Session 1: Reunion Interrupted

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dmw71
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Re: Session 1: Reunion Interrupted

#201 Post by dmw71 »

Scott308 wrote: Fri Jan 22, 2021 3:37 am Also, Marullus, since you critted, you need to roll another d10 for damage.
Actually, I house-ruled where a critical hit is just max damage plus a normal damage roll.

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Re: Session 1: Reunion Interrupted

#202 Post by Darklin2 »

Luther

Luther lays there and moans for another 2 rounds.
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Re: Session 1: Reunion Interrupted

#203 Post by dmw71 »

Darklin2 wrote: Fri Jan 22, 2021 2:24 pm Luther lays there and moans for another 2 rounds.
If that's what you want to do...

But, per this post, Lutharin has 1 hit point and can actually act during the upcoming round (3) and going forward, as long as he remains upright.

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Re: Session 1: Reunion Interrupted

#204 Post by Darklin2 »

Luthar

Luthar gets to his feet and moves back towards the table snatching up the ledger and tries to stay out of the way.

AS Needed= [1d20] = 11 As Needed Roll

OOC- Sorry Missed the back to One HP action.
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Re: Session 1: Reunion Interrupted

#205 Post by dmw71 »

Initiative
22: Gulnur (19+3)
21: Thrydwulf (18+3)
16: Vinwrick (12+4)
16: Lutharin (12+4)
11: Tova (10+1)
10: Talmond (8+2)
8: Air Elemental (5+3)


Round 2 (CONT'D)
The minor air elemental's errant attack against Talmond allows the fighter a chance to immediately counter, which he does so successfully by forcing the creature even further back into the room, in front of the mirror, by shoving it with his shield.



Round 3
Unable to gain access to the room, Gulnur will keep watch in the stairwell, and also make sure Rumple, who's otherwise unattended, doesn't sneak off during the distraction.

Still holding his position in the center of the room, Thrydwulf keeps his focus on the airy figure and jabs at it with his elongated weapon. There's very little resistance as the bladed end slices through the ethereal form, but the barbarian feels confident his strike caused harm.

His head ringing from banging into the desk, Vinwrick quickly draws his other sword and becomes a whirlwind himself - twin blades slashing through the air with deadly precision.


The afterlife's call at Lutharin is too weak as the elf successfully manages to fight off additional risk. The rogue stabilizes himself. After working his way to his feet, he cautiously squeezes his way past Tova and Vinwrick to settle in alongside the desk, where he snatches up the ledger.


Unaware that Lutharin had managed to self-stabilize when formulating his course of action, Tova begins the delicate process of avoiding all active combatants around him and reaches to touch the fallen elf as a prerequisite of his Spare the Dying attempt.

Talmond takes a step forward and continues his attack against the airy form, but his long sword slash fails to make purchase. "How do you kill something that is made out of air?? A fan?" he wonders aloud.


With an unarmored foe continuously attempting to poke it with a long, bladed stick, the minor air elemental focuses its efforts against Thrydwulf; the barbarian feels a rush of air painfully slam against his chest (-5), but, wisened to the creature's method of attack, skilly avoids the follow-up attempt... and counters with his own counter-strike which lands perfectly!

E05, R03.jpg
E05, R03.jpg (49.48 KiB) Viewed 746 times


The airy form of the elemental begins to show serious signs of weakening, but still whirls on.




---

A few notes:
  1. Per the official rules for Death Saving Throws:
    Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
    Well...

    I'm really not a huge fan of the "you have one hit point at the start of your turn and can immediately spring into action!" but Lutharin, technically, can take their full turn in round 3 (Also mentioned here.).
  2. While he is able to act, Lutharin will begin his turn Being Prone, and, per my house rule, will suffer from one level of Exhaustion (noted in the 'Known Conditions' section, below).
  3. Because everyone's 6-second turn all roughly happen simultaneously, and because of the relative difficulty of the attempt (given the positioning of everything on the map), Tova will still attempt his healing attempt on Lutharin.
  4. If he hasn't already done so, Thrydwulf has a free attack due to the creature critically missing on its attack against him.




Actions and Movement for Round 4? (Scott, I already have yours.)

---


Date: 2 Martius 490
Time: 13:45

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions:
  1. Thrydwulf enters Rage on Round 2 (Ends: Round 12).
  2. Lutharin suffers from level 1 Exhaustion after being knocked unconscious. (Ends: Long Rest)
Spells in Effect: None

Character Details
> Scott308 as Vinwrick | Male | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11-7 = 4 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
Languages: Common, Halfling, Minotaur
Weapons: Dagger, Shortbow, Shortsword
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Shortsword (+6, 1d6+4, Piercing, Properties: Finesse, Light)
Bonus Actions: Reactions: Racial Traits
  • Lucky
    • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave
    • You have advantage on saving throws against being frightened.
  • Halfling Nimbleness
    • You can move through the space of any creature that is of a size larger than yours.
  • Stout Resilience
    • You have advantage on saving throws against poison, and you have resistance against poison damage.
Class Features

> ravenn4544 as Tova | Male | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • 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.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

> Marullus as Thrydwulf | Male | Variant Human | Barbarian (1) | HD (1d12): 1 | HP: 14-5 = 9 | AC: 15 | SP: 30' | Initiative: +3 | Darkvision: No
Background: Folk Hero
  • Feature: Rustic Hospitality.
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Primordial
Weapons: Glaive, Light Crossbow, Shovel as Mining Pick (Improvised)
Spells
  • None
Actions:
  • Glaive (+6, 1d10+4, Slashing, Properties: Heavy, Two-Handed, Reach (10'))
  • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Long-Handled Shovel (+6, 1d6+4 (1d8+4), Bludgeoning, Properties: Improvised, Versatile)
  • Mining Pick (+6, 1d8+4, Piercing, Properties: Improvised)
Bonus Actions: Reactions: Racial Traits Class Features

> Darklin2 as Lutharin | Male | High Elf | Rogue (1) | HD (1d8): 1 | HP: 9-10 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +4 | Darkvision: Yes
Background: Criminal (Spy)
  • Feature: Criminal Contact
Passive Skills: Perception: 12 | Investigation: 15 | Insight: 10
Languages: Common, Dwarvish, Elvish, Thieves’ Cant
Weapons: Rapier, Dagger, Shortbow, Handaxe
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Rapier (+6, 1d8+4, Piercing, Properties: Martial, Finesse)
Bonus Actions: Reactions: Racial Traits
  • 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.
  • Cantrip
    • You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Class Features

> RiverGreenForest as Talmond | Male | Human | Fighter (1) | HD (1d10): 1 | HP: 12 | AC: 19 | SP: 30' | Initiative: +2 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 9 | Insight: 11
Languages: Common, Dwarvish
Weapons: Longsword, Dagger, Light Crossbow
Spells
  • None
Actions:
  • Longsword (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Light Crossbow (+4, 1d8+2, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
Bonus Actions: Reactions: Racial Traits
  • None. 
Class Features

> ybn1197 as Gulnur | Male | Mountain Dwarf | Monk (1) | HD (1d8): 1-1 = 0 | HP: 10-8 = 2-3 = 0+8 = 8 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
Languages: Common, Deep Speech, Dwarvish, Undercommon
Weapons: Dart, Quarterstaff
Spells:
  • None
Ki-Points: --

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • 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.
Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • 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.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.




Marching Order
Scout: Thrydwulf

5-Foot
Thrydwulf
Lutharin
Tova
Vinwrick
Talmond
Gulnur

10-Foot
Thrydwulf | Lutharin
Tova | Vinwrick
Talmond | Gulnur



Watch Schedule
Watch: Armored
Sleep: No medium or heavy armor unless specifically declared.
Sleeping in Armor
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.


First Shift (Three Hours: 21:00-24:00)
T.B.D.

Second Shift (Three Hours: 01:00-03:00)
T.B.D.

Third Shift (Three Hours: 03:00-06:00)
T.B.D.


Rolls
Round 2: Air Elemental vs Talmond's Shove (10): [1d20+3] = 6+3 = 9 -- fail
R03 Air Elemental vs Thrydwulf (15): [1d20+4] = 14+4 = 18, [1d8+3] = 7+3 = 10 Bludgeoning -- hit (damaged halved due to rage).
R03 Air Elemental vs Thrydwulf (15): [1d20+4] = 1+4 = 5, [1d8+3] = 2+3 = 5 Bludgeoning -- critical failure

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Re: Session 1: Reunion Interrupted

#206 Post by Marullus »

Thrydwulf sidesteps to change his angle, fearful of facing the mirror, and misses the airy opponent. "Hold still! I mean... GIT!" he sputters.

Glaive (raging) [1d20+6] = 4+6 = 10[1d10+6] = 1+6 = 7
As Needed Roll [1d20] = 18[1d20] = 15
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Re: Session 1: Reunion Interrupted

#207 Post by RiverGreenForest »

Talmond

Watching how Thrydwulf positions himself out of the mirror's view Talmond does the same thinking the mirror might have something to do with the air elemental.

"Are we trying to push this angry fart back into the mirror??" Talmond calls out to Thrydwulf while slashing away at the air elemental

Longsword [1d20+5] = 1+5 = 6 [1d8+3] = 2+3 = 5

As needed [1d20] = 14
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Re: Session 1: Reunion Interrupted

#208 Post by Marullus »

"I. Hate. Mirrors!" yells back the shaggy-looking man in reply, wiffing his blade through the empty air.
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Re: Session 1: Reunion Interrupted

#209 Post by ravenn4544 »

Tova will throw a sacred flame at it if it won't hit someone else...

Sacred Flame [1d8] = 8

As Needed [1d20] = 4
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Re: Session 1: Reunion Interrupted

#210 Post by dmw71 »

Just waiting on an action for Lutharin.


No rush.


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Re: Session 1: Reunion Interrupted

#211 Post by Darklin2 »

Luther

Will move over to the area near where the music was coming from but try to stay out of the way.
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Re: Session 1: Reunion Interrupted

#212 Post by ybn1197 »

Gulnar, no longer content to sit and wait while his companions are in danger, throws a shoulder at the door to open it. If successful, he will grab Rumble and charge into the room.
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Re: Session 1: Reunion Interrupted

#213 Post by dmw71 »

Initiative
22: Gulnur (19+3)
21: Thrydwulf (18+3)
16: Vinwrick (12+4)
16: Lutharin (12+4)
11: Tova (10+1)
10: Talmond (8+2)
8: Air Elemental (5+3)


Round 4
No longer content to sit and wait while his companions are in danger, Gulnur grabs Rumple and forces the goblin into the little niche area between the outer wall of the tower and the corner of the opened door. "Stay here!" the dwarf grumbles angrily. His entry, however, is currently blocked by his fellow dwarven companion, Tova.

Taking a step to his left to avoid facing the mirror, Thrydwulf finds the cramped quarters affect his full range of motion and struggles to swing his pole attack with the necessary accuracy.
"Hold still!" he bellows. "I mean... GIT!" he sputters.

Continuing to press the attack, Vinwrick engages with and keeps up his furious assault against the elemental. The halfing reduces the elemental to little more than wisps of furious air after his string of successful strikes.

Still clutching the journal, Lutharin labors back towards the now-silent wooden pan flute mounted to the far wall.

An instant later, a flame-like radiance manifests and descends upon the unsuspecting elemental. A crackling sound is heard as the elemental form briefly illuminates in a bright, flame-colored light before disappearing from existence!


Talmond, following Thrdywulf's cautionary lead in regards to positioning in front of the mirror, begins to call out. "Are we trying --" He doesn't complete his thought as the form disappears in front of him. "I just hate mirrors," the shaggy-looking man offers, noticing the efforts taken to avoid the mirror's gaze taken by his fellow fighting companion.


E05, R04.jpg
E05, R04.jpg (46.83 KiB) Viewed 674 times



The room remains in much the same condition as when it was first entered, except the dust and cobwebs have largely been cleared away by the whirling dervish before it was exiled back to its plane of existence, and most loose objects have also been strewn around the room.




---

Welcome back, ybn1197.



Actions?

---


Date: 2 Martius 490
Time: 13:46

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions:
  1. Thrydwulf enters Rage on Round 2 (Ends: Round 12).
  2. Lutharin suffers from level 1 Exhaustion after being knocked unconscious. (Ends: Long Rest)
Spells in Effect: None

Character Details
> Scott308 as Vinwrick | Male | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11-7 = 4 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
Languages: Common, Halfling, Minotaur
Weapons: Dagger, Shortbow, Shortsword
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Shortsword (+6, 1d6+4, Piercing, Properties: Finesse, Light)
Bonus Actions: Reactions: Racial Traits
  • Lucky
    • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave
    • You have advantage on saving throws against being frightened.
  • Halfling Nimbleness
    • You can move through the space of any creature that is of a size larger than yours.
  • Stout Resilience
    • You have advantage on saving throws against poison, and you have resistance against poison damage.
Class Features

> ravenn4544 as Tova | Male | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • 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.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

> Marullus as Thrydwulf | Male | Variant Human | Barbarian (1) | HD (1d12): 1 | HP: 14-5 = 9 | AC: 15 | SP: 30' | Initiative: +3 | Darkvision: No
Background: Folk Hero
  • Feature: Rustic Hospitality.
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Primordial
Weapons: Glaive, Light Crossbow, Shovel as Mining Pick (Improvised)
Spells
  • None
Actions:
  • Glaive (+6, 1d10+4, Slashing, Properties: Heavy, Two-Handed, Reach (10'))
  • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Long-Handled Shovel (+6, 1d6+4 (1d8+4), Bludgeoning, Properties: Improvised, Versatile)
  • Mining Pick (+6, 1d8+4, Piercing, Properties: Improvised)
Bonus Actions: Reactions: Racial Traits Class Features

> Darklin2 as Lutharin | Male | High Elf | Rogue (1) | HD (1d8): 1 | HP: 9-10 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +4 | Darkvision: Yes
Background: Criminal (Spy)
  • Feature: Criminal Contact
Passive Skills: Perception: 12 | Investigation: 15 | Insight: 10
Languages: Common, Dwarvish, Elvish, Thieves’ Cant
Weapons: Rapier, Dagger, Shortbow, Handaxe
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Rapier (+6, 1d8+4, Piercing, Properties: Martial, Finesse)
Bonus Actions: Reactions: Racial Traits
  • 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.
  • Cantrip
    • You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Class Features

> RiverGreenForest as Talmond | Male | Human | Fighter (1) | HD (1d10): 1 | HP: 12 | AC: 19 | SP: 30' | Initiative: +2 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 9 | Insight: 11
Languages: Common, Dwarvish
Weapons: Longsword, Dagger, Light Crossbow
Spells
  • None
Actions:
  • Longsword (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Light Crossbow (+4, 1d8+2, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
Bonus Actions: Reactions: Racial Traits
  • None. 
Class Features

> ybn1197 as Gulnur | Male | Mountain Dwarf | Monk (1) | HD (1d8): 1-1 = 0 | HP: 10-8 = 2-3 = 0+8 = 8 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
Languages: Common, Deep Speech, Dwarvish, Undercommon
Weapons: Dart, Quarterstaff
Spells:
  • None
Ki-Points: --

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • 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.
Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • 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.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.




Marching Order
Scout: Thrydwulf

5-Foot
Thrydwulf
Lutharin
Tova
Vinwrick
Talmond
Gulnur

10-Foot
Thrydwulf | Lutharin
Tova | Vinwrick
Talmond | Gulnur



Watch Schedule
Watch: Armored
Sleep: No medium or heavy armor unless specifically declared.
Sleeping in Armor
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.


First Shift (Three Hours: 21:00-24:00)
T.B.D.

Second Shift (Three Hours: 01:00-03:00)
T.B.D.

Third Shift (Three Hours: 03:00-06:00)
T.B.D.


Rolls
R04: Elemental vs Sacred Flame (13): [1d20+3] = 5+3 = 8 -- fail

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Darklin2
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Re: Session 1: Reunion Interrupted

#214 Post by Darklin2 »

Luthar

Will move back to the drawer he was picking and make an attempt to open it.

I am Proficient in Thieves tools and sleight of hand bonus is +6. With disadvantage for exhaustion.

[1d20] = 1 F

[1d20] = 1 What are the fing odds of that shit happening??


As Needed: [1d20] = 1 I call BullShit!!!! No way that is working right.
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Re: Session 1: Reunion Interrupted

#215 Post by Marullus »

Thrydwulf looks around wild-eyed, suspicious of more instances of the air attacking him. After a few moments and some deep breaths he starts to calm down. "Yeah. I stand by it. I think I'd remember bein' here before." He glowers suspiciously at the pipes and mirror. "Which means I don' think I was, and neither were other folks with all the dust and such." He looks to the doorway. "Where's that little goblin guy who says his friends are upstairs?" his tone accusing.

"Any of you a woojy type that wants to look at that mirror?" he asks, wiggling his fingers for woojy-emphasis. "Hate mirrors," he grumbles, regarding it suspiciously and askance, still avoiding being in front of it.
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dmw71
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Re: Session 1: Reunion Interrupted

#216 Post by dmw71 »

Darklin2 wrote: Tue Feb 02, 2021 7:31 pm I call BullShit!!!! No way that is working right.
I agree, the odds of that are what... 1:8000? (20x20x20)

That said, you can at least take comfort in the fact that the drawer is no longer locked. Lutharin previously unlocked it (here), but that also triggered the elemental's reaction (here).


If you're going to search the drawer, however, feel free to re-roll an Investigation check for me.

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Re: Session 1: Reunion Interrupted

#217 Post by Darklin2 »

Luthar

Investigates the drawer and removing it to check the back of it too..

[1d20+5] = 18+5 = 23 Investigate

[1d20+5] = 11+5 = 16 Investigate Disadvantage

I assume the Disadvantage still applies to this?

AS Needed: [1d20] = 3 Die Roller Hates Me.
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Re: Session 1: Reunion Interrupted

#218 Post by Scott308 »

Vinwrick Greenbottle

Quickly inspecting his weapons, he puts them both back into their scabbard once he determines there is no need to clean them after this most recent encounter. He then begins inspecting the pictures.
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Re: Session 1: Reunion Interrupted

#219 Post by dmw71 »

Still waiting on actions for Gulnur, Talmond, and Tova.


No rush.

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Re: Session 1: Reunion Interrupted

#220 Post by ybn1197 »

Gulnar will remain in the stairwell keeping an eye on Rumple.
Locked

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