East Door Gulnur quietly creeps towards the door centered in the eastern wall and presses his ear against it. While unable to determine the type of creature responsible for making the shuffling and squawking sounds on the opposite side of the door, he suspects they're some sort of bird creature... or creatures, as he suspects he hears multiple sources of angry sounds.
Tova waits for his fellow dwarf to end his concentration before turning his attention to the wounded halfling. "That's a nasty bite," he starts. "Let's see if we can get that mended." After a quick prayer, a warm blue glow surrounds the wound... which begins to magically close up.
"Thank you, Tova,"Vinwrick says quietly, rotating his shoulder as he circles his arm, trying to work out the pain, or get a feel for his current, lessened pain level. "There's another goblin...somewhere." he adds, suspecting the door in the northern wall. He moves to back up Gulnur, but keeps an eye on the northern door.
Floki grabs Rumple and drags to goblin inside the foyer, positioning it in front of the doorway leading into the sitting room occupied by the others, then falling in place safely behind the goblin leading them. "What else could they have waiting for us?" he whispers while keeping a firm grasp on the captive goblin. "Scary birds," he confirms, offering nothing else.
Sitting Room.jpg (68.5 KiB) Viewed 3230 times
The frantic squawking sound continues angrily on the opposite side of the eastern door.
---
I'm leaving this message here since the die roller is currently down and I haven't been able to confirm everyone is in the correct campaign:
I mistakenly had you guys add your characters to campaign id 806, which is for my other game. The campaign id for this game is 808. Flokie is probably okay, but can everyone please double-check this and update in your die roller characters as necessary? Thanks!
Actions?
Also, please don't forget to include your 'if needed' roll.
---
Date: 2 Martius 490 Time: 11:40
Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Conditions
Wind: Light Breeze
Precipitation: None
Humidity: Low
Visibility: Cloudy
Light Sources
None
Known Conditions
None
Spells in Effect
None
Character Details
ybn1197 as Gulnur | Male | Lawful Good | Mountain Dwarf | Monk (1) | HD: 1 (1d8) | HP: 10 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD: 1 (1d6) | HP: 8 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
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.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Marching Order Scout
Vinwrick
5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick
10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick
Watch Schedule
Watch: Armored
Sleep: No medium or heavy armor unless specifically declared.
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.
When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
dmw71 wrote: "What else could they have waiting for us?" he whispers while keeping a firm grasp on the captive goblin. "Scary birds," he confirms, offering nothing else.
"Scary birds..." Gulnar grumbles. "Whatever is on the other side of this door does sound like some kind of bird by the way is cries. Anything on your end Vinwrick?"
Floki pokes his head into the room, "Give us a warning on which door ye' gonna open and we'll reposition accordingly." he says hefting his axe in his hands.
Sitting Room Vinwrick listens at the northern door and there is no hint of activity on the other side; at least none that can be heard over the frantic squawking sound that continues from the eastern door.
As the group considers their next course of action, Floki forcefully brings Rumple with him, settling into the southwest corner of the room, with the goblin guide held in front of him, just behind and below Tova. "Hey, easy there, strong man!"Rumple protests as he's being forcefully dragged around as a shield.
Sitting Room.jpg (28.4 KiB) Viewed 3169 times
There are two doors:
The one to the north is quite, or quieter.
There's a lot of chaos beyond the eastern door.
---
Actions?
Also, please don't forget to include your 'if needed' roll.
---
Date: 2 Martius 490 Time: 11:41
Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Conditions
Wind: Light Breeze
Precipitation: None
Humidity: Low
Visibility: Cloudy
Light Sources
None
Known Conditions
None
Spells in Effect
None
Character Details
ybn1197 as Gulnur | Male | Lawful Good | Mountain Dwarf | Monk (1) | HD: 1 (1d8) | HP: 10 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD: 1 (1d6) | HP: 8 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
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.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Marching Order Scout
Vinwrick
5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick
10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick
Watch Schedule
Watch: Armored
Sleep: No medium or heavy armor unless specifically declared.
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.
When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
Servants Room
The commotion on the opposite side of the eastern door continues as Gulnur takes a moment for everyone to ready themselves. Once everyone is in position, the dwarf rips open the door!
Inside the adjoining room are a number of broken beds and a few smashed chairs, but those details pale in importance to the source of the frantic squawking -- two very large, very angry bird-like creatures frantically flutter about the space. A space that is much too confining for them.
E03.jpg (40.83 KiB) Viewed 3063 times
Perhaps the most noticeable feature about these giant feathered foes is the razor-sharp beaks affixed to the front of their faces!
---
Actions and initiative, everyone.
---
Date: 2 Martius 490 Time: 11:43
Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Conditions
Wind: Light Breeze
Precipitation: None
Humidity: Low
Visibility: Cloudy
Light Sources
None
Known Conditions
None
Spells in Effect
None
Character Details
ybn1197 as Gulnur | Male | Lawful Good | Mountain Dwarf | Monk (1) | HD: 1 (1d8) | HP: 10 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD: 1 (1d6) | HP: 8 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
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.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Marching Order Scout
Vinwrick
5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick
10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick
Watch Schedule
Watch: Armored
Sleep: No medium or heavy armor unless specifically declared.
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.
When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
Round 1
As soon as Gulnur rips the door open, Vinwrick hurriedly sneaks past him and enters the room and focuses his attention on the giant, axe-faced bird to his right. The halfling whirls his pair of short blades and stabs at the angered, feathered foe with each, clipping it once.
Gulnur, shocked by the halfling's swiftness, forces his way past his shorter companion and settles into the only unoccupied space in the northwest corner of the room. Pinned in the corner, the monk isn't able to get great motion with his quarterstaff and his jabbing attempt at the giant bird misses its mark. Growling in frustration, the monk punches the manic creature in its throat eliciting a pained gasp!
In the original room, Floki grips both his axe and Rumple tightly, ready to attack should one of the wild birds manage to come into range. Nearby, Tova tries to maintain a visual on the axe-beaked bird directly in his light of sight (red), but the frantic creature, recently punched in the throat, manages to accidentally scramble out of the way of a burst of red, radiant energy which manifests from overhead and crashes harmlessly into the ground.
While unharmed by the flame effects of Tova's arcane casting, the flame streaking down from above spooks the cornered creature (red) and it leaps over the diminutive form of Vinwrick, flapping its wings furiously as it passes overhead.
Both Gulnur and Vinwrick are able to react to this instinctual creature as it flees the area they're occupying, and both land successful strikes almost killing the creature. Heavily wounded, it settles into the southeast corner of the adjoining sitting room.
There, it spies two potential targets directly in front of it and to its left. Lashing out with its neck, it issues Floki a sharp cut with its razor-sharp beak causing significant damage (-6). Floki retaliates with his readied action and slices clear through the neck of the large beast, beheading it! "That's more like it!"Rumple cheers, as the goblin cowers into the far southwest corner of the sitting room. "That's all you need to do; touch metal to flesh... not air."
Back inside the apparent servant room, the remaining axe beak, cornered, pecks down at Vinwrick and clips the already wounded halfling (-4).
E03, R01.jpg (40.8 KiB) Viewed 2915 times
The remaining mindless bird, unaware of the fate its companion just met, maintains its nasty disposition and seems fully intent on continuing its attack!
The same rule further states that you can move through a hostile creatures' space (e.g. Vinwrick) only if it is two sizes larger. From small (halfling) to large (axe beak) is two sizes -- plus, it's cool and will allow everyone to get involved.
The unmodified 'as needed' rolls from Vinwrick (5+6) and Gulnur (10+5) were used for their attacks of opportunity, and both hit after the appropriate modifiers were applied.
Actions and initiative for round 2, everyone.
---
Date: 2 Martius 490 Time: 11:44
Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Conditions
Wind: Light Breeze
Precipitation: None
Humidity: Low
Visibility: Cloudy
Light Sources
None
Known Conditions
None
Spells in Effect
None
Character Details
ybn1197 as Gulnur | Male | Lawful Good | Mountain Dwarf | Monk (1) | HD: 1 (1d8) | HP: 10 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD: 1 (1d6) | HP: 8-6 = 2 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
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.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Marching Order Scout
Vinwrick
5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick
10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick
Watch Schedule
Watch: Armored
Sleep: No medium or heavy armor unless specifically declared.
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.
When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
Round 2 Vinwrick, with great quickness and accuracy, jabs at the remaining axe-beaked bird and admires his handiwork as the creature falls.
E03, R02.jpg (41.68 KiB) Viewed 2906 times
This new room -- which, from the broken beds and smashed chairs and crumbled wooden shelving units was likely to have been some sort of servant's quarters -- is in a state of complete disrepair. The two axe beaks that somehow managed to get trapped in this room left all of its contents completely destroyed. And added feathers and feces in every imaginable corner.
The entry floor now falls silent.
---
Actions?
---
Date: 2 Martius 490 Time: 11:45
Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Conditions
Wind: Light Breeze
Precipitation: None
Humidity: Low
Visibility: Cloudy
Light Sources
None
Known Conditions
None
Spells in Effect
None
Character Details
ybn1197 as Gulnur | Male | Lawful Good | Mountain Dwarf | Monk (1) | HD: 1 (1d8) | HP: 10 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD: 1 (1d6) | HP: 8-6 = 2 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
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.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Marching Order Scout
Vinwrick
5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick
10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick
Watch Schedule
Watch: Armored
Sleep: No medium or heavy armor unless specifically declared.
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.
When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
The dwarf growls as he holds his wound, "First hogs then birds, bloody animals got it out for me..." He attempts to inspect the room where the axebeaks had emerged from but is immediately put off by the smell and sight. "Oh my-! Ack! Whatever was in there is not valuable enough for me to go wading through that filth...I'll just wait out here and get ready for the next one." Floki will wait in the current room with Rumple if the others wish to search.
Tova gives a cursory glance into the bird room before attending to the most injured in the party. He will use his healing prayer to help Floki. "I will need to rest to recover that ability"
The ranger will half-heartedly kick through the debris in the room, making sure there is (probably) nothing of value that had been left in here before the large birds destroyed everything.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.