaack manages to get the dragon in a hold while Duitol finishes the creature off with an electric jolt. The dragon struggles once and then falls lifeless.

The Skirmishers continue to move up to the edge of the ruins but the party can now focus on them.
#89

zevox

Apr 30, 2009 22:17:34
Rina smiles at the death of the little lizard and whispers a prayer of thanks to her Goddesses, then stows her shield and retrieves her crossbow to deal with the Kobolds.

When Rina's turn comes up, she'll stow her shield draw her crossbow.
#90

TelinArtho

Apr 30, 2009 23:28:25
Dulitol spends a moment over the bleeding form of the dragon. It never had to be this way - your kind were the first to attack then - and so it is now...

Shaking off the momentary sorrow, Dulitol prepares for the next couple of skirmishers.

Cast or ready to cast Magic missile from memory when an opponent is in sight and in range.
#122

zevox

May 20, 2009 23:06:31
Rina, seeing Hai'rol follow the others in and suggest an extended search, sighs and pulls out a thin rod from her travel pack. Striking it against her armor ignites it, and it sheds enough light for her to see by. "I'd rather save these for more dangerous places, but it seems we'll be here for a while. I just hope I don't have to use more than one." She then joins the others in the underground chamber.
#123

Erithmu

May 21, 2009 2:39:32
The Party takes a while to explore what appears to be a bunker. With the whole party down it takes only a short while to exhaust the options available (You may all read the 1 hr search).

This leaves the party with many options and still no idea of where to go.
#124

TelinArtho

May 21, 2009 7:54:55
In light of the new options - Dulitol is at the very least curious about the tunnels. Does it look like dwarven tunneling or something else entirely? Also - how big are the tunnels?

Picking one she stands in front of it before the rest are ready to go. Well - at least we aren't out in the open and vulnerable down here. Who wants to take point?