Session 1: Reunion Interrupted

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ravenn4544
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Re: Session 1: Reunion Interrupted

#341 Post by ravenn4544 »

Tova will lend what aid he can without having any remaining healing prayers.
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Scott308
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Re: Session 1: Reunion Interrupted

#342 Post by Scott308 »

Vinwrick Greenbottle

After being assured that Talmond is fine, Vinwrick grabs the candlesticks before looking over the room to see if there is anything else of potential value.
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson
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dmw71
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Re: Session 1: Reunion Interrupted

#343 Post by dmw71 »

I hope to be able to move this game again soon. Probably tomorrow.
:?
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Re: Session 1: Reunion Interrupted

#344 Post by dmw71 »

dmw71 wrote: Sun Jun 06, 2021 7:20 pm I hope to be able to move this game again soon. Probably tomorrow.
It'll be later today. :D
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Re: Session 1: Reunion Interrupted

#345 Post by dmw71 »

Dining Room
"I think I'm okay," Talmond grimaces; the pain, and the effects of the creature's bite, still tingling and throbbing. "It still feels like my muscles are tense as if my entire body is one big muscle cramp," he admits, while staring add the scraps of paper with mysterious writing on them. Carefully picking them up, he displays them to the group. "It may not be anything, but does anyone want to try to decipher these to find something important or useful?" Tova walks over and inspects the bite wound, noticing just some swelling. The site of the wound is red and puffy, but the inflammation around the injury appears to be slowly subsiding.

Taking a quick look at the strips of paper and parchment Talmond is displaying, Tova cocks his head and leans in for a closer look. The writing and symbols are unfamiliar to him, but he recognizing they may be writings of an arcane nature.

After being assured that Talmond is relatively fine, Vinwrick scrambles up a chair and begins collecting the candlesticks set out on the table and putting them carefully into his pack. Taking a quick look around, the halfing spies the normal items that would be expected of a room for dining. The winged creature shuffled many things around, but plates, cutlery, cloth napkins are also scattered about. Nothing seems to be of extraordinary value, however.

Gulnar steps into the room from his position in the hallway, takes a deep breath, and settles into the corner just inside the door. He feels his muscles slowly relaxing, but he keeps his attention fixed on the shuttered window... just in case.

Dining Room.png
Dining Room.png (258.13 KiB) Viewed 835 times


Keeping an eye on Rumple, Thrydwulf keeps watch in the hallway.


All is quiet... except Rumple, who curses in goblin as he wipes the barbarians ale from his clothing.



---




Actions?

---


Date: 2 Martius 490
Time: 14:27

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions:
  1. 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(-1), 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(-1), 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

> RiverGreenForest as Talmond | Male | Human | Fighter (1) | HD (1d10): 1 | HP: 12-2 = 10 | AC: 18 | 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.
---

> NPC 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



Marching Order
Scout: Thrydwulf

5-Foot
Thrydwulf
NPC: Luthar
Tova
Vinwrick
Talmond
Gulnur

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


Rolls
None.
:?
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
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Marullus
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Re: Session 1: Reunion Interrupted

#346 Post by Marullus »

"You didn't have to spill it," mumbles Thrydwulf ruefully as he takes back the jug from Rumple, slinging his Crossbow again. The large man seems mollified that Vinwrick has gotten the candlesticks. "You guys ready for the other door?" he asks, stepping over to listen, himself.

Perception [1d20+2]=12+2=14
As Needed Roll [1d20]=7[1d20]=4
ravenn4544
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Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Session 1: Reunion Interrupted

#347 Post by ravenn4544 »

Tova makes ready to move on. 'Talmond, hang on to these papers - they may be of value to a mage.."

As Needed [1d20]=15
Last edited by ravenn4544 on Thu Jun 10, 2021 11:46 am, edited 1 time in total.
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Scott308
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Posts: 7151
Joined: Thu Oct 02, 2014 3:13 am
Location: Oregon, WI

Re: Session 1: Reunion Interrupted

#348 Post by Scott308 »

Vinwrick Greenbottle

Satisfied that there is nothing of value left in the room, Vinwrick steps into the hall as Thrydwulf listens at the next door.
I started my post at work, then when I finished saw that Marullus had posted a listen roll so I changed what Vinwrick was doing.
Perception: [1d20+3]=17+3=20
As needed: [1d20]=7; Reroll if a 1: [1d20]=11
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson
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RiverGreenForest
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Re: Session 1: Reunion Interrupted

#349 Post by RiverGreenForest »

Talmond

Nods his head in agreement with Tova and carefully stuffs the scraps of paper into his backpack. "Aye Tova, I'll hold on to them until then. Maybe something useful can come from them." said the Fighter now stretching his shoulders and shaking his hands free from the effects of the bird hybrid's bite. Talmond makes his way out of the room carefully.

As needed: [1d20]=12
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ybn1197
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Re: Session 1: Reunion Interrupted

#350 Post by ybn1197 »

Once the dining room is clear of his companions, Gulnar will return to the hallway and wait for the others to continue on.

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dmw71
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Re: Session 1: Reunion Interrupted

#351 Post by dmw71 »

Kitchen
Content with their activities in the dining room, the group proceeds to the next door in the hallway.

After the door is deemed safe and no sound is heard coming from beyond it, Thrydwulf cracks open the door and peers inside.

His attention is immediately drawn to a goblin, a meat cleaver buried deep into its skull, lying in a pool of blood just inside the door.

After the initial shock of that discovery wears off, the room in general is observed, and all indications suggest this space was used as a kitchen.


A hearth, with a spit suspended over it, is centered along the center of the wall to the left. It is flanked by several cauldrons.

To the right, large wooden benches are topped with cleavers, pots, pans, spoons, and other various kitchen utensils.

A round table with what appears to be a small barrel resting atop it occupies the angled corner.

A wood-burning oven spans the left-half of the far wall, and another cauldron or barrel sits to its right.


Kitchen.png
Kitchen.png (253.74 KiB) Viewed 813 times



Outside in the hallway, at the end of the hall, is a door presumably leading to the staircase.


"Nothing there," Rumple grumbles, speaking of the newly exposed room he has zero visibility into. "Up," he urges. "Swoletoe and treasure is close!" he chirps. "Rumple want his gold. Kill Swoletoe and rest of tribe to get it!"



At the mention of the word "up," the faint sound of "activities" can be heard from the space above you. Laughter, maybe? A chair sliding across the floor. The sounds of people -- or, likely, goblins -- ignorantly going about their business.





---




Actions?

---


Date: 2 Martius 490
Time: 14:29

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions:
  1. 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(-1), 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(-1), 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

> RiverGreenForest as Talmond | Male | Human | Fighter (1) | HD (1d10): 1 | HP: 12-2 = 10 | AC: 18 | 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.
---

> NPC 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



Marching Order
Scout: Thrydwulf

5-Foot
Thrydwulf
NPC: Luthar
Tova
Vinwrick
Talmond
Gulnur

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


Rolls
None.
:?
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
User avatar
Marullus
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Rider of Rohan
Posts: 18133
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Reunion Interrupted

#352 Post by Marullus »

Thrydwulf steps into the room, taking a swig off his ale jug and yanking the cleaver from the goblin skull. "Huh. This is vaguely familiar.
Perhaps I was here last night?"
he scratches the side of his beard. He ties his growler back onto his pack and feels the heft of the cleaver in his hand experimentally.

He takes a quick circuit of the room for anything useful with closer inspection (I mean, if they have nice utensils, he'll upgrade his cooking set) and in particular the barrels in case they have suitable ale to refill his emptied jugs. Is the fireplace still warm at all, indicating last night's fuzzily-remembered revel?

As Needed Roll [1d20]=8[1d20]=6
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Scott308
Guy Who Gamed With The Famous People
Posts: 7151
Joined: Thu Oct 02, 2014 3:13 am
Location: Oregon, WI

Re: Session 1: Reunion Interrupted

#353 Post by Scott308 »

Vinwrick Greenbottle

Vinwrick shoots Rumple a stern look before going into the kitchen. He is interested in the small barrel upon the table.
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dmw71
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Re: Session 1: Reunion Interrupted

#354 Post by dmw71 »

Still need actions for:

Tova
Talmond
Gulnur


No rush.
:?
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ravenn4544
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Re: Session 1: Reunion Interrupted

#355 Post by ravenn4544 »

Tova's eyes raise to the ceiling at the sound of the noises above. He listens to the goblin's urging and wonders, not for the first time, what it is really up to....
As Needed [1d20]=11
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Re: Session 1: Reunion Interrupted

#356 Post by RiverGreenForest »

Talmond

Walks into the room while stretching his shoulder, carefully examines the cauldrons mildly curious to see what's inside them.

As needed: [1d20]=11
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dmw71
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Re: Session 1: Reunion Interrupted

#357 Post by dmw71 »

Kitchen
"Huh. This is vaguely familiar," Thrydwulf starts, yanking the cleaver from the goblin's skull. "Perhaps I was here last night?" he scratches the side of his beard. The skilled warrior finds the cleaver inferior to his actual weapons, but something he could certainly do damage with if pressed into using it. Enough of the room is unfamiliar to the hulking man making him doubt he was in this room -- or area -- previously.

After noting the ashes at the bottom of the hearth are dried and cold, suggesting it hasn't been used in some time, the barbarian inspects the cooking utensils and finds the wizard had an impeccable taste in cutlery -- well-polished silver, finely carved bone hilts, bronze molding, razor-sharp blades -- they represent a definite upgrade over his current set, indeed. He suspects purchasing the utensils in the kitchen here would cost at least 50 gold pieces.

Both Talmond and Vinwrick begin examining the various containers in the room.

The small barrel atop the table the halfling inspects, based upon the color and scent of the liquid, seems to a dark ale. The cauldrons the fighting man inspects appear to be filled with water.

Outside in the hall, as Tova, Gulnur, and Luthar keep watch over Rumple, who continues to express his impatience with curses in the goblin tongue. The cleric listens to the goblin's urging and wonders, not for the first time, what it is really up to.

Kitchen.jpg
Kitchen.jpg (47.46 KiB) Viewed 791 times



A brief rattling sound as the pots and pans clank together.

Possibly the result of vibrations from the activity above?





---




Actions?

---


Date: 2 Martius 490
Time: 14:37

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions:
  1. 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(-1), 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(-1), 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

> RiverGreenForest as Talmond | Male | Human | Fighter (1) | HD (1d10): 1 | HP: 12-2 = 10 | AC: 18 | 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.
---

> NPC 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



Marching Order
Scout: Thrydwulf

5-Foot
Thrydwulf
NPC: Luthar
Tova
Vinwrick
Talmond
Gulnur

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


Rolls
None.
:?
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
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Marullus
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Re: Session 1: Reunion Interrupted

#358 Post by Marullus »

Thrydwulf scoops up the fine cutlery. "You cook, too, right? This is good stuff," indicating they can divide it up later. He approves the heft of the cleaver and decides to keep it in hand.

If the others allow time, he will refill his emptied growlers from their case of dark ale if Talmond allows, tasting a sip first to make sure it is good.
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ybn1197
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Re: Session 1: Reunion Interrupted

#359 Post by ybn1197 »

Tired of listening to the goblin's impatience, Gulnar enters the kitchen and collects what spices he can for his cooking supplies.
ravenn4544
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Re: Session 1: Reunion Interrupted

#360 Post by ravenn4544 »

Tova will move to stand guard at the door at the end of the hallway.
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