Group 2, Episode 2: Greenest in Flames

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Re: Group 2, Episode 2: Greenest in Flames

#161 Post by Computer +1 »

Urth Stormwind

Ok Kan, lets do it. Just don't let anyone get away.
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Re: Group 2, Episode 2: Greenest in Flames

#162 Post by dmw71 »

Scout
Dureau, from his rearmost rank, quickly extinguishes his torch and gathers the illuminated pebble, concealing it in his pocket so the light can not be seen by anyone on the other side of the grate. "We musn't let them report the existence of this passage back to their forces!" Kañ-Demir shares, as he, Urth, and Targ begin to strategize. "The tunnel restricts melee; ranged attacks will be vital," the warlock whispers. "Let's pour out as they draw near, then ambush them with arrows and spells," Kañ-Demir says. "After the first volley, I will chase down any that attempt to flee."

Clank.

Grimbul, one of the ranged attackers, eagerly steps forward but scrapes his hand axe against the stone wall of the tunnel.
Catarina hisses at the clumsy dwarf, maybe too forcefully, and looks to hide in her forward position in the tunnel.

Tarq silently slips past the hidden tabaxi and moves to the tunnel exit. Peering outside, the half-elf spots the patrol with his own eyes for the first time -- the majority of the group is maybe 40-feet out and holding while a single kobold, currently 20-feet away, is slowly approaching by itself.
Scout.jpg
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---


While not in an actual encounter (yet), let's go ahead and roll initiative.

Actions?

---




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
  • None.
Spells in Effect:
  • None
Healing Kit (Montero)
  • Catarina: 1 | Urth: 1, 0 | Grimbul: 1, 0 | Kañ-Demir: 1 | Dureau: 1 | Targ: 1


---

Character Status
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18-1 = 17 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      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.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • 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: Far Traveler
      • Feature: Optional Feature: Dragon Scholar
        • You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
          • Note: This has been modified to limit this study and familiarity to just metallic dragons, not those of the chromatic variety.
  • Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No (Devil's Sight to 120-feet) | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 12
      • Insight: 10
      Languages: Common, Draconic
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 2
        • Slot Level: 1st
      Spells Known: 3 Cantrips Known: 2 ( Eldritch Blast, Prestidigitation )
      Invocations Known: 2

      Features: Otherworldly Patron Features:
      • 1st: Dark One's Blessing
        • When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
      • 6th: --
      • 10th: --
      • 14th: --
        ---
      • Fiend Expanded Spells
        • 1st: Burning Hands, Command
        • 2nd: --
        • 3rd: --
        • 4th: --
        • 5th: --
      Background: Soldier
      • Feature: Military Rank
        • Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank.
        • You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use.
        • You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24-5 = 19-5 = 14-4 = 10+7 = 17 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 2 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
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 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.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      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
        • Cook's Utensils, Horn, Mason's Tools
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
          • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
          • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
          • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
            • For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: Far Traveler (Dwarf)
      • Feature: All Eyes on You
        • 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 people.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead )
      • Circle of Mortality: Spare the Dying
        • Does not count against the number of cleric cantrips you know.
        • For you, it has a range of 30 feet,
        • It can be cast it as a bonus action.
      Features:
      • 1st: Spellcasting
      • 1st: Divine Domain: Grave Domain
      • 1st: Circle of Mortality
        • When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
        • In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
      • 1st: Eyes of the Grave: 3
        • As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
        • This sense doesn’t tell you anything about a creature’s capabilities or identity.
          • Recovery: Long
      • 2nd: Channel Divinity: Turn Undead: 1
        • As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

          A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
          • Recovery: Short
      • 2nd: Channel Divinity: Path to the Grave
        • Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

          As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
      • 5th: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
        • 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.
        • Those who share your religion will support you (but only you) at a modest lifestyle.
  • Dram | Targarious LongShank | Half-Elf | Rogue (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d8) | HP: 18-4 = 14-8 = 6 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Elvish, Undercommon, Thieves’ Cant
      Spells: None.

      Features:
      • Fey Ancestry:
        • You have advantage on saving throws against being charmed.
        • Magic can’t put you to sleep.
      • 1st: Expertise (Perception, Stealth)
      • 1st: Sneak Attack (1d6)
      • 2nd: Cunning Action (Bonus Action to Dash, Disengage, or Hide)
      • 3rd: --
      Background: Variant Criminal: Spy
      • Feature: Criminal Contact
        • You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
[/list]


Marching Order
  • 5-Foot
    Catarina
    Targ
    Kañ-Demir
    Grimbul
    Urth
    Dureau


    10-Foot
    Catarina | Targ
    Kañ-Demir | Grimbul
    Urth | Dureau

Rolls
  • None.

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Re: Group 2, Episode 2: Greenest in Flames

#164 Post by BearSiren817 »

Azalea, 1st level Rogue, Dave’s Urban Campaign
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Re: Group 2, Episode 2: Greenest in Flames

#165 Post by dmw71 »

I see a few initiative rolls coming in, but I also need to know if anyone is doing anything, or just waiting.

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Re: Group 2, Episode 2: Greenest in Flames

#166 Post by Scott308 »

Dureau Sathaos

We're sitting ducks if we stay here! Either lock the grate and we can retreat, hoping they don't notice anything, or we need to charge out, take the fight to them. Maybe we catch them unprepared, whispers the cleric.
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Re: Group 2, Episode 2: Greenest in Flames

#167 Post by Pulpatoon »

Kañ-Demir has flattened himself against the wall to let others past him. He then holds his action until the others have attacked, at which point he is prepared to Dash out after anyone fleeing.
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Re: Group 2, Episode 2: Greenest in Flames

#168 Post by GreyWolfVT »

Grimbul holds bow and waits for someone in the lead to do something.

Initiative [1d20+1] = 1+1 = 2
drat!
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
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Re: Group 2, Episode 2: Greenest in Flames

#169 Post by dmw71 »

Initiative
  • 21: Cultists
  • 21: Targ
  • 15: Catarina
  • 15: Kobolds
  • 8: Dureau
  • 7: Kañ-Demir
  • 4: Urth
  • 2: Grimbul

Scout
While the consensus seems to be that an encounter in the tunnel is to be avoided at all costs, the group is continuing to debate their next course of action when --

A startled chirp!

Targ, at the entrance, quickly turns to the source of the sound and realizes he's suddenly almost face-to-face with the kobold scout. The lone creature immediately turns and begins to flee, alerting the rest of the scouting party in its coarse, native draconic tongue.
G2R00.jpg
G2R00.jpg (152.92 KiB) Viewed 1110 times
Urth and Catarina overhear the warning issued, and translate for the rest:

"People hiding!"


---


Everyone, please declare any actions and/or movement for round 1.

---




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
  • None.
Spells in Effect:
  • None
Healing Kit (Montero)
  • Catarina: 1 | Urth: 1, 0 | Grimbul: 1, 0 | Kañ-Demir: 1 | Dureau: 1 | Targ: 1


---

Character Status
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18-1 = 17 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      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.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • 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: Far Traveler
      • Feature: Optional Feature: Dragon Scholar
        • You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
          • Note: This has been modified to limit this study and familiarity to just metallic dragons, not those of the chromatic variety.
  • Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No (Devil's Sight to 120-feet) | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 12
      • Insight: 10
      Languages: Common, Draconic
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 2
        • Slot Level: 1st
      Spells Known: 3 Cantrips Known: 2 ( Eldritch Blast, Prestidigitation )
      Invocations Known: 2

      Features: Otherworldly Patron Features:
      • 1st: Dark One's Blessing
        • When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
      • 6th: --
      • 10th: --
      • 14th: --
        ---
      • Fiend Expanded Spells
        • 1st: Burning Hands, Command
        • 2nd: --
        • 3rd: --
        • 4th: --
        • 5th: --
      Background: Soldier
      • Feature: Military Rank
        • Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank.
        • You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use.
        • You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24-5 = 19-5 = 14-4 = 10+7 = 17 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 2 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
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 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.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      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
        • Cook's Utensils, Horn, Mason's Tools
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
          • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
          • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
          • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
            • For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: Far Traveler (Dwarf)
      • Feature: All Eyes on You
        • 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 people.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead )
      • Circle of Mortality: Spare the Dying
        • Does not count against the number of cleric cantrips you know.
        • For you, it has a range of 30 feet,
        • It can be cast it as a bonus action.
      Features:
      • 1st: Spellcasting
      • 1st: Divine Domain: Grave Domain
      • 1st: Circle of Mortality
        • When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
        • In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
      • 1st: Eyes of the Grave: 3
        • As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
        • This sense doesn’t tell you anything about a creature’s capabilities or identity.
          • Recovery: Long
      • 2nd: Channel Divinity: Turn Undead: 1
        • As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

          A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
          • Recovery: Short
      • 2nd: Channel Divinity: Path to the Grave
        • Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

          As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
      • 5th: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
        • 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.
        • Those who share your religion will support you (but only you) at a modest lifestyle.
  • Dram | Targarious LongShank | Half-Elf | Rogue (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d8) | HP: 18-4 = 14-8 = 6 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Elvish, Undercommon, Thieves’ Cant
      Spells: None.

      Features:
      • Fey Ancestry:
        • You have advantage on saving throws against being charmed.
        • Magic can’t put you to sleep.
      • 1st: Expertise (Perception, Stealth)
      • 1st: Sneak Attack (1d6)
      • 2nd: Cunning Action (Bonus Action to Dash, Disengage, or Hide)
      • 3rd: --
      Background: Variant Criminal: Spy
      • Feature: Criminal Contact
        • You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
[/list]


Marching Order
  • 5-Foot
    Catarina
    Targ
    Kañ-Demir
    Grimbul
    Urth
    Dureau


    10-Foot
    Catarina | Targ
    Kañ-Demir | Grimbul
    Urth | Dureau

Rolls

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Re: Group 2, Episode 2: Greenest in Flames

#170 Post by Computer +1 »

Urth Stormwind

We made a mess of this Urth curses. Lets get out and hit them fast.. Urth will move from the tunnel as fast as he can and once clear of the entrance will cast an Eldrich Blast at one of the robed figures they face

Attack [1d20] = 16
Damage [1d10+3] = 5+3 = 8
Initiative [1d20] = 12
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Re: Group 2, Episode 2: Greenest in Flames

#171 Post by BearSiren817 »

Catarina runs out, slightly tripping and looses an arrow at the nearest enemy.

([1d20+5] = 5+5 = 10 [1d6+3] = 4+3 = 7)

She then steps back 10 ft. (South)
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Re: Group 2, Episode 2: Greenest in Flames

#172 Post by GreyWolfVT »

Grimbul attempts to use of his Hail of Thorns spell. Then once able to he rushes out and fires an arrow at one of the robed figures green dot robed dude in the back on the brown "dirt" square.

Longbow [1d20+3] = 15+3 = 18 to hit. [1d8+1] = 4+1 = 5 damage
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Re: Group 2, Episode 2: Greenest in Flames

#173 Post by Pulpatoon »

Was Kañ-Demir's Dash action triggered last round when the kobold fled? Either way, he takes off after the fleeing kobold.
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Re: Group 2, Episode 2: Greenest in Flames

#174 Post by dmw71 »

Pulpatoon wrote:Was Kañ-Demir's Dash action triggered last round when the kobold fled?
No, he wouldn't have seen the kobold. The kobold was creeping up, saw Targ at the entrance, and took off before coming into view of others deeper in the tunnel.

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Re: Group 2, Episode 2: Greenest in Flames

#175 Post by Dram »

Tarq- fires a arrow at the fleeing kobold.

1st shot
S. bow tohit[1d20+5] = 15+5 = 20, todam[1d6+3] = 2+3 = 5

If the first shot drops the kobold he will fire the second at the red dot robe figure.
S. bow tohit[1d20+5] = 4+5 = 9, todam[1d6+3] = 1+3 = 4
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Re: Group 2, Episode 2: Greenest in Flames

#176 Post by Scott308 »

Dureau Sathaos

The cleric moves to the entrance of the tunnel, but it is too far for him to make it out this round.
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Re: Group 2, Episode 2: Greenest in Flames

#177 Post by dmw71 »

Initiative
  • 21: Cultists
  • 21: Targ
  • 15: Catarina
  • 15: Kobolds
  • 8: Dureau
  • 7: Kañ-Demir
  • 4: Urth
  • 2: Grimbul
Death Saving Throws
  • Targ
    • Success:
    • Fail: 0
Round 1
"People hiding!"

The group was unprepared when the warning went out, and is now spurred into action.

The first in the group to act, Targ steps out of the tunnel and takes aim with his bow at the kobold that spotted him... but has his attack at least momentarily delayed as a series of spears, tossed by the readied cultists, comes raining down on him as soon as he presents himself as a target. After the first two spear chucks miss their marks, the third, thrown from overhead, manages to sink into the half-elf's boot and graze the big toe on his left foot. Undeterred by the stinging in his foot, the rogue checks his aim and looses an arrow, striking his target with well-placed arrow... and is surprised when the creature shakes off the effects and remains on its feet.

Catarina bounds out of the tunnel, past Targ, tripping slightly as she targets the nearest enemy -- the already wounded kobold -- with an errant arrow. She hisses as her arrow misses its mark, then clears the exit by retreating a few steps back.

The kobolds stir to action, and break off into paired groups.

The first group rushes at Targ! The first (pink), fighting in practiced unison with its counterpart, strike with deadly force, running a dagger deep into Targ's side -- for an instant, the half-elf feels searing pain as the blade slices through his skin... but then the world falls black as he collapses to the ground, unconscious. The second kobold (orange), spying the easy victim, climbs on top of the fallen rogue and drives its dagger into his barely breathing chest!

A second group of kobolds advances, but stops roughly 20-feet from the tunnel exit and readies their slings.

The third group of kobolds immediately begins to wade through the stream, which given their diminutive forms, results in the water almost reaching their necks. This last pair safely reaches the opposite shore and begin to shake themselves dry.

Dureau, from the rear rank, navigates to the tunnel exit. Spying the heavily wounded and unconscious Targ lying just beyond the exit, with a pair of kobold's threatening to inflict potentially fatal wounds, the cleric clutches his amulet and casts Spare the Dying on his fallen companion, at least temporarily freeing the half-elf from the immediate threat of passing into the afterlife.

Kañ-Demir, intent on giving chase to the fleeing kobold, finds it, and a companion, just outside the exit... standing above the recently stabilized rogue with seemingly evil intentions. Realizing he needs to clear the threat, the monk continues his dual attacks. A solid, successful drubbing from a quarterstaff is enough to drop the previously wounded adversary. The second kobold rolls off Targ's body as it efforts to escape the underside of the monks foot.

"We made a mess of this," Urth curses. "Lets get out and hit them fast.." the warlock continues as he rushes towards the exit. Passing the cleric, and carefully stepping past Targ, Urth rounds the corner of the tunnel and seeks out one of the robed cultists -- spotting them just overhead, as the trio of cultists perch at the edge of the gradual hill the tunnel funnels out of -- he unleashes an Eldrich Blast at the nearest target, striking it square in the face! A brief scream of pain is heard as the blast victim tumbles over the side of the hill, crashing to the ground below, just in front of the second pair of kobolds.

Grimbul, moving as quickly as his dwarven legs will carry him, reaches the end of the congested tunnel and has no choice but to veer to his right. The ranger quickly casts his Hail of Thorns spell, then, pulling back the bowstring, looses an arrow which sinks into the right shoulder of the nearest cultist. The arrow, after striking, bursts into a rain of thorns which pepper both remaining cultists, leaving them both heavily wounded with many cuts and abrasions.
G2R01.jpg
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The pair roar in pain and begin to pick away the thorns piercing their areas of exposed skin.



---

FYI...
Dram, because Targ was unconscious, any hit against him would be critical. Then, per the 'Damage at 0 Hit Points' rule, any successful attack against him would result in two failed death saves.

I was about to call for a very important death saving throw for Targ for round 2. Instead, he is stable, but still unconscious.

Everyone else, please declare any actions and/or movement for round 2.

---




Date: 08 Kythorn 1489
Time: 21:08
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • None
Spells in Effect: Healing Kit (Montero)
  • Catarina: 1 | Urth: 1, 0 | Grimbul: 1, 0 | Kañ-Demir: 1 | Dureau: 1 | Targ: 1


---

Character Status
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18-1 = 17 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      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.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • 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: Far Traveler
      • Feature: Optional Feature: Dragon Scholar
        • You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
          • Note: This has been modified to limit this study and familiarity to just metallic dragons, not those of the chromatic variety.
  • Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No (Devil's Sight to 120-feet) | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 12
      • Insight: 10
      Languages: Common, Draconic
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 2
        • Slot Level: 1st
      Spells Known: 3 Cantrips Known: 2 ( Eldritch Blast, Prestidigitation )
      Invocations Known: 2

      Features: Otherworldly Patron Features:
      • 1st: Dark One's Blessing
        • When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
      • 6th: --
      • 10th: --
      • 14th: --
        ---
      • Fiend Expanded Spells
        • 1st: Burning Hands, Command
        • 2nd: --
        • 3rd: --
        • 4th: --
        • 5th: --
      Background: Soldier
      • Feature: Military Rank
        • Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank.
        • You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use.
        • You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24-5 = 19-5 = 14-4 = 10+7 = 17 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 2 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
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 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.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      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
        • Cook's Utensils, Horn, Mason's Tools
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
          • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
          • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
          • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
            • For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: Far Traveler (Dwarf)
      • Feature: All Eyes on You
        • 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 people.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead )
      • Circle of Mortality: Spare the Dying
        • Does not count against the number of cleric cantrips you know.
        • For you, it has a range of 30 feet,
        • It can be cast it as a bonus action.
      Features:
      • 1st: Spellcasting
      • 1st: Divine Domain: Grave Domain
      • 1st: Circle of Mortality
        • When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
        • In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
      • 1st: Eyes of the Grave: 3
        • As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
        • This sense doesn’t tell you anything about a creature’s capabilities or identity.
          • Recovery: Long
      • 2nd: Channel Divinity: Turn Undead: 1
        • As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

          A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
          • Recovery: Short
      • 2nd: Channel Divinity: Path to the Grave
        • Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

          As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
      • 5th: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
        • 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.
        • Those who share your religion will support you (but only you) at a modest lifestyle.
  • Dram | Targarious LongShank | Half-Elf | Rogue (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d8) | HP: 18-4 = 14-8 = 6-1 = 5 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Elvish, Undercommon, Thieves’ Cant
      Spells: None.

      Features:
      • Fey Ancestry:
        • You have advantage on saving throws against being charmed.
        • Magic can’t put you to sleep.
      • 1st: Expertise (Perception, Stealth)
      • 1st: Sneak Attack (1d6)
      • 2nd: Cunning Action (Bonus Action to Dash, Disengage, or Hide)
      • 3rd: --
      Background: Variant Criminal: Spy
      • Feature: Criminal Contact
        • You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
[/list]


Marching Order
  • 5-Foot
    Catarina
    Targ
    Kañ-Demir
    Grimbul
    Urth
    Dureau


    10-Foot
    Catarina | Targ
    Kañ-Demir | Grimbul
    Urth | Dureau

Rolls

-- Games --
- DM: In Development

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

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GreyWolfVT
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Re: Group 2, Episode 2: Greenest in Flames

#178 Post by GreyWolfVT »

Grimbul fires an arrow at the kobold next to the fallen cultist (blue dot kobold) and lets another arrow fly.

Longbow [1d20+3] = 1+3 = 4 to hit. [1d8+1] = 6+1 = 7 damage
well that didn't help.... :roll:
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
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Scott308
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Re: Group 2, Episode 2: Greenest in Flames

#179 Post by Scott308 »

Dureau Sathaos

Having made sure his friend would not die, the cleric now takes the opportunity to heal the fallen half-elf.
Cure Wounds for 11 hp since Targ was kind enough to be at 0 hp so Dureau could maximize his healing power.
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Re: Group 2, Episode 2: Greenest in Flames

#180 Post by BearSiren817 »

Catarina brushes off her sloppy entrance to the fight, bristling her tail. Tiptoes (paws) gracefully around her allies and stabs at the Kolbold. Disengages and tiptoes back to her position.

[1d20+5] = 16+5 = 21 [1d8+3] = 5+3 = 8 ([1d6] = 3)
Azalea, 1st level Rogue, Dave’s Urban Campaign
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