Group 1, Episode 1: Greenest in Flames

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Ahlmzhad
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Re: Group 1, Episode 1: Greenest in Flames

#341 Post by Ahlmzhad »

Quaalxor

Overwhelmed with the fear that he was unable to act when his Father needed him years ago, Quaalxor plays those horrible moments of heat and acid over in his mind in slow motion.

Next Check: [1d20+1] = 18+1 = 19

He suddenly sees his friend and the Governor moving towards the beast as it prepares to attack. He runs forward shouting for them to watch out, and for the Beast to beware. He brandishes his axe but he does not attack, yet.

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Re: Group 1, Episode 1: Greenest in Flames

#342 Post by Rex »

Strega

In her loudest possible Draconic yell, if possible she will use Druid Craft Cantrip to amplify her voice.

"Hail Great Beast we wish to parley. You have my word as a Druidess of Mielikki that we will not try to harm you if you agree to parley."

If needed roll [1d20] = 2

This isn't going to end well.

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Re: Group 1, Episode 1: Greenest in Flames

#343 Post by Ahlmzhad »

Only if it kills us before we kill it!

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Re: Group 1, Episode 1: Greenest in Flames

#344 Post by Monsieur Rose »

Rumble

Down below Rumble hears the commotion above, even though he can't quite pick out the words. "So. What are you guys doing after this? Sounds like things are going well up there, right?" He sits and starts grooming and literally licking his wounds.

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Re: Group 1, Episode 1: Greenest in Flames

#345 Post by dmw71 »

Strega and the Dragon
The guards, having been ordered to cease fire with the ballista, crouch down against the parapet for cover.

Quaalxor overcomes his initial fear, he advances to join Strega as the pale half-orc takes a deep breath. Her message is clear in her mind: "We wish to parley..."

The intense crackling and humming sound emanating from the dragon's hide releases --

A bolt of blinding light appears to streak down towards the keep, as if hurled down from the heavens.

A thunderous crash as the lighting strikes the sturdy keep wall.

Chips of cobblestone and granite from the keep's construction flake off, and a burn patch is left behind at the site of the strike, but the integrity of the keep is still very much intact.
lightning strike.jpg
lightning strike.jpg (256.93 KiB) Viewed 1346 times

In draconic.

"Did I hear someone speak the glorious dragon tongue?"

A brief pause as the giant winged serpent begins to elevate in an ascending circle.


In common.

"Repeat, little one... I wish to hear your words."




---



Actions? And rolls.

---




Date: 08 Kythorn 1489
Time: 23:22
  • Sunrise: 05:57
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • Dim Lighting
Spells in Effect:
  • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 09 Kythorn @ 5:04
Healing Kit (Montero)
  • Oskar: 1, 0 | Bren: 1 | Strega: 1, 0 | Tannaris: 1, 0 | Rumble: 1 | Quaalxor: 1
---

Character Status
  • drpete as Oskar Loderr | Male | Lawful Good | Dwarf (Mountain) | Rogue (2) | HD (1d8): 2 | HP: 20+1-5 = 16-5 = 11-3 = 8-4 = 4 | AC: 13 | SP: 25' | Initiative: +2 | Darkvision: Yes | Inspiration: No | Background: Clan Crafter | Senses: Perception: 15, Investigation: 14, Insight: 13
    Languages: Common, Dwarvish, Thieves' Cant
    Weapons: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2)
    Spells:
    • None.
    Actions: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2) Bonus Actions: Two-Weapon Fighting, Cunning Action (Dash, Disengage, or Hide)
    Reactions: Opportunity Attack

    Features
    • Dwarven Resilience: Poison (Dwarf)
    • Tool Proficiency: Mason's Tools (Dwarf)
    • Stonecunning: Intelligence (History) on Stonework. (Dwarf)
    • Dwarven Armor Training: Medium armor (Mountain Dwarf)
    • Expertise: Perception, Thieves' Tools (Rogue, 1)
    • Sneak Attack (1d6) (Rogue, 1)
    • Thieves' Cant (Rogue, 1)
    • Cunning Action: Dash, Disengage, or Hide (Rogue, 2)
  • ravenn4544 as Brenzavur Fyrebrand | Male | Lawful Good | Dragonborn (Brass) | Sorcerer (2) | HD (1d8): 2 | HP: 18-4 = 14-5 = 9 | AC: 15 | SP: 30' | Inspiration: Yes | Background: | Acolyte | Senses: Perception: 9, Investigation: 9, Insight: 11
    Languages: Common, Draconic
    Weapons: Quarterstaff (+2, 1d6|1d8)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3, 2, 1, 0
      • 2nd: --
    Spells Known: 3 Cantrips Known: 4 (Fire Bolt, Light, Mage Hand, Prestidigitation)
    Actions: Quarterstaff (+2, 1d6|1d8), Fire Bolt (+5, 1d10, 120'), Chromatic Orb (+5, 3d8, 90'), Breath Weapon (2d6, Dex DC 12 for half, 30' line), Sorcery Points
    Bonus Actions: Two-Weapon Fighting, Convert Sorcery Points
    Reactions: Opportunity Attack

    Features
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19-8 = 11-5 = 6-6 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +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: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )
      Features:
      • Relentless Endurance: 1, 0
        • 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.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2, 1, 0
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2, 1, 0 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      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.
    • Wild Shape(s)
    • Giant Wolf Spider
      • AC: 13 | HD: 2 | CR: 1/4 | Speed: 40' (Climb: 40') | Blindsight (10'), Darkvision (60'), Passive Perception: 13 | Actions: Bite (+3, 1d6+1, Poison: 2d6 (Half on DC 11 CON save)) | Features: Spider Climb, Web Sense, Web Walker
    • Panther
      • AC: 12 | CR: 1/4 | HP: 13 | Speed: 50' (Climb: 40') | Passive Perception: 14 | Actions: Bite (+4, 1d6+2), Claw (+4, 1d6+2) | Features: Keen Smell, Pounce
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20-10 = 10-9 = 1-4 = 0+9 = 9+6 = 15-7 = 8-5 = 3 | AC: 13 (Mage Armor: 16) | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3+1 ( Fire Bolt, Ray of Frost, True Strike ) 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.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind: 1, 0
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      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 (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24-1 = 23-3 = 20-3 = 17-7 = 10 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | 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).
      • 1st: Rage: 2, 1, 0
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It 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 on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      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.
    • Daisy | Draft Horse | AC: 10 | HP: 22-3 = 19-8 = 11(-5) (-5) = 1 | SP: 40'
      • STR: 18 (+4), DEX: 10 (0), CON: 12 (+1), INT: 2 (-4), WIS: 11 (0), CHA: 7 (-2)
      • Passive Perception: 10 | Attack (Hooves): +6 to hit (5-foot reach), 2d4+4 (bludgeoning)

[*]Ahlmzhad | Quaalxor | Dwarf (Mountain) | Fighter (2) | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d10) | HP: 20-4 = 16-6 = 10+9 = 19-10 = 9-5 = 4 | AC: 16 | SP: 25' | Initiative: +1 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
  • Passive Senses
    • Perception: 11
    • Investigation: 10
    • Insight: 13
    Languages: Common, Draconic, Dwarvish

    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
      • Smith's Tools
    • 1st: Fighting Style: Great Weapon Fighting
      • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
      • The weapon must have the two-handed or versatile property for you to gain this benefit.
    • 1st: Second Wind: 1
      • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
        Recovery: Long
    • 2nd: Action Surge: 1
      • On your turn, you can take one additional action.
        Recovery: Short
    • 3rd: --
    Background: Guild Artisan / Guild Merchant
    • Feature: Guild Membership
      • As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

        Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

        You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
[/list]


Marching Order
  • 5-Foot
    Oskar
    Quaalxor
    Rumble
    Strega
    Bren
    Tannaris


    10-Foot
    Rumble | Tannaris
    Bren | Oskar
    Strega | Quaalxor

Rolls
  • None.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Ahlmzhad
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Re: Group 1, Episode 1: Greenest in Flames

#346 Post by Ahlmzhad »

Quaalxor

Immediately the Dwarf is ready for this fell battle. Gripping his sword he picks up his pace. as the blast hits the castle, but hearing the great beast speak to his companion, he lowers his blade and moves closer to hear the parley.

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Rex
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Re: Group 1, Episode 1: Greenest in Flames

#347 Post by Rex »

Strega

In Draconic, "I said we wish to parley. You have my word as a Druidess of Mielikki that we will not try to harm you if you agree to parley. This destruction is unnecessary. If you wish something from us then say so and we can discuss what it is you seek."

Strega does her best to try and stare down the mighty dragon.

Persuasion [1d20] = 15

If needed roll [1d20] = 10

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Re: Group 1, Episode 1: Greenest in Flames

#348 Post by ravenn4544 »

Bren keeps back and watches in awe... He reflects on his ancestry born of these mighty creatures of legend..."Bahumut be praised," he thinks lest his whisper be heard and provoke insult to the parley.

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Re: Group 1, Episode 1: Greenest in Flames

#349 Post by dmw71 »

Strega and the Dragon
Strega, collecting and steeling her nerves, replies in the creatures native tongue. "si said yth huven ekess parley," she starts; and Bren translates for the rest, still down below. "She said she wishes to parley."

Strega
"Wux tepoha sia lex lae vi druidess di mielikki batobot yth geou ti xoal ekess levnim wux --"

As Bren translates --
"You have my word as a Druidess of Mielikki that we will not try to harm you --"

-- the druid is interrupted.

"Harm me?" the dragon chuckles deeply, in common. "Please, continue..."


"Nomeno bekilip ui unnecessary," Strega continues tentatively. "If you wish something from us, say so and we can discuss what it is you seek."

Bren continues to translate:
"This destruction is unnecessary."
"If you wish something from us then say so and we can discuss what it is you seek."


The dragon halts her slow, circular climb and hovers briefly.
Kyani.jpg
Kyani.jpg (42.48 KiB) Viewed 1321 times

"Wer moxt ir siofmeic astahii shilta letoclo wer jennu kyani?" the dragon replies in draconic, which is translated into: "The little one thinks they can help the great Kyani?"


"Wux stole sia vrantvrakic!"


"She's claiming we stole her eggs," Bren shares, nervously.


The dragon's deep indigo-colored hide begins to hum and crackle with static electricity again. Intensely.



---



Actions? And rolls.

---




Date: 08 Kythorn 1489
Time: 23:23
  • Sunrise: 05:57
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • Dim Lighting
Spells in Effect:
  • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 09 Kythorn @ 5:04
Healing Kit (Montero)
  • Oskar: 1, 0 | Bren: 1 | Strega: 1, 0 | Tannaris: 1, 0 | Rumble: 1 | Quaalxor: 1
---

Character Status
  • drpete as Oskar Loderr | Male | Lawful Good | Dwarf (Mountain) | Rogue (2) | HD (1d8): 2 | HP: 20+1-5 = 16-5 = 11-3 = 8-4 = 4 | AC: 13 | SP: 25' | Initiative: +2 | Darkvision: Yes | Inspiration: No | Background: Clan Crafter | Senses: Perception: 15, Investigation: 14, Insight: 13
    Languages: Common, Dwarvish, Thieves' Cant
    Weapons: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2)
    Spells:
    • None.
    Actions: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2) Bonus Actions: Two-Weapon Fighting, Cunning Action (Dash, Disengage, or Hide)
    Reactions: Opportunity Attack

    Features
    • Dwarven Resilience: Poison (Dwarf)
    • Tool Proficiency: Mason's Tools (Dwarf)
    • Stonecunning: Intelligence (History) on Stonework. (Dwarf)
    • Dwarven Armor Training: Medium armor (Mountain Dwarf)
    • Expertise: Perception, Thieves' Tools (Rogue, 1)
    • Sneak Attack (1d6) (Rogue, 1)
    • Thieves' Cant (Rogue, 1)
    • Cunning Action: Dash, Disengage, or Hide (Rogue, 2)
  • ravenn4544 as Brenzavur Fyrebrand | Male | Lawful Good | Dragonborn (Brass) | Sorcerer (2) | HD (1d8): 2 | HP: 18-4 = 14-5 = 9 | AC: 15 | SP: 30' | Inspiration: Yes | Background: | Acolyte | Senses: Perception: 9, Investigation: 9, Insight: 11
    Languages: Common, Draconic
    Weapons: Quarterstaff (+2, 1d6|1d8)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3, 2, 1, 0
      • 2nd: --
    Spells Known: 3 Cantrips Known: 4 (Fire Bolt, Light, Mage Hand, Prestidigitation)
    Actions: Quarterstaff (+2, 1d6|1d8), Fire Bolt (+5, 1d10, 120'), Chromatic Orb (+5, 3d8, 90'), Breath Weapon (2d6, Dex DC 12 for half, 30' line), Sorcery Points
    Bonus Actions: Two-Weapon Fighting, Convert Sorcery Points
    Reactions: Opportunity Attack

    Features
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19-8 = 11-5 = 6-6 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +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: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )
      Features:
      • Relentless Endurance: 1, 0
        • 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.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2, 1, 0
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2, 1, 0 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      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.
    • Wild Shape(s)
    • Giant Wolf Spider
      • AC: 13 | HD: 2 | CR: 1/4 | Speed: 40' (Climb: 40') | Blindsight (10'), Darkvision (60'), Passive Perception: 13 | Actions: Bite (+3, 1d6+1, Poison: 2d6 (Half on DC 11 CON save)) | Features: Spider Climb, Web Sense, Web Walker
    • Panther
      • AC: 12 | CR: 1/4 | HP: 13 | Speed: 50' (Climb: 40') | Passive Perception: 14 | Actions: Bite (+4, 1d6+2), Claw (+4, 1d6+2) | Features: Keen Smell, Pounce
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20-10 = 10-9 = 1-4 = 0+9 = 9+6 = 15-7 = 8-5 = 3 | AC: 13 (Mage Armor: 16) | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3+1 ( Fire Bolt, Ray of Frost, True Strike ) 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.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind: 1, 0
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      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 (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24-1 = 23-3 = 20-3 = 17-7 = 10 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | 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).
      • 1st: Rage: 2, 1, 0
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It 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 on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      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.
    • Daisy | Draft Horse | AC: 10 | HP: 22-3 = 19-8 = 11(-5) (-5) = 1 | SP: 40'
      • STR: 18 (+4), DEX: 10 (0), CON: 12 (+1), INT: 2 (-4), WIS: 11 (0), CHA: 7 (-2)
      • Passive Perception: 10 | Attack (Hooves): +6 to hit (5-foot reach), 2d4+4 (bludgeoning)

[*]Ahlmzhad | Quaalxor | Dwarf (Mountain) | Fighter (2) | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d10) | HP: 20-4 = 16-6 = 10+9 = 19-10 = 9-5 = 4 | AC: 16 | SP: 25' | Initiative: +1 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
  • Passive Senses
    • Perception: 11
    • Investigation: 10
    • Insight: 13
    Languages: Common, Draconic, Dwarvish

    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
      • Smith's Tools
    • 1st: Fighting Style: Great Weapon Fighting
      • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
      • The weapon must have the two-handed or versatile property for you to gain this benefit.
    • 1st: Second Wind: 1
      • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
        Recovery: Long
    • 2nd: Action Surge: 1
      • On your turn, you can take one additional action.
        Recovery: Short
    • 3rd: --
    Background: Guild Artisan / Guild Merchant
    • Feature: Guild Membership
      • As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

        Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

        You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
[/list]


Marching Order
  • 5-Foot
    Oskar
    Quaalxor
    Rumble
    Strega
    Bren
    Tannaris


    10-Foot
    Rumble | Tannaris
    Bren | Oskar
    Strega | Quaalxor

Rolls
  • None.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Rex
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Re: Group 1, Episode 1: Greenest in Flames

#350 Post by Rex »

Strega

Strega turns to the mayor. In common, "She claims that you have stolen your eggs, do you know anything of this?"

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dmw71
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Re: Group 1, Episode 1: Greenest in Flames

#351 Post by dmw71 »

Strega and the Dragon
"She claims that you have stolen your eggs," Strega says to Governor Nighthill. "Do you know anything of this?" The Governor's head rears back and his eyes grow wide. "An egg?" he responds.

"That must be the cult's doing."



---


Actions? And rolls.

---




Date: 08 Kythorn 1489
Time: 23:24
  • Sunrise: 05:57
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • Dim Lighting
Spells in Effect:
  • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 09 Kythorn @ 5:04
Healing Kit (Montero)
  • Oskar: 1, 0 | Bren: 1 | Strega: 1, 0 | Tannaris: 1, 0 | Rumble: 1 | Quaalxor: 1
---

Character Status
  • drpete as Oskar Loderr | Male | Lawful Good | Dwarf (Mountain) | Rogue (2) | HD (1d8): 2 | HP: 20+1-5 = 16-5 = 11-3 = 8-4 = 4 | AC: 13 | SP: 25' | Initiative: +2 | Darkvision: Yes | Inspiration: No | Background: Clan Crafter | Senses: Perception: 15, Investigation: 14, Insight: 13
    Languages: Common, Dwarvish, Thieves' Cant
    Weapons: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2)
    Spells:
    • None.
    Actions: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2) Bonus Actions: Two-Weapon Fighting, Cunning Action (Dash, Disengage, or Hide)
    Reactions: Opportunity Attack

    Features
    • Dwarven Resilience: Poison (Dwarf)
    • Tool Proficiency: Mason's Tools (Dwarf)
    • Stonecunning: Intelligence (History) on Stonework. (Dwarf)
    • Dwarven Armor Training: Medium armor (Mountain Dwarf)
    • Expertise: Perception, Thieves' Tools (Rogue, 1)
    • Sneak Attack (1d6) (Rogue, 1)
    • Thieves' Cant (Rogue, 1)
    • Cunning Action: Dash, Disengage, or Hide (Rogue, 2)
  • ravenn4544 as Brenzavur Fyrebrand | Male | Lawful Good | Dragonborn (Brass) | Sorcerer (2) | HD (1d8): 2 | HP: 18-4 = 14-5 = 9 | AC: 15 | SP: 30' | Inspiration: Yes | Background: | Acolyte | Senses: Perception: 9, Investigation: 9, Insight: 11
    Languages: Common, Draconic
    Weapons: Quarterstaff (+2, 1d6|1d8)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3, 2, 1, 0
      • 2nd: --
    Spells Known: 3 Cantrips Known: 4 (Fire Bolt, Light, Mage Hand, Prestidigitation)
    Actions: Quarterstaff (+2, 1d6|1d8), Fire Bolt (+5, 1d10, 120'), Chromatic Orb (+5, 3d8, 90'), Breath Weapon (2d6, Dex DC 12 for half, 30' line), Sorcery Points
    Bonus Actions: Two-Weapon Fighting, Convert Sorcery Points
    Reactions: Opportunity Attack

    Features
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19-8 = 11-5 = 6-6 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +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: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )
      Features:
      • Relentless Endurance: 1, 0
        • 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.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2, 1, 0
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2, 1, 0 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      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.
    • Wild Shape(s)
    • Giant Wolf Spider
      • AC: 13 | HD: 2 | CR: 1/4 | Speed: 40' (Climb: 40') | Blindsight (10'), Darkvision (60'), Passive Perception: 13 | Actions: Bite (+3, 1d6+1, Poison: 2d6 (Half on DC 11 CON save)) | Features: Spider Climb, Web Sense, Web Walker
    • Panther
      • AC: 12 | CR: 1/4 | HP: 13 | Speed: 50' (Climb: 40') | Passive Perception: 14 | Actions: Bite (+4, 1d6+2), Claw (+4, 1d6+2) | Features: Keen Smell, Pounce
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20-10 = 10-9 = 1-4 = 0+9 = 9+6 = 15-7 = 8-5 = 3 | AC: 13 (Mage Armor: 16) | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3+1 ( Fire Bolt, Ray of Frost, True Strike ) 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.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind: 1, 0
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      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 (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24-1 = 23-3 = 20-3 = 17-7 = 10 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | 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).
      • 1st: Rage: 2, 1, 0
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It 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 on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      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.
    • Daisy | Draft Horse | AC: 10 | HP: 22-3 = 19-8 = 11(-5) (-5) = 1 | SP: 40'
      • STR: 18 (+4), DEX: 10 (0), CON: 12 (+1), INT: 2 (-4), WIS: 11 (0), CHA: 7 (-2)
      • Passive Perception: 10 | Attack (Hooves): +6 to hit (5-foot reach), 2d4+4 (bludgeoning)

[*]Ahlmzhad | Quaalxor | Dwarf (Mountain) | Fighter (2) | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d10) | HP: 20-4 = 16-6 = 10+9 = 19-10 = 9-5 = 4 | AC: 16 | SP: 25' | Initiative: +1 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
  • Passive Senses
    • Perception: 11
    • Investigation: 10
    • Insight: 13
    Languages: Common, Draconic, Dwarvish

    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
      • Smith's Tools
    • 1st: Fighting Style: Great Weapon Fighting
      • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
      • The weapon must have the two-handed or versatile property for you to gain this benefit.
    • 1st: Second Wind: 1
      • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
        Recovery: Long
    • 2nd: Action Surge: 1
      • On your turn, you can take one additional action.
        Recovery: Short
    • 3rd: --
    Background: Guild Artisan / Guild Merchant
    • Feature: Guild Membership
      • As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

        Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

        You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
[/list]


Marching Order
  • 5-Foot
    Oskar
    Quaalxor
    Rumble
    Strega
    Bren
    Tannaris


    10-Foot
    Rumble | Tannaris
    Bren | Oskar
    Strega | Quaalxor

Rolls
  • None.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

User avatar
Rex
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Re: Group 1, Episode 1: Greenest in Flames

#352 Post by Rex »

Strega

"What cult, say what you know before she decides to finish destroying your town."

If needed roll [1d20] = 18

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dmw71
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Re: Group 1, Episode 1: Greenest in Flames

#353 Post by dmw71 »

Strega and the Dragon
"Uhh... the cult," Governor Nighthill replies matter-of-factly. "The ones that were chasing you into the keep, and have been harassing this town -- that continue to harass the town."

He peers over the edge of the parapet and spies groups of invaders -- a mixture of cultists, and guards, and kobolds -- and points.

"Those cultists!"


Kyani, the dragon, clearly can hear the Governor's explanation as her gaze turns to view the groups of cultists collected outside the keep entrance. She continues to hover, but otherwise waits.



---


Actions? And rolls.

---




Date: 08 Kythorn 1489
Time: 23:25
  • Sunrise: 05:57
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • Dim Lighting
Spells in Effect:
  • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 09 Kythorn @ 5:04
Healing Kit (Montero)
  • Oskar: 1, 0 | Bren: 1 | Strega: 1, 0 | Tannaris: 1, 0 | Rumble: 1 | Quaalxor: 1
---

Character Status
  • drpete as Oskar Loderr | Male | Lawful Good | Dwarf (Mountain) | Rogue (2) | HD (1d8): 2 | HP: 20+1-5 = 16-5 = 11-3 = 8-4 = 4 | AC: 13 | SP: 25' | Initiative: +2 | Darkvision: Yes | Inspiration: No | Background: Clan Crafter | Senses: Perception: 15, Investigation: 14, Insight: 13
    Languages: Common, Dwarvish, Thieves' Cant
    Weapons: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2)
    Spells:
    • None.
    Actions: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2) Bonus Actions: Two-Weapon Fighting, Cunning Action (Dash, Disengage, or Hide)
    Reactions: Opportunity Attack

    Features
    • Dwarven Resilience: Poison (Dwarf)
    • Tool Proficiency: Mason's Tools (Dwarf)
    • Stonecunning: Intelligence (History) on Stonework. (Dwarf)
    • Dwarven Armor Training: Medium armor (Mountain Dwarf)
    • Expertise: Perception, Thieves' Tools (Rogue, 1)
    • Sneak Attack (1d6) (Rogue, 1)
    • Thieves' Cant (Rogue, 1)
    • Cunning Action: Dash, Disengage, or Hide (Rogue, 2)
  • ravenn4544 as Brenzavur Fyrebrand | Male | Lawful Good | Dragonborn (Brass) | Sorcerer (2) | HD (1d8): 2 | HP: 18-4 = 14-5 = 9 | AC: 15 | SP: 30' | Inspiration: Yes | Background: | Acolyte | Senses: Perception: 9, Investigation: 9, Insight: 11
    Languages: Common, Draconic
    Weapons: Quarterstaff (+2, 1d6|1d8)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3, 2, 1, 0
      • 2nd: --
    Spells Known: 3 Cantrips Known: 4 (Fire Bolt, Light, Mage Hand, Prestidigitation)
    Actions: Quarterstaff (+2, 1d6|1d8), Fire Bolt (+5, 1d10, 120'), Chromatic Orb (+5, 3d8, 90'), Breath Weapon (2d6, Dex DC 12 for half, 30' line), Sorcery Points
    Bonus Actions: Two-Weapon Fighting, Convert Sorcery Points
    Reactions: Opportunity Attack

    Features
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19-8 = 11-5 = 6-6 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +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: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )
      Features:
      • Relentless Endurance: 1, 0
        • 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.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2, 1, 0
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2, 1, 0 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      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.
    • Wild Shape(s)
    • Giant Wolf Spider
      • AC: 13 | HD: 2 | CR: 1/4 | Speed: 40' (Climb: 40') | Blindsight (10'), Darkvision (60'), Passive Perception: 13 | Actions: Bite (+3, 1d6+1, Poison: 2d6 (Half on DC 11 CON save)) | Features: Spider Climb, Web Sense, Web Walker
    • Panther
      • AC: 12 | CR: 1/4 | HP: 13 | Speed: 50' (Climb: 40') | Passive Perception: 14 | Actions: Bite (+4, 1d6+2), Claw (+4, 1d6+2) | Features: Keen Smell, Pounce
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20-10 = 10-9 = 1-4 = 0+9 = 9+6 = 15-7 = 8-5 = 3 | AC: 13 (Mage Armor: 16) | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3+1 ( Fire Bolt, Ray of Frost, True Strike ) 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.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind: 1, 0
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      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 (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24-1 = 23-3 = 20-3 = 17-7 = 10 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | 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).
      • 1st: Rage: 2, 1, 0
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It 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 on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      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.
    • Daisy | Draft Horse | AC: 10 | HP: 22-3 = 19-8 = 11(-5) (-5) = 1 | SP: 40'
      • STR: 18 (+4), DEX: 10 (0), CON: 12 (+1), INT: 2 (-4), WIS: 11 (0), CHA: 7 (-2)
      • Passive Perception: 10 | Attack (Hooves): +6 to hit (5-foot reach), 2d4+4 (bludgeoning)

[*]Ahlmzhad | Quaalxor | Dwarf (Mountain) | Fighter (2) | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d10) | HP: 20-4 = 16-6 = 10+9 = 19-10 = 9-5 = 4 | AC: 16 | SP: 25' | Initiative: +1 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
  • Passive Senses
    • Perception: 11
    • Investigation: 10
    • Insight: 13
    Languages: Common, Draconic, Dwarvish

    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
      • Smith's Tools
    • 1st: Fighting Style: Great Weapon Fighting
      • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
      • The weapon must have the two-handed or versatile property for you to gain this benefit.
    • 1st: Second Wind: 1
      • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
        Recovery: Long
    • 2nd: Action Surge: 1
      • On your turn, you can take one additional action.
        Recovery: Short
    • 3rd: --
    Background: Guild Artisan / Guild Merchant
    • Feature: Guild Membership
      • As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

        Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

        You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
[/list]


Marching Order
  • 5-Foot
    Oskar
    Quaalxor
    Rumble
    Strega
    Bren
    Tannaris


    10-Foot
    Rumble | Tannaris
    Bren | Oskar
    Strega | Quaalxor

Rolls
  • None.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

ravenn4544
Rider of Rohan
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Re: Group 1, Episode 1: Greenest in Flames

#354 Post by ravenn4544 »

Bren considers,"We should set this right. It is unlawful and cruel to steal the egg from it's familial care. The town and it's people now suffer from the faithless actions of these cultists..."

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Rex
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Re: Group 1, Episode 1: Greenest in Flames

#355 Post by Rex »

Strega

Strega again raises her glance to the dragon and calls out. "I thought they were with you, but the mayor believes it was they that stole your eggs" Pointing down at the cultists as she speaks.

Pausing a moment and then speaking again, "Perhaps we can set this right and attempt to retrieve your eggs or if they can not be retrieved extracting vengeance on the cult in return for you not destroying the town."

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Ahlmzhad
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Re: Group 1, Episode 1: Greenest in Flames

#356 Post by Ahlmzhad »

Quaalxor

Coming up to where the parley is occurring to hear the last words. Stating in Draconic "So blast a few of them to relieve this keep, and we'll track down the rest and retrieve your egg"

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Monsieur Rose
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Re: Group 1, Episode 1: Greenest in Flames

#357 Post by Monsieur Rose »

Rumble

Rumble's ears perk up when the dragon starts bellowing. His fur along his spine stands on end and he tenses. "Eggs? What are they talking about?" Rumble creeps up to the negotiating party.

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