Episode 0: Dahyrst

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Rex
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Re: Group 1, Episode 0: Dahyrst

#61 Post by Rex »

Are the squares 10 feet or 5 feet?
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Re: Group 1, Episode 0: Dahyrst

#62 Post by dmw71 »

Rex wrote:Are the squares 10 feet or 5 feet?
They're 5-feet.
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ravenn4544
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Re: Group 1, Episode 0: Dahyrst

#63 Post by ravenn4544 »

Bren is confused about what has triggered the reaction. He remains calm - and ready...


That map is just fine - clear and easy to read!
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Re: Group 1, Episode 0: Dahyrst

#64 Post by Rex »

Strega

Strega will try to keep track of the seller with the egg.

Perception [1d20+4] = 12+4 = 16
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Re: Group 1, Episode 0: Dahyrst

#65 Post by Monsieur Rose »

Rumble

Rumble smiles a toothy smile as the tension rises. You can almost see his fur rippling in anticipation. "Told you, boss. You shouldn't have trimmed your beard. Nobody recognizes you anymore."

Rumble cracks his neck and winks at guard #1.
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Re: Group 1, Episode 0: Dahyrst

#66 Post by drpete »

Oskar

Oskar shakes his head, aggravated. To Rumble, he says "Unless I'm weaving the diamonds into my beard, it's not her business."

Turning back to the elven woman, still offering to send over a few diamonds with Tannaris... "So, we gonna do this, or d'jou want me to shave it all off first, sweetie?"

Hoping that this can count as help...? I'll roll, at least :)

Convincing the elf woman (charisma) [1d20-1] = 14-1 = 13 (with advantage?) [1d20-1] = 11-1 = 10

ok, so advantage wouldn't help, but not a terribly shabby roll... :)
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Re: Group 1, Episode 0: Dahyrst

#67 Post by dmw71 »

Problems?
"Something is not right here," are the last words spoken by the the elven seller before the situation escalate, and her guards took up a defensive position in front of her.

"Amateurs..." Oskar runs his hand down his beard, scowling. He waves Tannaris over and holds out a few diamonds for the fighter. "We're here to deal, not fight," Oskar says. "Stand down your men, and my man will bring you a few of the diamonds for inspection."

The seller appears to consider the request... then shakes her head from side-to-side. "No," she starts. "Not him -- you. You bring me the diamonds."

"I need a closer look at you."


"Told you, boss. You shouldn't have trimmed your beard. Nobody recognizes you anymore." Rumble adds quietly, winking at the nearest guard.



---


Actions?

---




Date: 07 Kythorn 1489
Time: 20:50
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 55°
  • High: 71°
Conditions
  • Precipitation: None
    Wind: Still
Light Sources
  • None
Known Conditions
  • None
Spells in Effect:
  • None
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (1) | Alignment: Lawful Good | Gender: Male | HD: 1 (1d8) | HP: 11 | AC: 13 | SP: 25' | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      Spells: None

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Mason's Tools
      • Expertise: (Perception, Thieves' Tools)
      • Sneak Attack (1d6)
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (1) | Alignment: Lawful Good | Gender: Male | HD: 1 (1d6) | HP: 9 | AC: 15 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 2 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features: Background: Acolyte
      • Feature: Shelter of the Faithful
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
  • Rex | Strega "the Pale" | Half-Orc | Druid (1) | Alignment: Neutral Good | Gender: Female | HD: 1 (1d8) | HP: 10 | AC: 15 | SP: 30' | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 3 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )

      Features:
      • Relentless Endurance
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10) | HP: 12 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc
      Spells Features:
      • Fey Ancestry
        • You have advantage on saves against being charmed, and magic can’t put you to sleep.
      • Trance
        • You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighting Style: Two-Weapon Fighting
        • You add your ability modifier to damage for off-hand attacks.
      • Second Wind:
        • Once per short rest, you can use a bonus action to regain 1d10 + 1 HP.
        • Recovery: Short
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (1) | Alignment: Chaotic Neutral | Gender: Male | HD: 1 (1d12) | HP: 15 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      Spells: None
      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • Rage: 2
        • Rage Damage: +2
        • As a bonus action enter a rage for up to 1 minute (10 rounds).
        • You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
        • Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
        • Recovery: Long
      • Unarmored Defense:
        • While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Rolls
  • None
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Simple Idea, Zero Prep (OSRIC)

-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
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Re: Group 1, Episode 0: Dahyrst

#68 Post by drpete »

Oskar

Oskar shakes his head, aggravated. To Rumble, he says "Unless I'm weaving the diamonds into my beard, it's not her business."

Oskar makes a point of visibly removing the bag of diamonds from his belt, and giving the bag (aside from the sample he's bringing over) to Tannaris, instructing him so that the elf can hear. "These are theirs *after* we see the egg."

While handing Tannaris the bag, Oskar will try to sneak the pin away from Tannaris. He will then approach the elf, diamond samples in hand. "So, we gonna do this, or do you need me to shave, first?"

Slight of Hand [1d20+4] = 13+4 = 17

Repurposing the post above... dunno if we're at the rolling stage for the deception, yet, and if you want to go with that previous roll or not... :)
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Re: Group 1, Episode 0: Dahyrst

#69 Post by ravenn4544 »

Bren remains still as the tension mounts. His eyes mostly stray to the bag which likely holds the egg, looking for a glimpse to confirm its truth, between quick glimpses at the foes splayed out before him.
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Re: Group 1, Episode 0: Dahyrst

#70 Post by dmw71 »

ravenn4544 wrote:His eyes mostly stray to the bag which likely holds the egg, looking for a glimpse to confirm its truth..
Can you make me an Intelligence (Investigations) check?
-- DM --
Simple Idea, Zero Prep (OSRIC)

-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
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Re: Group 1, Episode 0: Dahyrst

#71 Post by ravenn4544 »

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Re: Group 1, Episode 0: Dahyrst

#72 Post by ravenn4544 »

Bren squints and studies the backpack carrying egg a little closer. He peers again uncertain. "That looks too small to be a dragon egg in there... What exactly do you have...?"
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Re: Group 1, Episode 0: Dahyrst

#73 Post by drpete »

:shock:
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Re: Group 1, Episode 0: Dahyrst

#74 Post by dmw71 »

Exchange
After being specifically called out to make the exchange, Oskar demonstratively removes the bag of diamonds from his belt. Reaching in slowly, so as to not draw unwanted suspicion, he removes a few of the jewels, casually shuffles them in his hand, then passes the rest of the pouch to Tannaris, whom accepts the package... and the tracking pin, which Oskar nimbly passes possession of. "These are theirs after we see the egg." he says, loudly enough for the seller to hear.

While the package and tracking pin exchange is taking place, Bren studies the backpack supposedly carrying egg. He tilts his head, squinting his eyes in full concentration. "That looks too small to be a dragon egg in there... What exactly do you have...?" the sorcerer asks, before Oskar takes his first step towards the selling group.

Strega and Rumble stand at alert, keeping close watch on the seller and first guard, respectively.

The seller straightens up, taken aback by the accusation. "What do you know of dragon eggs?" she asks. "Do you want this, or not?" she asks, not waiting for a response.

She waves Oskar forward.




---


Actions?

---




Date: 07 Kythorn 1489
Time: 20:51
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 55°
  • High: 71°
Conditions
  • Precipitation: None
    Wind: Still
Light Sources
  • None
Known Conditions
  • None
Spells in Effect:
  • None
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (1) | Alignment: Lawful Good | Gender: Male | HD: 1 (1d8) | HP: 11 | AC: 13 | SP: 25' | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      Spells: None

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Mason's Tools
      • Expertise: (Perception, Thieves' Tools)
      • Sneak Attack (1d6)
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (1) | Alignment: Lawful Good | Gender: Male | HD: 1 (1d6) | HP: 9 | AC: 15 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 2 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features: Background: Acolyte
      • Feature: Shelter of the Faithful
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
  • Rex | Strega "the Pale" | Half-Orc | Druid (1) | Alignment: Neutral Good | Gender: Female | HD: 1 (1d8) | HP: 10 | AC: 15 | SP: 30' | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 3 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )

      Features:
      • Relentless Endurance
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10) | HP: 12 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc
      Spells Features:
      • Fey Ancestry
        • You have advantage on saves against being charmed, and magic can’t put you to sleep.
      • Trance
        • You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighting Style: Two-Weapon Fighting
        • You add your ability modifier to damage for off-hand attacks.
      • Second Wind:
        • Once per short rest, you can use a bonus action to regain 1d10 + 1 HP.
        • Recovery: Short
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (1) | Alignment: Chaotic Neutral | Gender: Male | HD: 1 (1d12) | HP: 15 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      Spells: None
      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • Rage: 2
        • Rage Damage: +2
        • As a bonus action enter a rage for up to 1 minute (10 rounds).
        • You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
        • Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
        • Recovery: Long
      • Unarmored Defense:
        • While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Rolls
  • None
-- DM --
Simple Idea, Zero Prep (OSRIC)

-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
ravenn4544
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Re: Group 1, Episode 0: Dahyrst

#75 Post by ravenn4544 »

Bren raises an eye quizzically. "What do I know of dragon eggs?" He slowly extends his arms with his palms facing the stranger. He speaks the phrase zu'u am dovahkiin as sparks slowly fall from his hands like a waterfall and disappear before they touch the ground. "Do you not see a dragonborn standing before you?"

*cast cantrip - prestidigitation*
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Re: Group 1, Episode 0: Dahyrst

#76 Post by dmw71 »

Dragonkind
"But, of course..." the seller starts. "But brass and red are of very different sorts."

"See --"
she says, swinging the backpack in front of her and unfastening its straps. She flips the top open exposing the crest of what appears to be a large, red egg.

"Now, can we do business here or not? You -- " she says, pointing at Oskar. "Bring the diamonds to me."



---


Actions?

---




Date: 07 Kythorn 1489
Time: 20:52
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 55°
  • High: 71°
Conditions
  • Precipitation: None
    Wind: Still
Light Sources
  • None
Known Conditions
  • None
Spells in Effect:
  • None
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (1) | Alignment: Lawful Good | Gender: Male | HD: 1 (1d8) | HP: 11 | AC: 13 | SP: 25' | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      Spells: None

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Mason's Tools
      • Expertise: (Perception, Thieves' Tools)
      • Sneak Attack (1d6)
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (1) | Alignment: Lawful Good | Gender: Male | HD: 1 (1d6) | HP: 9 | AC: 15 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 2 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features: Background: Acolyte
      • Feature: Shelter of the Faithful
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
  • Rex | Strega "the Pale" | Half-Orc | Druid (1) | Alignment: Neutral Good | Gender: Female | HD: 1 (1d8) | HP: 10 | AC: 15 | SP: 30' | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 3 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )

      Features:
      • Relentless Endurance
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10) | HP: 12 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc
      Spells Features:
      • Fey Ancestry
        • You have advantage on saves against being charmed, and magic can’t put you to sleep.
      • Trance
        • You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighting Style: Two-Weapon Fighting
        • You add your ability modifier to damage for off-hand attacks.
      • Second Wind:
        • Once per short rest, you can use a bonus action to regain 1d10 + 1 HP.
        • Recovery: Short
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (1) | Alignment: Chaotic Neutral | Gender: Male | HD: 1 (1d12) | HP: 15 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      Spells: None
      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • Rage: 2
        • Rage Damage: +2
        • As a bonus action enter a rage for up to 1 minute (10 rounds).
        • You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
        • Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
        • Recovery: Long
      • Unarmored Defense:
        • While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Rolls
  • None
-- DM --
Simple Idea, Zero Prep (OSRIC)

-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
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drpete
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Posts: 4492
Joined: Tue May 28, 2013 2:40 am

Re: Group 1, Episode 0: Dahyrst

#77 Post by drpete »

Oskar

Things having taken a curious turn, Oskar approaches the elf woman somberly, leaving the bulk of the diamonds with Tannaris. He holds his handful of the diamonds out in his hand, hoping to draw the woman's attention to the diamonds, rather than his face.

"Please, inspect these... we're not looking for problems, just verifying the merchandise."
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dmw71
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Re: Group 1, Episode 0: Dahyrst

#78 Post by dmw71 »

Inspections
With just the sample diamonds in his hands, Oskar approaches the elf woman somberly. He holds his handful of the diamonds out, in the direction of the woman's face. "Please, inspect these... we're not looking for problems, just verifying the merchandise."

The seller peers at the diamonds briefly, nods her head slightly, but then cocks her head sideways and takes a closer look at Oskar himself. "You're not..." she continues to study her perspective buyer. "You're not exactly what I was expecting," she says, completing her previous thought.

After a moment passes, she seemingly is willing to overlook the imperfect expectation match. "You there --" she says, pointing at Tannaris. "Expose the rest of the contents of that pouch." The elf complies, from his current position.

The elven seller flashes a brief grin.

"Seal it up and toss it over," she instructs Tannaris. "Once I have the rest of the diamonds --" she says, scooping the sample diamonds from Oskar's hands into her own, and taking a quick, closer look at them. "Once I have the rest of the diamonds in my possession, I will pass the backpack with the egg to your friend here."


"Are we in agreement?"





---


Actions?

---




Date: 07 Kythorn 1489
Time: 20:53
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 55°
  • High: 71°
Conditions
  • Precipitation: None
    Wind: Still
Light Sources
  • None
Known Conditions
  • None
Spells in Effect:
  • None
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (1) | Alignment: Lawful Good | Gender: Male | HD: 1 (1d8) | HP: 11 | AC: 13 | SP: 25' | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      Spells: None

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Mason's Tools
      • Expertise: (Perception, Thieves' Tools)
      • Sneak Attack (1d6)
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (1) | Alignment: Lawful Good | Gender: Male | HD: 1 (1d6) | HP: 9 | AC: 15 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 2 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features: Background: Acolyte
      • Feature: Shelter of the Faithful
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
  • Rex | Strega "the Pale" | Half-Orc | Druid (1) | Alignment: Neutral Good | Gender: Female | HD: 1 (1d8) | HP: 10 | AC: 15 | SP: 30' | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 3 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )

      Features:
      • Relentless Endurance
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10) | HP: 12 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc
      Spells Features:
      • Fey Ancestry
        • You have advantage on saves against being charmed, and magic can’t put you to sleep.
      • Trance
        • You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighting Style: Two-Weapon Fighting
        • You add your ability modifier to damage for off-hand attacks.
      • Second Wind:
        • Once per short rest, you can use a bonus action to regain 1d10 + 1 HP.
        • Recovery: Short
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (1) | Alignment: Chaotic Neutral | Gender: Male | HD: 1 (1d12) | HP: 15 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      Spells: None
      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • Rage: 2
        • Rage Damage: +2
        • As a bonus action enter a rage for up to 1 minute (10 rounds).
        • You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
        • Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
        • Recovery: Long
      • Unarmored Defense:
        • While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Rolls
  • None
-- DM --
Simple Idea, Zero Prep (OSRIC)

-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
User avatar
drpete
Rider of Rohan
Rider of Rohan
Posts: 4492
Joined: Tue May 28, 2013 2:40 am

Re: Group 1, Episode 0: Dahyrst

#79 Post by drpete »

Oskar

Oskar turns to face his companions, raising a hand to indicate that they should wait, and placing the other on the woman's shoulder.

"You have a deposit. When our dragon confirms the egg, the rest are yours."

As he touches her, he will attempt to plant the pin on her shoulder... using inspiration...

Slight of Hand [1d20+4] = 18+4 = 22 Inspiration: [1d20+4] = 15+4 = 19
Gerrin
Pathfinder
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Posts: 329
Joined: Wed Dec 19, 2018 3:15 am

Re: Group 1, Episode 0: Dahyrst

#80 Post by Gerrin »

Tannaris Vethykos

Watching the transaction taking place. Tannaris attaches the pouch to his belt while the dragon egg is examined.

That way he has his hands free if things go south.
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