Chapter Two: Dragon Hatchery
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Dragons and raiders. Ugh, what a night! he groans to himself as he pulls on his clothes for the day. With no other truly pending issues, he stops in to grab a small bite to eat, nothing heavy or expensive. He then makes his way to the courtyard where he finds Bughu.
Well met. I was wondering, since I've made a bit of a mess of some of our quiet approaches in the past, while we are here and not in earshot of known enemies, could you give me any level of advice or help on what I can do to make sure I don't screw us up? he asks the veteran, a slightly sheepish look in his eyes.
"There's more to it than that. Attentiveness versus boredom. Line of sight versus peripheral vision. What is there around you that can make noise should you pass through. But these will come from experience."
Also, I'm pretty sure I forgot to state it, so let's assume that the 250 gp reward was delivered to Bughu, Erich, and Jon for checking out the bandit camp
You set out toward the raider's camp shortly after, making it there just after noon. You are shocked by what you see. The camp is almost completely empty, the kobold tents burnt to the ground and the towers unmanned. There are just a few men left in the camp and they look more like hunters than cultists.
"If they're hunters, that might mean some cultists still remain," comments Bughu while he watches. "Those who stayed behind still need food. Question is, did they move the eggs, too? You still got that gem?" The last is directed to Jon.
Rolls
Perception - (1d20+3)
(11) + 3 = 14
Investigation - (1d20-1)
(17) - 1 = 16
Jon's gem still pulls vaguely at the cave that contains the hatchery.
He turns to the others. "Thoughts?"
Mryio returns to the group and relays what he found.
He sheepishly smiles at the hunter "Seems like my stomach didn't want me to leave without at least trying. When I go in there, assuming that there's more than one person, how do I know which one's your boss?"
Rolls
Mryio Initiative - (1d20+1)
(19) + 1 = 20
Enemy Initiative - (1d20+3)
(9) + 3 = 12
Casting Sleep.
Rolls
Please be nice to me dice ;-; - (5d8)
(33536) = 20
Enemies
Cultist 1: 19/19, AC 14 (Sleeping, 10 rds)
Cultist 2: 19/19, AC 14
Those of you outside now see Mryio slowly being pushed out of the tunnel by a warrior in black clothing who is viciously attacking.
Enemies
Cultist 1: 19/19, AC 14 (Sleeping, 10 rds)
Cultist 2: 19/19, AC 14
Rolls
Attack/Damage - (1d20+5, 2d6+3)
1d20+5 : (9) + 5 = 14
2d6+3 : (26) + 3 = 11
The fight is about 300 feet way from your hiding place.
Enemies
Cultist 1: 19/19, AC 14 (Sleeping, 10 rds)
Cultist 2: 8/19, AC 14
Rolls
Stealth - (1d20+5)
(9) + 5 = 14
Rolls
Attack/Damage - (1d20+5, 2d6+3)
1d20+5 : (12) + 5 = 17
2d6+3 : (14) + 3 = 8
GWF reroll - (1d6)
(3) = 3
Rolls
Perception - (1d20+3)
(13) + 3 = 16
The cultist narrows his eyes, "I know what you're trying to do here. Trying to weaken my resolve... It won't work. I am shamed by my failure, but I will not give up my oaths to her and you will not break me."
With that, he leans forward as far as he can go and then snaps his body back as hard as he can, smacking his head into the wall. You hear a crack and he falls limp.
This time the question is more sincere. Now in the maw of the beast, Bughu's preference for a workable strategy takes precedence.
Mryio's face saddens "I failed him later that year. I took pilgrimage to strengthen the bond to my god during which the kid fell back to his old ways out of the need to feed his family. He was killed; his body was never found, never got properly laid to rest all because someone felt the need to attack instead of talk to him. Everyone has their own stories and their own reasons for the things they do, I just try to do them right."
"One day on winter patrol, he discovered a thief no older than himself, trying to break into the Duke's granary. He confronted this boy and was told that the thief was desperate for food, anything to stave off starvation for himself and his family in the cold season. The soldier took pity on this thief and averted his eyes to allow the lad to take as much as he needed; surely the Duke could spare a few sacks of barley and wheat.
"The failure came later. This 'thief' turned out to be an assassin. He poisoned the grains and spoiled the stores, weakening the military and those who relied on the food for winter. A rival attacked that dukedom the following spring, burning farmland and villages, and laying siege to the castle."
Bughu's face is stony. "Should the soldier have killed the thief? No. The thief should have been arrested and justice would determine his fate. Perhaps this thief really did have a starving family, or was forced to perform this act in order to save himself or a loved one. Perhaps the thief would have been executed for his crimes, justified or not; it is not the soldier's choice to decide. The soldier should have acted in accordance with his sworn duty, and in the context of his assigned task.
"In this regard, you are correct that each person has their own reasons for their actions. And perhaps everyone deserves a chance at redemption. But what determines righteousness? Who decides whether it is the soldier's story that deserves to be told, or the assassin's? Does the assassin deserve redemption after indirectly causing the death of hundreds? Does the soldier deserve redemption for the same? What about those that died, and the survivors that suffered?"
Bughu double-checks the security of his light crossbow before turning his attention to the tunnels beyond. "We can wax poetic until the Hells freeze, but for now we have a job to do. We must act in the context of our assignment, which is to secure the dragon's egg, and if we should happen to recover intelligence about the Cult's plans it would only be a bonus.
"You may talk to these cultists if you choose. I now see value in learning what we can from these cultists despite their ravings, so I will not stop you from speaking to whomever we come across. By that same token, you will not stay our hands from fulfilling our duty just so you can feel smug about righteousness and redemption. Are we clear?"
It is easy to tell he wants to continue on with his "lesson" but spares Bughu and the rest to get on with the mission at hand "I am not opposed to fighting. If they prove to be lost, as those two before, they are better off being silenced; lest they spread their poison to the future generation." Mryio will take point with his hands free from weaponry.
There is an alcove on the southern wall, deeply shadowed but apparently empty from what you can see.
As for the paths through the fungi, Bughu looks to see if there is any difference between the right and left.
Rolls
Perception - (1d20+3)
(2) + 3 = 5
Erich doesn't see anything in the alcove from where he stands about 40 feet away.
There are no torches in here, just the daylight from outside.
The coin comes up tails. "Well, my friends. The copper has spoken."
Rolls
Coin toss (1 heads, 2 tails) - (1d2)
(2) = 2
Looking down the paths, it doesn't look like the left path has any of the violet fungi, while the right path is overgrown with it. Everyone else can avoid the trick stairs easily now that they are aware of them.
Rolls
Perception - (1d20+3)
(5) + 3 = 8
Rolls
Investigation - (1d20-1)
(4) - 1 = 3
Rolls
Perception - (1d20+2)
(10) + 2 = 12
Rolls
Stealth - (1d20+5)
(5) + 5 = 10
Rolls
Perception - (1d20+3)
(17) + 3 = 20
The smell of old blood assaults your nose. The floor is covered with dried puddles of it. Four floor-to-ceiling columns are spaced across the chamber, and chains have been strung between them like clothesline. Animal carcasses hang on hooks from the chains. You see gutted and skinned antelope, deer, goats, what might be big cats, and even a few small bears. Some of this meat has been here for a while if the smell is a reliable indicator.
Light
Dim Light provided by a couple of oil lamps
Exits
Stone staircase leading south
Gated wooden stairs leading down to lower level in the north
Enemies
About 30-40 feet from entrance to room
Four kobolds
One winged kobold
Casting sleep as a second level spell.
1st 4/4 | 2nd 1/2 | 2 SP
22/22 HP | 16 AC | Inspiration 0
Rolls
Sleep (2nd Level) - (7d8)
(2253776) = 32
Rolls
Stealth - (1d20+1)
(18) + 1 = 19
As Mryio leads the way down the steps, you begin to hear noise from the room at the bottom of the steps. Mryio also finds another collapsing stair trap and manages to avoid it. The first thing you notice in this chamber is a group of 12 kobolds, 6 of those with wings. It doesn't appear that they've noticed you yet, distracted as they are by a pair of dicing kobolds.
Thin mattresses of straw covered with badly cured furs form small beds that are haphazardly positioned around the chamber. Rats and small lizards scurry through the food scraps and moldy wine skins littering the floor. There are a number of oil lamps providing dim light throughout the chamber.
There is another set of stairs leading south-east from this room.
Rolls
Mryio Initiative - (1d20+1)
(15) + 1 = 16
Enemy Initiative - (1d20)
(12) = 12
Mryio waits for everyone to get into position or finish questions before opening the gate.
Alright look alive you lot. New management around here and we want you lot cleared out. If you don't comply, we're gonna feed you to the drakelings over yonder and we'll laugh while your eyes become snacks for the wyrms, savvy? he says, in loud draconic.
Rolls
Deception? - (1d20+5)
(3) + 5 = 8
Casting sleep as a second level spell.
1st 4/4 | 2nd 0/2 | 2 SP
22/22 HP | 16 AC | Inspiration 0
Rolls
Sleep (2nd level) - (7d8)
(7616814) = 33
As Erich joins the rest of the team, the winged kobolds enter your line of sight. They seem surprised to see that you really DO have the drakes with you and also at how many of you there are.
Enemies
Urd is another name for a winged kobold
The closest urds are about 20 feet away as they come up the stairs into view
Urd 1: 7/7, AC 13
Urd 2: 7/7, AC 13
Urd 3: 7/7, AC 13
Urd 4: 7/7, AC 13
Urd 5: 7/7, AC 13
Urd 6: 7/7, AC 13
Kobold 1: 5/5, AC 12 (Asleep)
Kobold 2: 5/5, AC 12 (Asleep)
Kobold 3: 5/5, AC 12 (Asleep)
Kobold 4: 5/5, AC 12 (Asleep)
Kobold 5: 5/5, AC 12 (Asleep)
Kobold 6: 5/5, AC 12 (Asleep)
Rolls
Hand Crossbow vs Urd1, Piercing Damage - (1d20+7, 1d6+3)
1d20+7 : (15) + 7 = 22
1d6+3 : (5) + 3 = 8
Bonus Action vs Urd2, Piercing Damage - (1d20+7, 1d6+3)
1d20+7 : (12) + 7 = 19
1d6+3 : (2) + 3 = 5
Casting fire bolt and spending 1 SP to give it the twinned metamagic effect..
1st 4/4 | 2nd 0/2 | 2/3 SP
22/22 HP | 16 AC | Inspiration 0
Rolls
Fire Bolt 1 - (1d20+5, 1d10)
1d20+5 : (2) + 5 = 7
1d10 : (6) = 6
Fire Bolt 2 - (1d20+5, 1d10)
1d20+5 : (8) + 5 = 13
1d10 : (8) = 8
Rolls
Jon shortbow attack - (1d20+3, 1d6+1)
1d20+3 : (16) + 3 = 19
1d6+1 : (6) + 1 = 7
Bughu's bolts fly into the group of Urds; his first one takes an urd through the eye and the next one takes a different one in the shoulder.
Erich fires a couple of firebolts. One flies off into the darkness, but the other strikes an urd in the chest and consumes it in flames.
Jon's arrow flies out, striking the rear urd right in the throat. He goes down, blood pouring down his chest as he falls to the ground.
Round One: Urd Turn
The dead kobold lands in the group of the urds and the drakes rush forward toward them. The urds turn and flee back into the chamber they were in before, shouting for help.
Enemies
Urd 1: DEAD
Urd 2: 2/7, AC 13
Urd 3: DEAD
Urd 4: DEAD
Urd 5: 7/7, AC 13
Urd 6: 7/7, AC 13
Kobold 1: 5/5, AC 12 (Asleep)
Kobold 2: 5/5, AC 12 (Asleep)
Kobold 3: 5/5, AC 12 (Asleep)
Kobold 4: 5/5, AC 12 (Asleep)
Kobold 5: 5/5, AC 12 (Asleep)
Kobold 6: 5/5, AC 12 (Asleep)
Rolls
Hand Crossbow vs Urd, Piercing Damage - (1d20+7, 1d6+3)
1d20+7 : (17) + 7 = 24
1d6+3 : (2) + 3 = 5
Bonus Action vs Urd, Piercing Damage - (1d20+7, 1d6+3)
1d20+7 : (17) + 7 = 24
1d6+3 : (4) + 3 = 7
Bughu is able to take out two more and Jon catches the last one with an arrow, dropping it just before it rushes down another tunnel.
This chamber has been enlarged and reshaped from its original form. The floor and three of the walls are smooth, and stalactites and stalagmites have been polished into gleaming columns. Every surface glistens with moisture, and the air is warm and humid. The flat walls of the chamber are decorated with shallow abstract carvings of dragons. Dragons’ tails coil into intricate patterns and
knots that flow across the walls. The creature portrayed in the northwest corner stands out: a five-headed dragon, rising from an erupting volcano. Other dragons, which seem dwarfed by the five-headed monstrosity, flock to its side. A small, wooden chest with silver and mother-of-pearl inlays sits on the floor in the corner, in front of the monstrous dragon carving.
Mryio moves silently, and sees a half-dragon and two large, burly human warriors standing in center of the shrine, about 30 feet from the entrance to the room.
Rolls
Mryio stealth - (1d20+1)
(19) + 1 = 20
He raises his arm in a wave "Ahoy. Might I interest you lot in a simple chat? Any boy can swing a sword, it takes a man to know when to use it though. Which side do you three fall on?"
Rolls
Stealth - (1d20+5)
(6) + 5 = 11
Rolls
Stealth - (1d20+5)
(19) + 5 = 24
Rolls
Stealth - (1d20+1)
(13) + 1 = 14
Ignoring Mryio for the moment, the half-dragon speaks to Bughu, "You're the one who killed Cyanwrath, aren't you? What makes you so foolish as to invade this place?"
They all have hands on their weapon hilts, but don't rush to attack, yet.
Rolls
Party Init - (1d20+2)
(4) + 2 = 6
Enemy Init - (1d20+2)
(2) + 2 = 4
Rolls
Attack/Damage - (1d20+5, 2d6+3)
1d20+5 : (13) + 5 = 18
2d6+3 : (64) + 3 = 13
Rolls
Longbow vs Half Dragon, Piercing Damage - (1d20+7, 1d8+3)
1d20+7 : (8) + 7 = 15
1d8+3 : (4) + 3 = 7
Distracting Strike Damage (only applicable if the attack hits) - (1d8)
(1) = 1
Casting fire bolt and spending 1 SP to give it the twinned metamagic effect.
1st 4/4 | 2nd 0/2 | 1/3 SP
22/22 HP | 16 AC | Inspiration 0
Rolls
Hidden Firebolt 1 (Half Dragon) - (1d20+5, 1d20+5, 1d10)
1d20+5 : (1) + 5 = 6
1d20+5 : (13) + 5 = 18
1d10 : (9) = 9
Hidden Firebolt 2 (Other Guy) - (1d20+5, 1d20+5, 1d10)
1d20+5 : (7) + 5 = 12
1d20+5 : (20) + 5 = 25
1d10 : (3) = 3
Bolt 2 Crit Damage (if Erich does have advantage for being hidden) - (1d10)
(4) = 4
Rolls
Shortbow attack (with Advantage, if applicable) - (1d20+3, 1d20+3)
1d20+3 : (2) + 3 = 5
1d20+3 : (2) + 3 = 5
Damage - (1d6+1)
(2) + 1 = 3
Mryio moves forward and smacks the half-dragon in the chest with his maul. The burly monster barely grunts from the attack, but hisses loudly at the paladin.
Bughu's arrow flies wide and is lost in the darkness in the corner of the room.
Erich's fire bolt splits as it leaves his hand. The first catches the half-dragon in the side, scorching his armor and searing the flesh beneath. The second bolt hits one of the burly human warriors.
Jon fires an arrow, which misses badly and shatters against the wall.
Enemies
Half-Dragon: 35/57, AC 17 (engaged with Mryio)
Berserker 1: 60/67, AC 13
Berserker 2: 67/67, AC 13
The half-dragon laughs in Mryio's face and slashes at him twice with his greatsword. The first attack hits (22 vs AC. Damage 12)
One of the men moves to attack Mryio, swinging a very large axe at him. He hits the unarmored paladin in the side (CRIT vs AC. Damage 11)
The other man moves to attack Bughu, closing the distance in a flash and swinging his large axe. He clips the archer with his axe, but isn't able to land a solid blow (20 vs AC. Damage 8)
Enemies
Half-Dragon: 35/57, AC 17 (engaged with Mryio)Â
Berserker 1: 60/67, AC 13 (engaged with Mryio. Reckless Attack: advantage on attacks against him)
Berserker 2: 67/67, AC 13 (engaged with Bughu. Reckless Attack: advantage on attacks against him)
Rolls
Scimitar vs Berserker2, Slashing Damage - (1d20+5, 1d6+3)
1d20+5 : (12) + 5 = 17
1d6+3 : (3) + 3 = 6
Menacing Attack damage (Wisdom Save DC 13 or be frightened) - (1d8)
(3) = 3
Rolls
Advantage vs Berserker2 - (1d20+5)
(14) + 5 = 19
Rolls
Attack/Damage - (1d20+5, 2d6+3)
1d20+5 : (4) + 5 = 9
2d6+3 : (56) + 3 = 14
Inspiration roll - (1d20+5)
(18) + 5 = 23
I don't think Mryio is doing too bad, he just needs a bit more health, which you can help a bit next level. Take the toughness feat and gain 2 HP per level, or increase Con by two points would help as well
If you aren't enjoying the character, let me know and we can work something out to make him more enjoyable or allow you to change altogether :)
I, for one, am enjoying him immensely due to the arguments with Bughu
Casting fire bolt and spending 1 SP to give it the twinned metamagic effect. Likely no advantage as I didn't do any stealthy hiding stuff. Pretty sure they know where I am now. :)
1st 4/4 | 2nd 0/2 | 0/3 SP
22/22 HP | 16 AC | Inspiration 0
Rolls
Fire on Halfy - (1d20+5, 1d10)
1d20+5 : (2) + 5 = 7
1d10 : (3) = 3
Fire on Other Guy - (1d20+5, 1d10)
1d20+5 : (13) + 5 = 18
1d10 : (7) = 7
Bughu slashes at the man attacking him, catching him in the arm. Blood sprays down on the stones, but the warrior barely seems to notice. He doesn't seem to be afraid of Bughu in the slightest.
Mryio smashes the half-dragon in the side. You hear a loud crack upon impact and the half-dragon groans in horrible pain, but continues fighting.
Erich's fire bolts go out again. He misses the half-dragon, but hits the berserker again.
Jon sees what trouble Mryio is in and closes in on the half-dragon, stabbing at him with his longsword. His attack misses.
Enemies
Half-Dragon: 21/57, AC 17 (engaged with Mryio and Jon)
Berserker 1: 53/67, AC 13 (engaged with Mryio and Jon. Reckless Attack: advantage on attacks against him)
Berserker 2: 58/67, AC 13 (engaged with Bughu. Reckless Attack: advantage on attacks against him)
The half-dragon lashes out at Mryio with his sword, but the broken ribs hinder his attack and Mryio easily bats the attack aside.
The berserker howls in rage and swings at Mryio, catching him in the hip with his axe (17 vs AC. Damage 9)
The warrior attacking Bughu strikes at him, but misses badly against the much quicker fighter.
Enemies
Half-Dragon: 21/57, AC 17 (engaged with Mryio and Jon)
Berserker 1: 53/67, AC 13 (engaged with Mryio and Jon. Reckless Attack: advantage on attacks against him)
Berserker 2: 58/67, AC 13 (engaged with Bughu. Reckless Attack: advantage on attacks against him)
Rolls
Hand Crossbow vs Berserker, Advantage, Piercing Damage - (1d20+7, 1d20+7, 1d6+3)
1d20+7 : (16) + 7 = 23
1d20+7 : (11) + 7 = 18
1d6+3 : (2) + 3 = 5
Bonus Attack vs Berserker, Advantage, Piercing Damage - (1d20+7, 1d20+7, 1d6+3)
1d20+7 : (11) + 7 = 18
1d20+7 : (13) + 7 = 20
1d6+3 : (3) + 3 = 6
Rolls
Attack/Damage - (1d20+5, 2d6+3)
1d20+5 : (14) + 5 = 19
2d6+3 : (53) + 3 = 11
Casting magic missile.
1st 3/4 | 2nd 0/2 | 0/3 SP
22/22 HP | 16 AC | Inspiration 0
Rolls
Missiles! - (3d4+3)
(333) + 3 = 12
Rolls
Longsword attack vs half-dragon, damage - (1d20+4, 1d8+4)
1d20+4 : (5) + 4 = 9
1d8+4 : (7) + 4 = 11
If you don't get to it, I will in a couple hours.
Rolls
Jon Advantage attack - (1d20+4)
(12) + 4 = 16
Bughu fires a pair of bolts, which dig into the mans legs, causing him to curse loudly. Amazingly, he doesn't seem more than inconvenienced as he pulls the bolts out of his leg.
Mryio smashes his maul into the half-dragon once more just as Erich's magical darts strike home, sending the beast to an early grave.
Jon slashes again at the warrior, blade digging deep into a thigh before the man can turn the blow aside. He curses and turns on Jon angrily.
Enemies
Half-Dragon: DEAD
Berserker 1: 42/67, AC 13 (engaged with Mryio and Jon. Reckless Attack: advantage on attacks against him)
Berserker 2: 47/67, AC 13 (engaged with Bughu. Reckless Attack: advantage on attacks against him)
As the half-dragon falls, Berserker 1 turns his attention to the halfling who hurt him, swinging at the small target with his axe. Jon barely ducks the blow and gets a little bit of a haircut in the process.
The other man retains his single-minded focus on Bughu, chopping at the agile man with his huge axe. He manages to graze Bughu with his attack (24 vs AC. Damage 4)
Enemies
Half-Dragon: DEAD
Berserker 1: 42/67, AC 13 (engaged with Mryio and Jon. Reckless Attack: advantage on attacks against him)
Berserker 2: 47/67, AC 13 (engaged with Bughu. Reckless Attack: advantage on attacks against him)
Rolls
Hand Crossbow vs Berserker, Advantage, Piercing Damage - (1d20+7, 1d20+7, 1d6+3)
1d20+7 : (5) + 7 = 12
1d20+7 : (9) + 7 = 16
1d6+3 : (4) + 3 = 7
Bonus Attack vs Berserker, Advantage, Piercing Damage - (1d20+7, 1d20+7, 1d6+3)
1d20+7 : (4) + 7 = 11
1d20+7 : (1) + 7 = 8
1d6+3 : (3) + 3 = 6
Superiority Die on Second Attack, Precision Attack - (1d8)
(6) = 6
Rolls
Attack (advantage)/Damage - (1d20+5, 1d20+5, 2d6+3)
1d20+5 : (20) + 5 = 25
1d20+5 : (15) + 5 = 20
2d6+3 : (45) + 3 = 12
Crit. - (2d6)
(11) = 2
GWF reroll? - (2d6)
(43) = 7
Casting magic missile.
1st 2/4 | 2nd 0/2 | 0/3 SP
22/22 HP | 16 AC | Inspiration 0
Rolls
Missiles! - (3d4+3)
(311) + 3 = 8
Bughu continues his deadly dance with the berserker, and manages to catch him with a couple more bolts in the thigh. The man begins to limp as he rips these ones out, blood running down both legs now.
As the man staggers, Erich's magical attack catches him off guard and he stumbles and nearly blacks out from the pain. He manages to keep his feet, but is quite wobbly.
Mryio swings his maul powerfully at the warrior attacking Jon, catching him in the ribs with the blow. There are several loud cracks and the man cries out in pain, spinning to face Mryio.
Jon takes advantage of the foe's weakness and cuts deep into the man's thigh (15 vs AC. Damage 8).
Enemies
Half-Dragon: DEAD
Berserker 1: 15/67, AC 13 (engaged with Mryio and Jon. Reckless Attack: advantage on attacks against him)
Berserker 2: 26/67, AC 13 (engaged with Bughu. Reckless Attack: advantage on attacks against him)
The opponent attacking Bughu breaks off from the battle and begins fleeing down the passage toward the exit (back the way you came from). He makes it out of sight, still limping.
The berserker facing Mryio and Jon takes a wild swing at Mryio, catching him in the side and taking him to the ground (CRIT vs AC. Damage 12)
Enemies
Half-Dragon: DEAD
Berserker 1: 7/67, AC 13 (engaged with Mryio and Jon. Reckless Attack: advantage on attacks against him)
Berserker 2: 34/67, AC 13 (running away from Bughu)
Rolls
Also, death save - (1d20)
(4) = 4
Rolls
Hand Crossbow vs Berserker 1, Advantage, Piercing Damage - (1d20+7, 1d20+7, 1d6+3)
1d20+7 : (6) + 7 = 13
1d20+7 : (15) + 7 = 22
1d6+3 : (2) + 3 = 5
Bonus Attack vs Berserker 1, Advantage, Piercing Damage - (1d20+7, 1d20+7, 1d6+3)
1d20+7 : (20) + 7 = 27
1d20+7 : (11) + 7 = 18
1d6+3 : (3) + 3 = 6
Piercing Damage, Critical - (1d6)
(2) = 2
EDIT: Fixed!
Rolls
Medicine - (1d20+2)
(9) + 2 = 11
Erich wastes no time in rushing up to Mryio and works frantically, stabilizing the paladin.
There is a set of stairs leading down to the east, the passage you came from to the north, and a dark alcove in the southern part of the chamber.
Rolls
Perception - (1d20+3)
(20) + 3 = 23
Jon's egg-locator gives him the impression that the egg is very close by, likely in an adjacent room.
Rolls
Stealth - (1d20+5)
(15) + 5 = 20
There is a set of wooden stairs leading down to the lower level, enclosed by a metal cage with a door at the bottom. Directly across from the stairs on the upper level a key dangles off of a hook in the wall. At the opposite end of the chamber, there is a darkened area.
Rolls
Perception - (1d20+3)
(14) + 3 = 17
Stretching, he awaits Bughu's return so they can proceed.
Rolls
Perception - (1d20+1)
(14) + 1 = 15
"There was something moving down there," says Bughu. "Too dark to see inside, but I don't like it. If they were part of this cult, they're probably waiting to ambush us. I'd rather not take the chance with Sleeping Beauty here. We should find a place to hide while we wait for him to wake up."
Now back to full health, 31/31 HP
Rolls
Second Wind - (1d20+3)
(6) + 3 = 9
Hit Die - (1d10+3)
(1) + 3 = 4
Rolls
Stealth - (1d20+1)
(10) + 1 = 11
Rolls
Stealth - (1d20+5)
(7) + 5 = 12
Rolls
Stealth - (1d20+5)
(16) + 5 = 21
Rolls
Perception - (1d20+3)
(7) + 3 = 10
He begins to make his way back to the altar and chest, intent on the dark and still chamber beyond.
Rolls
Stealth - (1d20+5)
(3) + 5 = 8
Casting sleep.
1st 2/4 | 2nd 0/2 | 0/3 SP
22/22 HP | 16 AC | Inspiration 0
Rolls
Sleep HP affected - (5d8)
(43287) = 24
Rolls
Longbow vs Kobold, Piercing Damage - (1d20+7, 1d8+3)
1d20+7 : (15) + 7 = 22
1d8+3 : (8) + 3 = 11
Rolls
Shortbow vs kobold - (1d20+3, 1d6+1)
1d20+3 : (5) + 3 = 8
1d6+1 : (1) + 1 = 2
Rolls
Fire Bolt! - (1d20+5, 1d10)
1d20+5 : (17) + 5 = 22
1d10 : (2) = 2
Jon's arrow misses by a wide margin and sails into the darkness.
Erich's bolt of fire strikes the remaining kobold as it tries to leap away, scorching it slightly but leaving it alive.
Rolls
Longbow vs Kobold, Disadvantage, Piercing Damage - (1d20+7, 1d20+7, 1d8+3)
1d20+7 : (19) + 7 = 26
1d20+7 : (12) + 7 = 19
1d8+3 : (1) + 3 = 4
Rolls
Fire Bolt (advantage from them asleep) - (1d20+5, 1d20+5)
1d20+5 : (3) + 5 = 8
1d20+5 : (17) + 5 = 22
Fire Bolt Damage (autocrit from asleep) - (2d10)
(92) = 11
The chest appears to be locked at the moment, but looks quite valuable on its own.
Description of the room from before!
The door to the stairs is locked, but there's a door on the north wall. You can't see all of what the lower level contains with your meager light.
The light of Bughu's arrow reveals five large eggs sitting in the center of the bottom section of the chamber.
He helps to set the egg down, then takes watch with his bow for anything that might show interest in their group.
After several minutes of holding the gem aloft, you hear a voice behind you, "You are as skilled as I had hoped. You have my thanks for retrieving my egg."
You turn around to see Lennithon in her humanoid form approaching the egg, which she lifts with no trouble when she reaches it.
Lady Lennithon, we've recovered your egg as requested. You said that you would consider our request to treat the people of Greenest with mercy and to raise your brood to do the same. Will you now give that consideration? If so, how can we aid you to make this effort easier?
Timeline of the game
He shrugs. "I admit, I only thought of it now. It would have been best while we were already there, but..." He coughs. "I was too... focused, I guess, on the task."
In that case, you can advance to level 4!
Do you want to head back to Greenest for the night and head out in the morning or go right toward Elturel?
You wake up early in the morning and find Nighthill and Escobert in the same room which you met them in last time, "Ahh, the heroes of Greenest!" Escobert greets you when you enter, "Glad to see that yer back. How was yer little mission?"
Nighthill is still eating when you enter and he raises a glass of water in greeting and smiles, "Welcome back!"
"Their camp is located here," he continues, pointing to a spot on the map. "They have tunnels in a cave system at the base of the cliff. Within we discovered a hatchery of dragon eggs. We were unable to destroy them, unfortunately. Perhaps a more sizeable force can succeed."
"We'll send a runner to the nearest large city to see if they can send a force to clean it up," Nighthill says, sighing, "Hopefully they can get there quickly, before they hatch or decide to move on."
"Also, Leosin purchased each of you a horse and supplies while you were away," Nighthill says, just remembering that detail, "So your trip should be much hastened."
They all say their farewells and you leave town to the cheers of the common folk.