Group 1, Episode 1: Greenest in Flames

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Ahlmzhad
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Re: Group 1, Episode 1: Greenest in Flames

#41 Post by Ahlmzhad »

Quaalxor

See's the dragon in the distance, and his thoughts are already on what can be done there. Still he sees the looters ahead and charges in with his axe taking another swing.


Great Axe to hit: [1d20+5] = 16+5 = 21

Damage: [1d12+3] = 7+3 = 10
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Monsieur Rose
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Re: Group 1, Episode 1: Greenest in Flames

#42 Post by Monsieur Rose »

Rumble

As Daisy slows to take the turn, Rumble urges her onwards to chase down the raiders from behind. He yells from atop the wagon as his allies rain fire from all directions "I am Rumbling Mountain, and I bring the FIRE!"

Nice fireworks guys! I decided to go with the subtle entrance this time.
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Re: Group 1, Episode 1: Greenest in Flames

#43 Post by dmw71 »

Initiative Order
  • (Note: The following order will be used until the keep is reached.)
  • 18: Tannaris
  • 12: Bren
  • 11: Strega
  • 9: Oskar, Quaalxor
  • 7: Rumble (moves first when in wagon)
To the Keep
Daisy, still learning the tendencies of her new driver, takes the right turn aggressively, successfully, and races onward! Even dragging the wagon behind her, she thunders through the sizeable group of raiders giving chase to the locals furthest behind, causing them to abandon their chase and scatter to either side of the path to avoid being trampled. "I am Rumbling Mountain, and I bring the FIRE!" Rumble yells from atop the wagon, being mindful to stay out of the way of the many ranged fire attacks being unleashed from behind him.

Tannaris and Bren launch motes of fire at the group of raiders. The blast of fire from the elf strikes an unsuspecting kobold solidly, dropping it. The dragonborn, still adjusting to making ranged attacks while on a full move, watches as his bout of flame sails harmlessly overhead.

Another kobold bursts into flame as Strega sends a burst of fire in its direction. The kobold howls in pain as it falls to all fours, but appears to have survived the attack as it begins to crawl away.

Oskar, as the wagon splits the large group of kobold raiders in half, growls menacingly at the grouping to his left. "Yahhhhhhhhh!" he bellows as he skewers a startled kobold with his rapier as he passes -- ultimately killing the creature with the extra stealthy damage he is able to inflict.

Just to Oskar's left, Quaalxor cleanly disembowels the nearest raider with a mighty swing of his great axe.
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Of the dozen or so kobolds that were giving chase to the townies, that the group has just interrupted, three are quickly dispatched of and a fourth heavily wounded before the raiders even realize the attack is imminent.

Six kobolds remain to the left of the trail; five to the right, one of which is the wounded, crawling one.
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Just beyond the raiders, the group of locals that were being chased, sense their pursuers have stopped giving chase, and slow themselves, waiting to see what becomes of their potential saviors.


The dragon continues to lazily circle the keep, now positioning itself on the southern side.


---


You guys earned a surprise round there. Actions and/or movement for round 1.

---




Date: 08 Kythorn 1489
Time: 21:06
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • Dim Lighting
Spells in Effect:
  • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 08 Kythorn @ 5:04
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 13 | SP: 25' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      Spells: None

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Mason's Tools
      • 1st: Expertise: (Perception, Thieves' Tools)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d6) | HP: 18 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 3, 2
        • 1st: 2, 1
        • 2nd: --
      Spells Known: 3 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features:
      • Damage Resistance (Fire)
      • 1st: Spellcasting
      • 1st: Sorcerous Origin (Draconic Bloodline)
        • Origin Features:
          • 1st:
            • Draconic Ancestry (Brass)
              • Breath Weapon: 1 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
            • Draconic Resilience
              • As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
              • Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
          • 6th: --
          • 14th: --
          • 18th: --
      • 2nd: Font of Magic
      • Flexible Casting
        • You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
          ---
        • Creating Spell Slots
          • You can transform unexpended sorcery points into one spell slot as a bonus action on your turn.
          • Any spell slot you create with this feature vanishes when you finish a long rest.
        • Converting a Spell Slot to Sorcery Points
          • As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
      • 3rd: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 3
        • 1st: 3
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )

      Features:
      • Relentless Endurance
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20 | AC: 13 (Mage Armor: 16) | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc

      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2, 1
        • 2nd: --
      Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3+1 ( Fire Bolt, Ray of Frost, True Strike ) Features:
      • Fey Ancestry
        • You have advantage on saves against being charmed, and magic can’t put you to sleep.
      • Trance
        • You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind:
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      Spells: None
      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • 1st: Rage: 2
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
        • You can also end your rage on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
    • Daisy | Draft Horse | AC: 10 | HP: 22 | SP: 40'
      • STR: 18 (+4), DEX: 10 (0), CON: 12 (+1), INT: 2 (-4), WIS: 11 (0), CHA: 7 (-2)
      • Passive Perception: 10 | Attack (Hooves): +6 to hit (5-foot reach), 2d4+4 (bludgeoning)
  • Ahlmzhad | Quaalxor | Dwarf (Mountain) | Fighter (2) | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d10) | HP: 20 | AC: 16 | SP: 25' | Initiative: +1 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 13
      Languages: Common, Draconic, Dwarvish

      Spells: None

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Smith's Tools
      • 1st: Fighting Style: Great Weapon Fighting
        • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
        • The weapon must have the two-handed or versatile property for you to gain this benefit.
      • 1st: Second Wind: 1
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Long
      • 2nd: Action Surge: 1
        • On your turn, you can take one additional action.
          Recovery: Short
      • 3rd: --
      Background: Guild Artisan / Guild Merchant
      • Feature: Guild Membership
        • As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

          Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

          You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
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-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
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Playtest: Untitled Project (1e)
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ravenn4544
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Re: Group 1, Episode 1: Greenest in Flames

#44 Post by ravenn4544 »

Bren continues to eye the dragon. He wonders what they will find in the keep. Are those in there simply lining up to be electrified by the power of the dragon? His attention focuses back again to the kobolds on the left and he will shift so his new comrades are out of harms way before throwing a fire bolt.

Fire Bolt Attack [1d20+5] = 16+5 = 21
Fire Bolt Damage [1d10] = 2


OOC: does the keep have a roof that we can tall or just walled?
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drpete
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Re: Group 1, Episode 1: Greenest in Flames

#45 Post by drpete »

Oskar

Oskar moves forward to fight the kobolds, attacking with his rapier. He tries to maneuver for an advantageous strike, but likely gets stuck into the pile.

Oskar's kind of late in initiative order, but he'll attack any kobolds that try to get past him toward the casters (opportunity attack) and will 'disengage' to try to maneuver to a spot where he can get sneak attack if such exists (if kobolds move next to Rumble, or Rumble moves forward, etc)

Rapier [1d20+4] = 13+4 = 17 dam [1d8+2] = 7+2 = 9 sneak [1d6] = 4

if there's an opportunity attack:
Rapier (opportunity attack) [1d20+4] = 15+4 = 19 dam [1d8+2] = 5+2 = 7 sneak [1d6] = 2
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Rex
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Re: Group 1, Episode 1: Greenest in Flames

#46 Post by Rex »

Strega

Strega toss Produce Flame at the nearest Kobold.

Produce Flame [1d20+4] = 7+4 = 11 to hit [1d8] = 8 damage
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Ahlmzhad
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Re: Group 1, Episode 1: Greenest in Flames

#47 Post by Ahlmzhad »

Quaalxor

Still keeping an eye and part of his thoughts on the dragon, Quaalxor is slipping into battle mode and steps up to the next critter and swings.


Great Axe: [1d20+5] = 14+5 = 19


Damage: [1d12+3] = 10+3 = 13
Gerrin
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Re: Group 1, Episode 1: Greenest in Flames

#48 Post by Gerrin »

Tannaris Vethykos

Tannaris draws his second blade, moves beside Quaalxor and attacks whichever one he dosen't attack (the purple or blue kobold)

Shortsword attacks [1d20+5] = 9+5 = 14 & [1d20+5] = 6+5 = 11

Shortsword damage [1d6+3] = 3+3 = 6 & [1d6+3] = 2+3 = 5
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Monsieur Rose
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Re: Group 1, Episode 1: Greenest in Flames

#49 Post by Monsieur Rose »

Rumble

"RARRR!" Rumble yells as he rides past the kobolds, swinging at the orange one to the north. Once past, he will stop Daisy and jump off, racing back to the fight. "I'll be back, Linan. Wait here." To be clear: Rumble is raging as he starts combat. He attacks the orange kobold as he rides past. He stops Daisy 30 feet past the group, then uses his own movement to run back to the fight. I think that's allowed. Maybe.
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Re: Group 1, Episode 1: Greenest in Flames

#50 Post by dmw71 »

Initiative Order
  • (Note: The following order will be used until the keep is reached.)
  • 18: Tannaris
  • 14: Kobolds
  • 12: Bren
  • 11: Strega
  • 9: Oskar, Quaalxor
  • 7: Rumble (moves first when in wagon)
To the Keep
"RARRR!" Rumble yells as he drives Daisy and the wagon past the kobolds, swinging at one of the furthest pests as he passes (orange), braining it with a powerful drubbing with his war hammer. Once he passes, he quickly hops off his mount. "I'll be back, Linan. Wait here." he says as he rushes back to join the fray.

Tannaris brings his second blade to hand and slides to his right, slicing twice at the nearest kobold (red) twice, connecting with his first strike and inflicting a deep enough wound to kill it.

The kobolds swarm!

To the north of the trail, Oskar draws the attention of three kobolds, attacking with great practice and efficiency, as they each are able to connect with sharp slashes with their daggers (-4), (-3), (-6). Rumble, who was planning on re-engaging, finds himself drawing the attention of two kobolds, each able to issue cuts to the barbarian (-1), (-3), who almost laughs it off in his raging state.

Edit: South of the trail, a trio of kobold raiders swarm Tannaris, all lashing out with kobolds in their tactical ways. The first blade appears to strike successfully, but instead, the steel finds itself awash in a brief, blue aura as the attack is countered by the magical armor being worn by the elf. The next two blades to find purchase, however, striking the fighting mage, issuing two painful gashes (-5) (-5) along his side.


Realizing they need to reduce the kobold numbers, quickly, Bren quickly identified a clear target and unleashes a fire bolt against it (red), striking it. The mote of flame manages to catch the creature in its shoulder, and elicits a yelp of pain from the singled kobold, but the beast is able to fight off the pain and remain on its feet.

Strega, spying the wounded kobold (red), looks to finish it off. The druid angles slightly to her left and unleashes another flame blast, this time putting the scorched kobold out of its misery.

Oskar, still facing a pair of attackers, lashes out with his rapier and issues a deep wound against the dagger-toting fiend directly in front of him (blue), killing it.


To the south of the trail, Quaalxor notes how Tannaris is outnumbered. With one might swing with his great axe, the dwarf reduces the number of opponents by one (purple).
R1.jpg
R1.jpg (312 KiB) Viewed 3010 times
The kobold raiders, at least for now, appear determined to continue with the conflict.



---

A few notes:
  • Kobolds are weak, but can be dangerous in numbers due to their pack tactics.
    Pack Tactics
    The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • I'm still experimenting with the tokens on the map.
    • Instead of labeling each monster token (e.g. sword), I'm simply giving each their own colored dot. There are "only" seven different dot colors available, so I need to duplicate their use; but will separate them when I do (e.g. one blue is to the north, the other to the south).
    • The kobold tokens are so small they're almost impossible to see if I don't "highlight" them. Originally, I had all kobolds highlighted with circles; now I'm highlighting the entire grid square they occupy... until they're injured. If a kobold takes damage but isn't killed outright, I will change their highlighting to a circle. This will hopefully help guide you to their health statuses.
    • When a PC has taken damage, I'm adding the skull with an "x" picture next to their token. I'm adding a second picture (half-filled heart) once a PC is below half hit points. I'm still tracking the actual health numbers in the footer information, but hopefully these extra pictures will help give you an idea of where everyone is at from a health perspective at a quick glance.
    Everyone, please declare your actions and/or movement for round 2.

    ---




    Date: 08 Kythorn 1489
    Time: 21:07
    • Sunrise: 05:56
    • Sunset: 21:03
    Moon: Half
    Temperature
    • Low: 57°
    • High: 73°
    Conditions
    • Precipitation: None
    • Wind: Still
    Light Sources
    • None
    Known Conditions
    • Dim Lighting
    • Character: Rumble, Feature: Rage, Expires: 08 Kythorn @ 21:17
    Or until:
    • Unconscious
    • Haven’t attacked a hostile creature
    • Haven't taken damage
    Spells in Effect:
    • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 08 Kythorn @ 5:04
    ---

    Character Status
    • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20-4 = 16-3 = 13-6 = 7 | AC: 13 | SP: 25' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
      • Passive Senses
        • Perception: 15
        • Investigation: 14
        • Insight: 13
        Languages: Common, Dwarvish, Thieves' Cant
        Spells: None

        Features:
        • Dwarven Resilience
          • You have advantage on saves against poison and resistance against poison damage.
        • Stonecunning:
          • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
        • Tool Proficiency
          • Mason's Tools
        • 1st: Expertise: (Perception, Thieves' Tools)
          • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
        • 1st: Sneak Attack (1d6)
          • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
          • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
        • 1st: Thieves’ Cant
          • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
          • Only another creature that knows thieves’ cant understands such messages.
          • It takes four times longer to convey such a message than it does to speak the same idea plainly.
          • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
        • 2nd: Cunning Action
          • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
        • 3rd: --
        Background: Clan Crafter (Dwarf)
        • Feature: Respect of the Stout Folk
          • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
    • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d6) | HP: 18 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: No | Inspiration: Yes
      • Passive Senses
        • Perception: 9
        • Investigation: 9
        • Insight: 11
        Languages: Common, Draconic
        Spells
        • Spell Attack: +3
        • Save DC: 13
        • Slots: 3, 2
          • 1st: 2, 1
          • 2nd: --
        Spells Known: 3 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

        Features:
        • Damage Resistance (Fire)
        • 1st: Spellcasting
        • 1st: Sorcerous Origin (Draconic Bloodline)
          • Origin Features:
            • 1st:
              • Draconic Ancestry (Brass)
                • Breath Weapon: 1 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
              • Draconic Resilience
                • As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
                • Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
            • 6th: --
            • 14th: --
            • 18th: --
        • 2nd: Font of Magic
        • Flexible Casting
          • You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
            ---
          • Creating Spell Slots
            • You can transform unexpended sorcery points into one spell slot as a bonus action on your turn.
            • Any spell slot you create with this feature vanishes when you finish a long rest.
          • Converting a Spell Slot to Sorcery Points
            • As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
        • 3rd: --
        Background: Acolyte
        • Feature: Shelter of the Faithful
          • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
    • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
      • Passive Senses
        • Perception: 14
        • Investigation: 9
        • Insight: 12
        Languages: Common, Draconic, Druidic, Orc
        Spells
        • Spell Attack: +4
        • Save DC: 12
        • Slots: 3
          • 1st: 3
          • 2nd: --
        Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )

        Features:
        • Relentless Endurance
          • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
            Recovery: Long
        • Savage Attacks:
          • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
        • 1st: Spellcasting
        • 1st: Druidic
          • You know Druidic, the secret language of druids.
          • You can speak the language and use it to leave hidden messages.
          • You and others who know this language automatically spot such a message.
          • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
        • 2nd: Wild Shape: 2
          • Recovery: Short
          • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
          • Your druid level determines the beasts you can transform into:
            Beast Shapes (Forest )
            • 2nd
              • Max. CR: 1/4
              • Limitations: No flying or swimming speed
              • Example: Wolf
            • 4th
              • Max. CR: 1/2
              • Limitations: No flying speed
              • Example: Crocodile
            • 8th:
            While you are transformed, the following rules apply:
            • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
            • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
            • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
            • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
            • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
        • 2nd: Druid Circle (Circle of Dreams)
          • Circle of Dreams Features
            • 2nd: Balm of the Summer Court
              • Fey Energy Pool (d6): 2 (Druid Level)
              • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
              • Roll the spent dice and add them together.
              • The target regains a number of hit points equal to the total.
              • The target also gains 1 temporary hit point per die spent.
                Recovery: Long
            • 6th: --
            • 10th: --
            • 14th: --
        Background: Hermit
        • Feature: Discovery (Details)
          • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
    • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20-5 = 15-5 = 10 | AC: 13 (Mage Armor: 16) | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
      • Passive Senses
        • Perception: 12
        • Investigation: 15
        • Insight: 12
        Languages: Common, Elvish, Giant, Orc

        Spells
        • Spell Attack: +3
        • Save DC: 13
        • Slots: 2
          • 1st: 2, 1
          • 2nd: --
        Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3+1 ( Fire Bolt, Ray of Frost, True Strike ) Features:
        • Fey Ancestry
          • You have advantage on saves against being charmed, and magic can’t put you to sleep.
        • Trance
          • You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
        • Fighter 1st: Fighting Style: Two-Weapon Fighting
          • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
        • Fighter 1st: Second Wind:
          • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
            Recovery: Short
        • Fighter 2nd: --
        • Wizard 1st: Spellcasting
        • Wizard 1st: Arcane Recovery
          • Once per day when you finish a short rest, you can choose expended spell slots to recover.
          • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
        • Wizard 2nd: --
        Background: Far Traveler
        • Feature:
          • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

            You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
    • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24-1 = 23-3 = 20 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
      • Passive Senses
        • Perception: 12
        • Investigation: 9
        • Insight: 10
        Languages: Common, Giant
        Spells: None
        Features:
        • Feline Agility: 1
          • When you move on your turn in combat, you can double your speed until the end of the turn.
            Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
        • Cat’s Claws
          • You have a climbing speed of 20 ft.
          • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
        • 1st: Rage: 2, 1
          • On your turn, you can enter a rage as a bonus action.
          • While raging, you gain the following benefits if you aren’t wearing heavy armor:
            • You have advantage on Strength checks and Strength saving throws.
            • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
            • You have resistance to bludgeoning, piercing, and slashing damage.
            • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
          • Your rage lasts for 1 minute.
          • It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
          • You can also end your rage on your turn as a bonus action.
            Recovery: Long
        • 1st: Unarmored Defense
          • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
          • You can use a shield and still gain this benefit.
        • 2nd: Reckless Attack
          • When you make your first attack on your turn, you can decide to attack recklessly.
          • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
        • 2nd: Danger Sense
          • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
          • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
          • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
        • 3rd: --
        Background: Gladiator
        • Feature: By Popular Demand
          • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
      • Daisy | Draft Horse | AC: 10 | HP: 22 | SP: 40'
        • STR: 18 (+4), DEX: 10 (0), CON: 12 (+1), INT: 2 (-4), WIS: 11 (0), CHA: 7 (-2)
        • Passive Perception: 10 | Attack (Hooves): +6 to hit (5-foot reach), 2d4+4 (bludgeoning)
    • Ahlmzhad | Quaalxor | Dwarf (Mountain) | Fighter (2) | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d10) | HP: 20 | AC: 16 | SP: 25' | Initiative: +1 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
      • Passive Senses
        • Perception: 11
        • Investigation: 10
        • Insight: 13
        Languages: Common, Draconic, Dwarvish

        Spells: None

        Features:
        • Dwarven Resilience
          • You have advantage on saves against poison and resistance against poison damage.
        • Stonecunning:
          • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
        • Tool Proficiency
          • Smith's Tools
        • 1st: Fighting Style: Great Weapon Fighting
          • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
          • The weapon must have the two-handed or versatile property for you to gain this benefit.
        • 1st: Second Wind: 1
          • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
            Recovery: Long
        • 2nd: Action Surge: 1
          • On your turn, you can take one additional action.
            Recovery: Short
        • 3rd: --
        Background: Guild Artisan / Guild Merchant
        • Feature: Guild Membership
          • As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

            Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

            You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
    Rolls
Last edited by dmw71 on Fri Mar 01, 2019 9:30 pm, edited 1 time in total.
Reason: Edit: Adding attacks vs Tannaris -- Sorry!

-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
.
.
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

ravenn4544
Rider of Rohan
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Re: Group 1, Episode 1: Greenest in Flames

#51 Post by ravenn4544 »

Bren launches a spell to attack the three kobolds now focusing on Oskar:

Magic Missile [1d4+1] = 2+1 = 3
Magic Missile [1d4+1] = 2+1 = 3
Magic Missile [1d4+1] = 2+1 = 3
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drpete
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Re: Group 1, Episode 1: Greenest in Flames

#52 Post by drpete »

Oskar

Stinging from the kobold attack, Oskar thanks Bren and Strega, and rushes forward to assist Tannaris and Quaalxor by circling around to attack Tannaris' opponent (targeting the orange kobold).

Rapier [1d20+4] = 9+4 = 13 dam [1d8+2] = 2+2 = 4 sneak [1d6] = 2
Last edited by drpete on Fri Mar 01, 2019 11:29 pm, edited 1 time in total.
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Rex
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Re: Group 1, Episode 1: Greenest in Flames

#53 Post by Rex »

Strega

On seeing Oskar being injured by the Kobolds she moves to him and casts Cure Wounds on him.

Cure Wounds [1d8+2] = 2+2 = 4

If I can also use a bonus action I will use Balm of the Summer Court on him as well.

Balm of the Summer Court [1d6] = 4
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Ahlmzhad
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Re: Group 1, Episode 1: Greenest in Flames

#54 Post by Ahlmzhad »

Quaalxor

Into the flow of the fight now Quaalxor simply steps up and swings at the next kobold.

Great Axe: [1d20+5] = 1+5 = 6


Damage: [1d12+3] = 11+3 = 14
Gerrin
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Re: Group 1, Episode 1: Greenest in Flames

#55 Post by Gerrin »

Tannaris Vethykos

Tannaris launches an attack on the nearest kobold (blue)

Shortswords attack [1d20+5] = 4+5 = 9 & [1d20+5] = 1+5 = 6

Doubtful either hit but just in case

Shortsword damage [1d6+3] = 6+3 = 9 & [1d6+3] = 1+3 = 4

OOC :Just a note that my AC is 16. My character sheet doesn't seem to tally the mage armor spell to my AC.
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Monsieur Rose
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Re: Group 1, Episode 1: Greenest in Flames

#56 Post by Monsieur Rose »

Rumble

Still not yet feeling the cuts the kobolds made, Rumble brings his hammer around to smash the nearby kobold. In his rage, he swears that the kobold looks purple to him. Or is it pink?
Warhammer: [1d20+4] = 11+4 = 15
Damage: [1d8+4] = 4+4 = 8
I think it's only d8+4. His normal damage is +2 from his str, the rage adds another +2
Feeling good, he turns and snaps his teeth at the other kobold.
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dmw71
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Re: Group 1, Episode 1: Greenest in Flames

#57 Post by dmw71 »

Initiative Order
  • (Note: The following order will be used until the keep is reached.)
  • 18: Tannaris
  • 14: Kobolds
  • 12: Bren
  • 11: Strega
  • 9: Oskar, Quaalxor
  • 7: Rumble (moves first when in wagon)
Round 2
Tannaris, reeling from the stings of the attacks he just suffered, launches into a pair of attacks of his own, targeting the kobold nearest him. Unfortunately, the pain he feels in his side proves to be just enough of a distraction that both of his short swords strikes fail to connect.

One slash (-4), then a second (-3). Two more dagger strikes leave pain surging through Tannaris' who's heavy wounds leave trails of blood pooling from multiple slashes.

Across the trail, to the north, the solo kobold battling Oskar, without the coordination of neighboring allies, swings wildly with its dagger, failing to connect.

Beyond Oskar, the pair of kobolds that stuck around to combat Rumble immediate regret their decision as the barbarian almost playfully swats their weak attacks aside.


Bren, hearing pained cries coming from his right, catches notice of Tanarris -- still squaring off against a trio of kobolds -- appearing to be in a very bloodied condition and barely remaining on his feet. The sorcerer mutters a few incoherent arcane words, and makes some subtle hand gestures before creating three glowing darts of magical force which he sends flying at the kobolds, one dart targeting each the individual kobolds.

Strega, noting Oskar in his weakened condition, moves up behind the dwarf and, applying a soft touch to the rogue's shoulder, sending a brief hint of blue, divine energy surging through Oskar's form, accompanied by a secondary font of energy which helps revive the dwarven rogue even further.

Oskar, still facing off against one last kobold, runs it through with a quick lunge with his rapier; ending, at least temporarily, the immediate threat against him.

Quaalxor, looking to come to the aid of Tannaris, hurries his attack in his sense of urgency, slamming his great axe around, missing wildly and momentarily getting the axe blade stuck in the dirt of the path.

Rumble continues his display of dominance as he brings his hammer around to smash the nearby kobold, collapsing its face. The barbarian, relishing his rage, turns to face the remaining kobold "threatening" him and snaps his teeth at it menacingly.
R2.jpg
R2.jpg (253.25 KiB) Viewed 2978 times
The kobolds, their numbers greatly reduced, appear to have every intention of fleeing at their first opportunity.



---


Actions and/or movement for round 3.

---




Date: 08 Kythorn 1489
Time: 21:07
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • Dim Lighting
  • Character: Rumble, Feature: Rage, Expires: 08 Kythorn @ 21:17
Or until:
  • Unconscious
  • Haven’t attacked a hostile creature
  • Haven't taken damage
Spells in Effect:
  • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 08 Kythorn @ 5:04
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20-4 = 16-3 = 13-6 = 7+ (4+4+1) = 15+1 | AC: 13 | SP: 25' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      Spells: None

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Mason's Tools
      • 1st: Expertise: (Perception, Thieves' Tools)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d6) | HP: 18 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1
        • 2nd: --
      Spells Known: 3 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features:
      • Damage Resistance (Fire)
      • 1st: Spellcasting
      • 1st: Sorcerous Origin (Draconic Bloodline)
        • Origin Features:
          • 1st:
            • Draconic Ancestry (Brass)
              • Breath Weapon: 1 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
            • Draconic Resilience
              • As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
              • Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
          • 6th: --
          • 14th: --
          • 18th: --
      • 2nd: Font of Magic
      • Flexible Casting
        • You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
          ---
        • Creating Spell Slots
          • You can transform unexpended sorcery points into one spell slot as a bonus action on your turn.
          • Any spell slot you create with this feature vanishes when you finish a long rest.
        • Converting a Spell Slot to Sorcery Points
          • As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
      • 3rd: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 3
        • 1st: 3, 2
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )

      Features:
      • Relentless Endurance
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2, 1 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20-5 = 15-5 = 10-3 = 7-4 = 3 | AC: 13 (Mage Armor: 16) | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc

      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2, 1
        • 2nd: --
      Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3+1 ( Fire Bolt, Ray of Frost, True Strike ) Features:
      • Fey Ancestry
        • You have advantage on saves against being charmed, and magic can’t put you to sleep.
      • Trance
        • You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind:
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24-1 = 23-3 = 20 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      Spells: None
      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • 1st: Rage: 2, 1
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
        • You can also end your rage on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
    • Daisy | Draft Horse | AC: 10 | HP: 22 | SP: 40'
      • STR: 18 (+4), DEX: 10 (0), CON: 12 (+1), INT: 2 (-4), WIS: 11 (0), CHA: 7 (-2)
      • Passive Perception: 10 | Attack (Hooves): +6 to hit (5-foot reach), 2d4+4 (bludgeoning)
  • Ahlmzhad | Quaalxor | Dwarf (Mountain) | Fighter (2) | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d10) | HP: 20 | AC: 16 | SP: 25' | Initiative: +1 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 13
      Languages: Common, Draconic, Dwarvish

      Spells: None

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Smith's Tools
      • 1st: Fighting Style: Great Weapon Fighting
        • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
        • The weapon must have the two-handed or versatile property for you to gain this benefit.
      • 1st: Second Wind: 1
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Long
      • 2nd: Action Surge: 1
        • On your turn, you can take one additional action.
          Recovery: Short
      • 3rd: --
      Background: Guild Artisan / Guild Merchant
      • Feature: Guild Membership
        • As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

          Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

          You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
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-- Games --
- DM: In Development

-- 2025 --
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Playtest: Untitled Project (1e)
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drpete
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Re: Group 1, Episode 1: Greenest in Flames

#58 Post by drpete »

Oskar

Oskar rushed over to engage the cluster of kobolds facing Tannaris, calling out to the elf "Get clear, we've got this!"

The kobolds could be in a lot of places by my turn. Priority targets would be ones engaged with any of the casters, then to try breaking up the pack tactics, targeting kobolds in groups.

Rapier [1d20+4] = 20+4 = 24 dam [1d8+2] = 5+2 = 7 sneak [1d6] = 3
Extra damage [1d8] = 8[1d6] = 3

this is a ludicrous amount of overkill. :roll:

I was gonna propose this: https://www.dndbeyond.com/sources/dmg/d ... hCreatures but I see it doesn't actually apply.
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Rex
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Re: Group 1, Episode 1: Greenest in Flames

#59 Post by Rex »

Strega

Strega moves to Tannaris and casts Cure Wounds on him.

Cure Wounds [1d8+2] = 3+2 = 5

If I can also use a bonus action I will use Balm of the Summer Court on him as well.

Balm of the Summer Court [1d6] = 6
ravenn4544
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Re: Group 1, Episode 1: Greenest in Flames

#60 Post by ravenn4544 »

Bren throws another fire bolt at the nearest kobold...

Fire Bolt Attack [1d20+5] = 7+5 = 12
Fire Bolt Damage [1d10] = 9
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