Episode 0: Breburh

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Re: Group 2, Episode 0: Breburh

#121 Post by BearSiren817 »

Hearing the egg comments, Catarina completely forgets the horse trinket and her interests are once again completely on the egg. She will pick up the pouch and share with the group once in town.
Azalea, 1st level Rogue, Dave’s Urban Campaign

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Re: Group 2, Episode 0: Breburh

#122 Post by dmw71 »

Return to Breburh
The group, having completed the exchange, planted the tracking pin, and survived an ambush attempt perform a quick inspection of the egg – which, while it seems to be both smaller and lighter than what was expected, looks legitimate. All the easier to travel with.

Even in the dim light, tracking through the heavy brush is reasonably easy as their previous trek through the area left an ample amount of evidence of passage.

After approximately twenty minutes, the first signs of Breburh present themselves. Many houses and buildings spew smoke from stone chimneys popular in this area, but the majority of the dwellings and establishments, at this time of night, are mostly dark.

Except for the inn – the Topaz Dagger.

There, the group is almost immediately greeted by Merey, the young halfling daughter of Madame Kathil. ”You made it!” she proclaims excitedly. ”The strange man is still here --” she whispers, gesturing over her shoulder to the same, back table where the introductions were first made.

The stranger rises to his feet and claps his hands. “Do you have it?” he asks, impatiently, then waves you over to his table. Once the last of you is seated, he repeats is query:

“Do you have it?”




---


Actions?

---




Date: 07 Kythorn 1489
Time: 21:07
  • 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
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: No
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      Spells: None.

      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Far Traveler
      • Feature: All Eyes on You
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
  • Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 10 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No | Inspiration: No
    • Passive Senses
      • Perception: 12
      • Investigation: 12
      • Insight: 10
      Languages: Common, Draconic
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 2
        • Slot Level: 1st
      Spells Known: 3 Cantrips Known: 2 ( Eldritch Blast, Prestidigitation )
      Invocations Known: 2 (TBD, TBD)

      Features: Otherworldly Patron Features:
      • 1st:Dark One's Blessing
        • When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
      • 6th: --
      • 10th: --
      • 14th: --
        ---
      • Fiend Expanded Spells
        • 1st: Burning Hands, Command
        • 2nd: --
        • 3rd: --
        • 4th: --
        • 5th: --
      Background: Soldier
      • Feature: Military Rank
        • Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank.
        • You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use.
        • You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 2
      • 1st: TBD, TBD
      • 2nd: --
      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: No
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
          • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
          • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
          • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
            • For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: 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.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: No
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 2, 1
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead ) Features: Grave Domain Features:
      • 1st:
        • Domain Spells
        • Circle of Mortality
          • When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
          • In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
        • Eyes of the Grave: 3
          • As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
          • This sense doesn’t tell you anything about a creature’s capabilities or identity.
            • Recovery: Long
      • 2nd:
      • 6th: --
      • 8th: --
      • 17th: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
        • Those who share your religion will support you (but only you) at a modest lifestyle.
  • Dram | Targarious LongShank | Half-Elf | Rogue (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Elvish, Undercommon, Thieves’ Cant
      Spells: None.

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

Rolls
  • None
[/list]
Last edited by dmw71 on Tue Feb 05, 2019 4:52 am, edited 3 times in total.
Reason: Edit: Updated footer with level 2 details.
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Re: Group 2, Episode 0: Breburh

#123 Post by Pulpatoon »

Kañ-Demir, playing it cagey doesn't admit to having the egg, yet: "We successfully planted the pin. That was the priority, yes? You may thank Doctor Jones. And we were waylaid by a additional bandits afterwards." Placing the woolen horses on the table, he says, "The bandit leader wore this on his belt. Does it mean anything to you?"

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Re: Group 2, Episode 0: Breburh

#124 Post by GreyWolfVT »

Grimbul sets the bag down on the table wherever he can find a clear space for it and says "Yup here it is."
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Re: Group 2, Episode 0: Breburh

#125 Post by Scott308 »

Dureau Sathaos

Sitting down at the table, the cleric idly muses, I wonder what a dragon egg omelette would taste like...
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Re: Group 2, Episode 0: Breburh

#126 Post by BearSiren817 »

Having fulfilled her desires to see the dragon egg, Catarina isn’t as concerned about it. “Do you have what was promised? I don’t have much desire for treasure but we do need it to continue on our journey which is now our priority I believe.”
Azalea, 1st level Rogue, Dave’s Urban Campaign

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Re: Group 2, Episode 0: Breburh

#127 Post by Dram »

Tarq- Stands back not knowing the man, but hearing them talk about a journey. Where is this journey taking you? I would like to see the dragon egg if possible.
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Re: Group 2, Episode 0: Breburh

#128 Post by Computer +1 »

Urth Stormwind

We have the egg. He remains standing and continues Now we need details about who you are. Assuming this is the real deal I am not handing it over to a hooded stranger. I want your name and some details. He looks around the room We have all night.

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Re: Group 2, Episode 0: Breburh

#129 Post by dmw71 »

Return to Breburh
The group, one at a time, begin to take seats at the table with the stranger, who's "Do you have it?" query was again spoken in the disguised tone.

"We successfully planted the pin -- that was the priority, yes?" Kañ-Demir, playing it cagey, volunteers, sharing that the credit goes to the tabaxi. Then, just as was the case back in the barn, when the original exchange was taking place, Grimbul perhaps acts a more prematurely than the group would like. "Yup, here it is," he says proudly, setting the backpack containing the egg on the table.

Urth, not ready to surrender the prize so quickly, reaches across the table and grips the backpack tightly, holding it in place. "Naturally, we have the egg, just as we said we would," he boasts confidently. "But we need more details about how you are before we release it," he states flatly. "Like, for starters, your name..."

"And do you have what was promised us in exchange for it?"
Cat asks.


Targ, the newcomer, listens on with interest, and wonders what the group has planned for next, but tempers his curiosity... for now. Best to let this negotiation play out first.


The stranger, still keeping his hood raised and cinched tightly to keep his identity concealed, appears to nod, understandingly.


"May I at least inspect it? he asks.




---


Actions?

---




Date: 07 Kythorn 1489
Time: 21:08
  • 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
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      Spells: None.

      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Far Traveler
      • Feature: All Eyes on You
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
  • Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 10 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 12
      • Insight: 10
      Languages: Common, Draconic
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 2
        • Slot Level: 1st
      Spells Known: 3 Cantrips Known: 2 ( Eldritch Blast, Prestidigitation )
      Invocations Known: 2 (TBD, TBD)

      Features: Otherworldly Patron Features:
      • 1st:Dark One's Blessing
        • When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
      • 6th: --
      • 10th: --
      • 14th: --
        ---
      • Fiend Expanded Spells
        • 1st: Burning Hands, Command
        • 2nd: --
        • 3rd: --
        • 4th: --
        • 5th: --
      Background: Soldier
      • Feature: Military Rank
        • Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank.
        • You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use.
        • You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 2
      • 1st: TBD, TBD
      • 2nd: --
      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Cook's Utensils, Horn, Mason's Tools
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
          • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
          • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
          • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
            • For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: Far Traveler (Dwarf)
      • Feature: All Eyes on You
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 2, 1
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead ) Features: Grave Domain Features:
      • 1st:
        • Domain Spells
        • Circle of Mortality
          • When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
          • In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
        • Eyes of the Grave: 3
          • As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
          • This sense doesn’t tell you anything about a creature’s capabilities or identity.
            • Recovery: Long
      • 2nd:
      • 6th: --
      • 8th: --
      • 17th: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
        • Those who share your religion will support you (but only you) at a modest lifestyle.
  • Dram | Targarious LongShank | Half-Elf | Rogue (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Elvish, Undercommon, Thieves’ Cant
      Spells: None.

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

Rolls
  • None
[/list]
Last edited by dmw71 on Tue Feb 05, 2019 8:48 pm, edited 1 time in total.
Reason: Edit: Correcting some footer details.
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Re: Group 2, Episode 0: Breburh

#130 Post by Pulpatoon »

Kañ-Demir puts his hands over Grimbul's to keep him from reaching for the backpack and stares his fellow dwarf in the eyes as he says, slowly and clearly, "Answers first. Egg after."

He then repeats this to the stranger in the hood. "Answers first. Eggs after."

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Re: Group 2, Episode 0: Breburh

#131 Post by dmw71 »

Stranger
"Answers first. Egg after." Kañ-Demir says, putting his hands over Grimbul's to keep him from turning over backpack just yet.

"Your suspicions are noted," the stranger replies. "And understood."

"I can share with you that the larger organization I represent does not require this level of secrecy, but the specific agent I work with does. I apologize for how it must seem... but, perhaps, when our paths cross again, you'll have earned a greater magnitude of trust, and we can continue our mutually beneficial exchanges."


As the stranger concludes his last statement, he reaches his hand beneath the table to his seat -- an action which draws a bit of nervous responses -- but his gloved hand returns above the table with a pouch, and a small vial of red liquid. "For your troubles, and excellent success --" he says, pushing these items in the general direction of Kañ-Demir's direction. "Two-hundred and fifty gold -- fifty each," he starts, then notices Targ, as a sixth member, and adds another another 50 gold to make his last statement true, while reminding the group that their lodging for the night plus any meals have also been paid for. "The vial, of course, is a general potion of healing," he shares, which you recognize as being the case.

The stranger, having made the agreed upon payment, reaches his open palm out in the direction of the backpack. "Now, may I?" he asks.


It is now roughly an hour past sunset, and just about eight hours until sunrise.




---


Actions?

---




Date: 07 Kythorn 1489
Time: 21:28
  • 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
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      Spells: None.

      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Far Traveler
      • Feature: All Eyes on You
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
  • Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No (Devil's Sight to 120-feet) | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 12
      • Insight: 10
      Languages: Common, Draconic
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 2
        • Slot Level: 1st
      Spells Known: 3 Cantrips Known: 2 ( Eldritch Blast, Prestidigitation )
      Invocations Known: 2

      Features: Otherworldly Patron Features:
      • 1st: Dark One's Blessing
        • When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
      • 6th: --
      • 10th: --
      • 14th: --
        ---
      • Fiend Expanded Spells
        • 1st: Burning Hands, Command
        • 2nd: --
        • 3rd: --
        • 4th: --
        • 5th: --
      Background: Soldier
      • Feature: Military Rank
        • Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank.
        • You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use.
        • You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 2
      • 1st: TBD, TBD
      • 2nd: --
      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Cook's Utensils, Horn, Mason's Tools
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
          • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
          • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
          • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
            • For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: Far Traveler (Dwarf)
      • Feature: All Eyes on You
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 2, 1
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead ) Features: Grave Domain Features:
      • 1st:
        • Domain Spells
        • Circle of Mortality
          • When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
          • In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
        • Eyes of the Grave: 3
          • As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
          • This sense doesn’t tell you anything about a creature’s capabilities or identity.
            • Recovery: Long
      • 2nd:
      • 6th: --
      • 8th: --
      • 17th: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
        • Those who share your religion will support you (but only you) at a modest lifestyle.
  • Dram | Targarious LongShank | Half-Elf | Rogue (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Elvish, Undercommon, Thieves’ Cant
      Spells: None.

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

Rolls
  • None
[/list]
Last edited by dmw71 on Wed Feb 06, 2019 10:11 pm, edited 3 times in total.
Reason: Edit: Correcting some footer details.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Re: Group 2, Episode 0: Breburh

#132 Post by GreyWolfVT »

Grimbul removes his hands from under Kañ-Demir's and leaves the backpack in Kañ-Demir's grasp. The dwarf grabs the pouch takes his 50 gold and passes the pouch to the others in his group. "Mind if we examine the egg together as we haven't had much of a chance to inspect it ourselves?" he asks the stranger.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Group 2, Episode 0: Breburh

#133 Post by Pulpatoon »

Kañ-Demir mentally compares the red vial passed over by the stranger to the one taken from the half-orc bandit. Do they appear to be similar? Bottled by the same source? Does the stranger bear and similarity, in build, body language, or general silhouette to the bandit?

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Re: Group 2, Episode 0: Breburh

#134 Post by BearSiren817 »

“I would also love to examine the egg with you. One can never have too much information.” Catarina slips in the information line as it is one of the Harper factions beliefs. She is very interested in becoming an agent to this secretive organization. She tries to gauge if this means anything to the stranger.
Azalea, 1st level Rogue, Dave’s Urban Campaign

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Re: Group 2, Episode 0: Breburh

#135 Post by Computer +1 »

Urth Stormwind

Urth remains standing and keeps his eyes on the stranger. In the most intimidating way he can he saysI am not letting you leave with this egg until I know who you are and your intentions with it. There is too much potential for great evil if that egg is what we think it is. I don't need your money, I need answers right now.

Intimidation roll
[1d20] = 4

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Re: Group 2, Episode 0: Breburh

#136 Post by Scott308 »

Dureau Sathaos

Urth, might I remind you that we agreed to take this job, and have completed our task- for which we have received payment. We did not make it a condition that this person reveal any details about himself, or his employer for that matter. Yes, we would all like to know more than what we have been told, but we really cannot demand it. We held up our end of the agreement as did he. Please, let it go. The cleric happily takes his share of the payment. Thank you.

Turning to catch the eye of the waitstaff, he mumbles, Now, to take advantage of that tab...
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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Re: Group 2, Episode 0: Breburh

#137 Post by dmw71 »

Stranger
Urth, still on his feet, towers over the seated stranger. "I am not letting you leave with this egg until I know who you are and your intentions with it," he warlock starts, clearly attempting to be as imposing as possible. "There is too much potential for great evil if that egg is what we think it is."

The stranger remains calm, and briefly holds up his hands in a peaceful gesture. "Indeed, there could have been potential for great evil," the stranger agrees. "But almost certainly not this one." The stranger, again, reaches for the backpack, but simply rests his hand on it, and does not actually take possession of it as he awaits permission. "See, a red dragon has a very long incubation period -- over 600 days at least -- but the embryonic wyrmling inside a dragon egg can only survive under certain incubation conditions, which this one most certainly has not satisfied," he continues confidently; seemingly knowledgeable in this area. "I won't bore you with those details, but suffice it to say, a red dragon egg needs to be kept in extremely hot conditions in order for the embryo to survive."

"The risk... it is no longer."


Grimbul grabs the pouch with the payment and passes it along after taking his share. Kañ-Demir grabs the vial and quickly compares it to the one recovered from the half-orc. The vials themselves are not identical, but the fluid content itself is, which is not surprising given how the elixir is a fairly common item and, while packaged differently, is otherwise very consistent.

Likewise, the monk notes that the half-orc and what features they can make out about the stranger suggest the two bear very little resemblance, and should not be mistaken as being one and the same.

“I would also love to examine the egg with you," Catarina volunteers. "One can never have too much information." the tabaxi adds, coyly. The stranger does, at least briefly, grant the rogue his full attention, and nods affirmatively.

"Please," the stranger says, looking again at Catarina. "Can you give me a hand carefully removing it from the pack --" his gaze quickly shifts to Urth, making sure his request to examine the egg, in conjunction with Cat, does not draw any resistance from the imposing warlock.


It is still roughly an hour past sunset, and just about eight hours until sunrise.



---


Actions?

---




Date: 07 Kythorn 1489
Time: 21:29
  • 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
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      Spells: None.

      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Far Traveler
      • Feature: All Eyes on You
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
  • Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No (Devil's Sight to 120-feet) | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 12
      • Insight: 10
      Languages: Common, Draconic
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 2
        • Slot Level: 1st
      Spells Known: 3 Cantrips Known: 2 ( Eldritch Blast, Prestidigitation )
      Invocations Known: 2

      Features: Otherworldly Patron Features:
      • 1st: Dark One's Blessing
        • When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
      • 6th: --
      • 10th: --
      • 14th: --
        ---
      • Fiend Expanded Spells
        • 1st: Burning Hands, Command
        • 2nd: --
        • 3rd: --
        • 4th: --
        • 5th: --
      Background: Soldier
      • Feature: Military Rank
        • Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank.
        • You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use.
        • You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 2
      • 1st: TBD, TBD
      • 2nd: --
      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Cook's Utensils, Horn, Mason's Tools
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
          • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
          • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
          • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
            • For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: Far Traveler (Dwarf)
      • Feature: All Eyes on You
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 2, 1
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead )
      • Circle of Mortality: Spare the Dying
        • Does not count against the number of cleric cantrips you know.
        • For you, it has a range of 30 feet,
        • It can be cast it as a bonus action.
      Features:
      • 1st: Spellcasting
      • 1st: Divine Domain: Grave Domain
      • 1st: Circle of Mortality
        • When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
        • In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
      • 1st: Eyes of the Grave: 3
        • As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
        • This sense doesn’t tell you anything about a creature’s capabilities or identity.
          • Recovery: Long
      • 2nd: Channel Divinity: Turn Undead: 1
        • As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

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

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

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

Rolls
  • None
[/list]
Last edited by dmw71 on Thu Feb 07, 2019 4:51 am, edited 1 time in total.
Reason: Edit: Correcting some footer details.
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Pulpatoon
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Re: Group 2, Episode 0: Breburh

#138 Post by Pulpatoon »

Kañ-Demir remains tense. "The chance of hatching may have passed, but this has been a lot of trouble for a mere curio. I assume that a dragon's egg is still dangerous—a component for wizards, perhaps? And are there not deranged individuals who worship dragons in this part of the world?

"I do not understand why your hood is still up. To hand this over to you is a matter of trust, and you have shown us none, as yet. I would have your name and your face before I take your coin or pass over the egg."


He pushes his share of the purse to the middle of the table.

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Re: Group 2, Episode 0: Breburh

#139 Post by BearSiren817 »

Catarina has no interest of making this agent uncover his own disguise or out the agent he works for specifically. “I myself understand the need to keep your indentity of both yourself and the agent you are working for secret. However, if you could give us the details of the larger organization that might help us trust you are not part of the cult we are seeking to find more information on. My understanding is that many organizations are in fact working together in a unique way to make sure faerun is safe. Maybe in a different time we would not be okay with other the factions you may be a part of. If you could just give us more information on what it is that you know about what is going on in the area.”

“We are on our way to Greenest to help and we each have different reasons for this. I myself keep having terrible nightmares about every five nights. I cannot continue living without knowing why this is happening and I need to bring an end to this because it’s maddening. In fact, tonight is the night I shall be struck by another nightmare so I am okay with putting off sleep until we get some more information and have a chance to examine this egg.”

Catarina looks at each of her new friends, she honestly is still assessing if she can trust, and hopes this information she shares doesn’t startle them too much. She knows that each has their own motivations for this adventure but not everyone has shared.
Azalea, 1st level Rogue, Dave’s Urban Campaign

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Scott308
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Re: Group 2, Episode 0: Breburh

#140 Post by Scott308 »

Dureau Sathaos

Hearing Catarina's story, Dureau pauses in his attempt to order dinner and looks at her curiously. Nightmares, you say? Is it the same nightmare each time, or are they different? What are they about, if you don't mind my asking?
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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