Group 1, Episode 1: Greenest in Flames

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Re: Group 1, Episode 1: Greenest in Flames

#121 Post by dmw71 »

Tarbaw Nighthill
The group, collectively, move to join the Tarbaw at the side of the waist high wall, peering through the battlements overlooking town. Noticing Bren and Tannaris targeting the raiders below and preparing to use magics, the Governor urges restraint. "Worf from the field suggests they've been more interested in looting than causing actual harm --" he starts. "While they're congregating somewhat peacefully, let's not provoke them."

"Understood?"
he says forcefully; clearly accustomed to being in command.

Moving between the two casters, he claps a gauntleted hand on either of their shoulders -- grimacing slightly when lifting his left arm. "It's good to get a sense of your capabilities," he continues, looking to avoid any hard feelings. "They will come in handy... just not now." He nods, almost as if he's now asking and not telling.

Tarbaw grasps the forearms in a handshake to each of Oskar, Strega, and Quaalxor as they formally introduce themselves. "It may not be ideal for you, but I'm glad you're here. An engineer, a swordswoman, and a dragon hunter... your assistance will be most beneficial."

"And, seeing as how we all seem to be stuck in this mess together, the stronger a defense we can mount, the better."


He stares over the group, assessing each newcomer in turn.

"Now, if you really want to help, a few tasks I can think of..." he drifts off briefly, his strategic mind clearly at work. After a moment. "Here," he says, producing and unrolling a large parchment and laying it on top of the wall, in one of the dips between battlements.

It's a detailed map of the entire town:
Greenest.jpg
Greenest.jpg (2.72 MiB) Viewed 772 times
His finger briefly taps on the larger walled structure in the southeast corner of the map, but he pulls is finger back and avoids mentioning it.
"It's important that we're able to leave the keep, and able to get more people in --" he says, bringing his finger back to the keep. "There's a narrow tunnel that runs from the cellar down below to the bank of the stream," he says, drawing his finger from the keep southeast (the path he's tracing is marked by the arrow).
Tunnel.jpg
Tunnel.jpg (42.15 KiB) Viewed 772 times
"The tunnel was built as a secret means of collecting water in the event of a siege, but since the keep has never been besieged, the old tunnel has never been used."

"Making sure it is clear, and accessible, will give us a huge strategic advantage."

"Can I count on you to secure this exit?"




Down below, Rumble thanks Jared, and asks the lad to extend his thanks to Ferus as well. "Tell me, how did this happen? Was there a warning or a demand?" he asks, but Jared, who has yet to reach his teenage years, simply shrugs his slender shoulders. "But that dragon," he says excitedly. "That is so cool!"



---


Actions?

---




Date: 08 Kythorn 1489
Time: 21:18
  • 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: 08 Kythorn @ 5:04
Healing Kit (Montero)
  • Oskar: 1, 0 | Bren: 1 | Strega: 1 | Tannaris: 1, 0 | Rumble: 1 | Quaalxor: 1
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20+1 | AC: 13 | SP: 25' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      Spells: None

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Mason's Tools
      • 1st: Expertise: (Perception, Thieves' Tools)
        • 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: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d6) | HP: 18 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1
        • 2nd: --
      Spells Known: 3 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features:
      • Damage Resistance (Fire)
      • 1st: Spellcasting
      • 1st: Sorcerous Origin (Draconic Bloodline)
        • Origin Features:
          • 1st:
            • Draconic Ancestry (Brass)
              • Breath Weapon: 1 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
            • Draconic Resilience
              • As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
              • Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
          • 6th: --
          • 14th: --
          • 18th: --
      • 2nd: Font of Magic
      • Flexible Casting
        • You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
          ---
        • Creating Spell Slots
          • You can transform unexpended sorcery points into one spell slot as a bonus action on your turn.
          • Any spell slot you create with this feature vanishes when you finish a long rest.
        • Converting a Spell Slot to Sorcery Points
          • As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
      • 3rd: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19 | 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
        • 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
        • 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.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20 | 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:
        • 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 | 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
        • 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 | 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.
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Rex
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Re: Group 1, Episode 1: Greenest in Flames

#122 Post by Rex »

Strega

"We can certainly try. Is there any reason to believe that their is a spy in the castle or town? Who can show us how to enter from this end? Is it trapped or hidden in any way?"

Strega rambles on asking questions as they come to her.
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Monsieur Rose
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Re: Group 1, Episode 1: Greenest in Flames

#123 Post by Monsieur Rose »

Rumble

Rumble smiles at Jared, "To tell the truth, they are cool, aren't they?" Rumble takes his leave after petting Daisy once more and attempts to find the others.
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drpete
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Re: Group 1, Episode 1: Greenest in Flames

#124 Post by drpete »

Oskar

Oskar nods to Tarbaw, accepting the assignment. "You've got it, sir!" Thinking about the keep, Oskar tries to intuit where this tunnel in the cellar would be, and what it would look like. He heads down to the cellar to find it.

History/Stonework: [1d20+6] = 12+6 = 18
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Ahlmzhad
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Re: Group 1, Episode 1: Greenest in Flames

#125 Post by Ahlmzhad »

Quaalxor

"Yes Sir, we should be able to work on that for you".

"Let's go by the stable so we can collect Rumble his skills will probably be necessary".

He follows Oskar, and assists him in his search for the opening (Providing advantage so he can roll a 2nd dice)
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dmw71
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Re: Group 1, Episode 1: Greenest in Flames

#126 Post by dmw71 »

The Cellar
"Splendid," Governor Nighthill says once the group accepts his suggestion of investing whether the tunnel is still a viable option, and, if so, securing it.

"Ah, perfect timing," the governor says, turning when the loud clanking of keys is heard coming from behind him. The source of the sound, a muscular dwarf with knotted, tangled, bright red hair and a grizzled face approaches. "That focking flying lizard is hitting my last nerve!" the dwarf curses.

"Allow me to introduce you to Escobert the Red, the master of the keep," Governor Nighthill says, attempting to make introductions; but the perturbed dwarf is in no mood. "I'm sick of his shite!" he curses. "Someone, now, teach me how to use a bow -- I want to stick in arrow in its arse!" The Governor, as if he's performed this subdual act an occasion or two before, manages to calm his castellan.

"Escobert here, he was responsible for overseeing the tunnel's construction; he will lead you to the cellar and its entrance, and answer any questions you may have --" he says, then turns to his dwarven leader.

"Right?" he states firmly, to which Escobert nods affirmatively. Before releasing the group to Escobert's lead, Governor Nighthill gathers the group together to expound upon his request. "It's unlikely any townsfolk will be out by the stream, but any locals you come across should be saved and brought back here, understood?" Once agreement has been made, he stares out between the battlements for a few moments until he spots here. "There," he says, pointing out over the wall and into the crowd. "See the purple cloak?" Sure enough, encircled by at least a dozen guards, the group is able to spot a human-sized figure wearing a long purple cloak with golden embellishments carrying a halberd. "We've been studying them since the invading forces began the assault, and we figure that to be the leader."

"Now, in addition to rescuing any locals, I’d give anything to know what we’re up against, and why. For that, we need a prisoner. A commander, even a low-ranking one, is best -- but I caution you against making an attempt against their leader there. Understood?”




The group is dismissed by Governor Nighthill with their instructions and is led by Escobert down the stairway to main level. There, at the base of the stairs, about to make their way up, is Rumble.


The dwarf leads the group to a small wooden hatch inset into the stone floor, not far from where the stables are located, in the southeast section of the keep. "Down," Escobert says simply, and waits for each of the adventurers to descend the angled stone stairway before him, one at a time. After maybe 10-feet, the stairs end, opening into a small square storage area or cellar. It's dark. The eyesight for everyone adjusts to this lack of light... except for Bren. "A dragonkind that can't see in the dark... for effs sake!" Escobar curses. "There," he says, pointing to a chest lying on the floor just off to the right. "You can use one of the Governor's torches," he says.

Barrels and crates are piled high along the opposite wall on the far side of this small, square room. "The door is behind those," Escobert states, then sits back and waits, with his powerful arms crossed over his chest, while the group works to clear the space.

After a few minutes of effor, a locked ironbound door is uncovered. The castellan approaches the door, jingling the keys on his massive keyring, looking for the proper fix. It takes a dozen or so tries, but the proper key is eventually found. "Here," he says, handing it to Quaalxor, a fellow dwarf. "You lose this, I'll kill you."

"Just follow this until it ends. The key should also open the locked iron grate made to look like a sewer outlet on the opposite end."

"Don't get caught."
he says, then climbs the stairs back up into the castle, presumably to pick up some archery skills.


Quaalxor puts the key to the lock, and while it is stiff, it does open.


The tunnel is dark, narrow, and dark. And long, as the end is not in sight. "It's going to need to be single-file," Quaalxor notes as he gets a closer looked at the walls of the cramped tunnel.


---

Ahlmzhad, please add the key to the inventory section of your character sheet. Feel free to list it in the 'Other Possessions' section.
Other Possessions.jpg
Other Possessions.jpg (12.05 KiB) Viewed 753 times
You guys agreed to a double-wide marching order here, but this situation will call for a single-file movement.

Please use that same 'Group 1: Discussions' or the 'OOC I' topics to discuss. We'll move again once an agreement is reached.

---[/ooc]



Date: 08 Kythorn 1489
Time: 21:26
  • 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: 08 Kythorn @ 5:04
Healing Kit (Montero)
  • Oskar: 1, 0 | Bren: 1 | Strega: 1 | Tannaris: 1, 0 | Rumble: 1 | Quaalxor: 1
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20+1 | AC: 13 | SP: 25' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      Spells: None

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Mason's Tools
      • 1st: Expertise: (Perception, Thieves' Tools)
        • 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: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d6) | HP: 18 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1
        • 2nd: --
      Spells Known: 3 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features:
      • Damage Resistance (Fire)
      • 1st: Spellcasting
      • 1st: Sorcerous Origin (Draconic Bloodline)
        • Origin Features:
          • 1st:
            • Draconic Ancestry (Brass)
              • Breath Weapon: 1 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
            • Draconic Resilience
              • As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
              • Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
          • 6th: --
          • 14th: --
          • 18th: --
      • 2nd: Font of Magic
      • Flexible Casting
        • You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
          ---
        • Creating Spell Slots
          • You can transform unexpended sorcery points into one spell slot as a bonus action on your turn.
          • Any spell slot you create with this feature vanishes when you finish a long rest.
        • Converting a Spell Slot to Sorcery Points
          • As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
      • 3rd: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19 | 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
        • 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
        • 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.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20 | 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:
        • 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 | 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
        • 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 | 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.

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


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

Rolls
  • None.
Last edited by dmw71 on Fri Mar 22, 2019 4:24 am, edited 1 time in total.
Reason: Edit: Adding marching orders to footer.

-- Games --
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-- 2025 --
Unseen Servant Con!
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-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

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

#127 Post by Ahlmzhad »

Quaalxor

Add's the key to his own key ring and bolts it back closed

"Well friend Oskar, it looks like you should take the lead, but I will be close behind you."
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drpete
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Re: Group 1, Episode 1: Greenest in Flames

#128 Post by drpete »

Oskar

Oskar nods, and takes the lead, heading into the tunnel. He peers into the darkness, hoping to make out the path.

Perception: [1d20+5] = 3+5 = 8 urk...

Can Oskar tell anything about the construction? Does it seem like something that might be in danger of collapse, or flood or anything?

Investigation: [1d20+4] = 13+4 = 17 (Advantage? [1d20+4] = 10+4 = 14)
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Re: Group 1, Episode 1: Greenest in Flames

#129 Post by Rex »

Strega

Strega follows along once it is her turn.
Gerrin
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Re: Group 1, Episode 1: Greenest in Flames

#130 Post by Gerrin »

Tannaris Vethykos

Tannaris waits for the rest of the group to lead and then follows up as the rearguard.
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Re: Group 1, Episode 1: Greenest in Flames

#131 Post by dmw71 »

The Old Tunnel
The group agrees upon an order -- Oskar, Quaalxor, Rumble, Strega, Bren, and Tannaris -- and after the final preparations have been made, the group enters the cramped corridor.

The tunnel is dark, narrow, and long with a solid stone floor with patches of dirt and dust. Years of disuse have left the tunnel chocked with webs, but it is otherwise clear.

10-feet.

20-feet.

30-feet.

Progress is slow, but steady, with no apparent end in sight, however the estimate was that it ran for nearly 100-feet.

After another 10- or 20-feet, the end of the tunnel begins to come into view. An iron grate, meant to disguise the opposite end as a simple sewer grate, blocks the exit.
G1R0.jpg
G1R0.jpg (69.03 KiB) Viewed 697 times
The sound of hundreds of tiny feet are heard rapidly scampering towards you. Waves of mottled fur and razor sharp teeth come into view as swarms of rats begin to race towards what they hope will be their next meals!

Beyond the rats and the exit, the sound of lightly lapping water is heard.


---


Everyone, I will need an initiative roll plus any actions/movement for round 1.

---




Date: 08 Kythorn 1489
Time: 21:26
  • 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: 08 Kythorn @ 5:04
Healing Kit (Montero)
  • Oskar: 1, 0 | Bren: 1 | Strega: 1 | Tannaris: 1, 0 | Rumble: 1 | Quaalxor: 1
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20+1 | AC: 13 | SP: 25' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      Spells: None

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Mason's Tools
      • 1st: Expertise: (Perception, Thieves' Tools)
        • 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: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d6) | HP: 18 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1
        • 2nd: --
      Spells Known: 3 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features:
      • Damage Resistance (Fire)
      • 1st: Spellcasting
      • 1st: Sorcerous Origin (Draconic Bloodline)
        • Origin Features:
          • 1st:
            • Draconic Ancestry (Brass)
              • Breath Weapon: 1 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
            • Draconic Resilience
              • As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
              • Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
          • 6th: --
          • 14th: --
          • 18th: --
      • 2nd: Font of Magic
      • Flexible Casting
        • You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
          ---
        • Creating Spell Slots
          • You can transform unexpended sorcery points into one spell slot as a bonus action on your turn.
          • Any spell slot you create with this feature vanishes when you finish a long rest.
        • Converting a Spell Slot to Sorcery Points
          • As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
      • 3rd: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19 | 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
        • 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
        • 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.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20 | 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:
        • 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 | 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
        • 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 | 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.

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


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

Rolls
  • None.

-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
.
.
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

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

#132 Post by drpete »

Horrified, Oskar draws his rapier and tries to keep his feet off the ground as much as possible. "Burn them, burn then out!"

Oskar dodges. If they try to pass him, initiating an attack of opportunity, he will try to sneak attack.

Init [1d20+2] = 12+2 = 14
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Re: Group 1, Episode 1: Greenest in Flames

#133 Post by Gerrin »

Tannaris Vethykos

Tannaris waits as the rats advance. He prepares a fire bolt in case any get through to him.

Initiative [1d20+3] = 8+3 = 11

Fire bolt attack [1d20+5] = 8+5 = 13
Fire bolt [1d10] = 10
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Re: Group 1, Episode 1: Greenest in Flames

#134 Post by Rex »

Strega

Strega attempts to hit the rat swarm before it reaches Oskar by tossing a Produce Flame into the swarm.

Initiative [1d20+2] = 16+2 = 18
Produce Flame [1d20+4] = 17+4 = 21 to hit [1d8] = 6 damage
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Re: Group 1, Episode 1: Greenest in Flames

#135 Post by ravenn4544 »

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Re: Group 1, Episode 1: Greenest in Flames

#136 Post by Monsieur Rose »

Rumble

"Rat Kings!" Rumble exclaims as he pulls his javelin and hurls it at the oncoming swarm.
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Re: Group 1, Episode 1: Greenest in Flames

#137 Post by dmw71 »

Initiative Order
  • 21: Rumble
  • 20: Quaalxor
  • 18: Strega
  • 14: Oskar <--- Order starts here.
  • 14: Swarm of Rats
  • 11: Tannaris
  • 5: Bren
Round 1
The sound of hundreds of tiny feet are heard rapidly approaching first. Then waves of mottled fur and razor sharp teeth come into view as swarms of rats race in your direction!

"Burn them! Burn then out!" Oskar yells; his voice echoing off the narrow tunnel walls. The rogue draws his rapier and braces himself.

The swarms!

Collections of normal rats -- hundreds of them per -- penetrate the party ranks. The first writhing wave, scampering up to, around, between, and over Oskar, settle just behind the dwarf rogue and take up space with Quaalxor. Those in the second wave occupy the space taken by Oskar.

The pair of dwarves in the front ranks feel the pulsing weight of the rats as they scurry in and around their persons, nipping at their feet with their four, long, sharp front teeth, two on top and two on the bottom. Oskar feels the pressure of many, many chomping attempts at his feet, but the rogue manages to dance his way out of any of the truly harmful effects. Quaalxor, constrained in the tight quarters, with Oskar directly in front of him and Rumble directly behind, suffers from the lack of mobility and finds himself subjected to a series of sharp, penetrating bites as sets of sharp rat incisors begin gnawing on his ankles, and feet, and toes, before ultimately being kicked off.

As the rats pass, and occupy, Oskar jabs down with his rapier, and feels resistance as his blade finds purchase. His strike, however, feels to be less effective than normal as the squirming targets seem to be more difficult to pin down with his piercing attacks.

Unable to wield his great axe or maul in the cramped conditions, Quaalxor switches to his hand axes as he roars in anger, and hacks down at the wave of fur. The angered dwarf chops down with his primary hand first -- squeals! His off-hand chop -- squeals! The slashing efforts also seem to be slightly less effective.

Tannaris, from the last rank in the order, tracks the nearest rat swarm, and attempts to judge the movement of the three or four individuals between his location and his target. The chaos of combat, number of intermediate obstacles, and relative small size of the rats provide the swarms with significant coverage. In his effort to minimize the risk of striking an ally, the elven fighting mage hurls a mote of flame in the general direction of the nearest swarm, but watches as his effort sails harmlessly overhead and strikes the left stone wall of the tunnel.

Bren, just in front of Tannaris, attempts the same, and celebrates as his strike catches fur. The flame-based attack, given the volume and duration of the pained squeals, seems to be quite effective.

"Rat Kings!" Rumble exclaims as he pulls his javelin and, as the opportunity presents, jabs it at the adjacent swarm currently terrorizing Quaalxor.

Strega, with a flame strike of her own, tosses her Produce Flame spell into the nearest swarm, killing off all except for a few, single straggler rats which scamper off!
R1.jpg
R1.jpg (49.25 KiB) Viewed 661 times
The remaining swarm, pestering Oskar, seem intent on continuing the skirmish.



---

Here is how I'm ruling coverage will be handled in this situation:


Cover
  • 4+ Squares: Three-Quarters (+5 AC)
    • Tannaris (Bren vs Red)
  • 2-3 Squares: Half Cover (+2 AC)
    • Bren, Strega
  • 1 Square: No cover.
Everyone, I will need an initiative roll plus any actions/movement for round 2.

---




Date: 08 Kythorn 1489
Time: 21:27
  • 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: 08 Kythorn @ 5:04
Healing Kit (Montero)
  • Oskar: 1, 0 | Bren: 1 | Strega: 1 | Tannaris: 1, 0 | Rumble: 1 | Quaalxor: 1
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20+1 | AC: 13 | SP: 25' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      Spells: None

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Mason's Tools
      • 1st: Expertise: (Perception, Thieves' Tools)
        • 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: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d6) | HP: 18 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1
        • 2nd: --
      Spells Known: 3 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features:
      • Damage Resistance (Fire)
      • 1st: Spellcasting
      • 1st: Sorcerous Origin (Draconic Bloodline)
        • Origin Features:
          • 1st:
            • Draconic Ancestry (Brass)
              • Breath Weapon: 1 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
            • Draconic Resilience
              • As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
              • Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
          • 6th: --
          • 14th: --
          • 18th: --
      • 2nd: Font of Magic
      • Flexible Casting
        • You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
          ---
        • Creating Spell Slots
          • You can transform unexpended sorcery points into one spell slot as a bonus action on your turn.
          • Any spell slot you create with this feature vanishes when you finish a long rest.
        • Converting a Spell Slot to Sorcery Points
          • As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
      • 3rd: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19 | 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
        • 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
        • 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.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20 | 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:
        • 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 | 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
        • 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 | 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.

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


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

Rolls

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

#138 Post by Gerrin »

Tannaris Vethykos

Tannaris waits for his opportunity and casts another fire bolt.

Fire bolt attack [1d20+5] = 20+5 = 25
Fire bolt [1d10] = 2
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drpete
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Re: Group 1, Episode 1: Greenest in Flames

#139 Post by drpete »

Oskar

Oskar continues to dodge, trying to keep too many of the rats from biting him.

If an opening presents itself (and they move, allowing an opportunity attack), Oskar will skewer a number of them with his rapier (sneak attack)

2nd round initiative [1d20+2] = 13+2 = 15 (did you want to do round by round initiative?)

(opportunity/sneak attack) Rapier [1d20+4] = 13+4 = 17 Damage: [1d8+2] = 2+2 = 4 & Sneak attack: [1d6] = 1
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dmw71
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Re: Group 1, Episode 1: Greenest in Flames

#140 Post by dmw71 »

drpete wrote:(did you want to do round by round initiative?)
Nope, not for you guys, but I may use round-by-round initiative for "significant" bad guys (rat swarms would not qualify). ;)

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