Session 1: Reunion Interrupted

Locked
Message
Author
User avatar
ybn1197
Rider of Rohan
Rider of Rohan
Posts: 4343
Joined: Tue Feb 28, 2012 12:24 pm
Location: Baltimore MD

Re: Session 1: Reunion Interrupted

#141 Post by ybn1197 »

Gulnar will attempt to kick the door in.

Unarmed Strike: [1d20+5] = 4+5 = 9 Damage [1d4+3] = 1+3 = 4
User avatar
dmw71
POWAH!
POWAH!
Posts: 20292
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Reunion Interrupted

#142 Post by dmw71 »

Locked Door
Gulnur, nearest to the locked door, figures the best solution to open a locked door will be to kick it in. Floki and Rumple have no objection.

Just as the dwarf is about to wind up to kick the door down, behind the unlocked door on the opposite side of the hall, a slurred voice is heard. "Errrrng... Why the bangin'? Hells!"

A muffled thump is also heard coming from beyond that remaining hallway door.


---


I know I've been updating fast-and-furious here, so there's no pressure to respond immediately. :)


Actions?

---


Date: 2 Martius 490
Time: 13:21

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions: None
Spells in Effect: None

Character Details
ybn1197 as Gulnur | Male | Lawful Good | Mountain Dwarf | Monk (1) | HD (1d8): 1-1 = 0 | HP: 10-8 = 2-3 = 0+8 = 8 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
Languages: Common, Deep Speech, Dwarvish, Undercommon
Weapons: Dart, Quarterstaff
Spells:
  • None
Ki-Points: --

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • 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.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • 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 (1d6): 1-1 = 0 | HP: 8 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Dwarvish
Weapons: Battle Axe, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2, 1
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
  • Chromatic Orb (+6, 3d8, Varies, Range: 90')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • 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.
     
Class Features

Scott308 as Vinwrick | Male | Lawful Good | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
Languages: Common, Halfling, Minotaur
Weapons: Dagger, Shortbow, Shortsword
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Shortsword (+6, 1d6+4, Piercing, Properties: Finesse, Light)
Bonus Actions: Reactions: Racial Traits
  • Lucky
    • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave
    • You have advantage on saving throws against being frightened.
  • Halfling Nimbleness
    • You can move through the space of any creature that is of a size larger than yours.
  • Stout Resilience
    • You have advantage on saving throws against poison, and you have resistance against poison damage.
Class Features

ravenn4544 as Tova | Male | Lawful Neutral | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • 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.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • 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 Armor
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.


First Shift (Three Hours: 21:00-24:00)
T.B.D.

Second Shift (Three Hours: 01:00-03:00)
T.B.D.

Third Shift (Three Hours: 03:00-06:00)
T.B.D.


Rolls
None.

-- Games --
- DM: In Development

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

ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8466
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Session 1: Reunion Interrupted

#143 Post by ravenn4544 »

Tova grasps his hammer. Ready to enter once the door is kicked in!
Last edited by dmw71 on Thu Nov 26, 2020 11:23 pm, edited 1 time in total.
Reason: DM Edit: Spoilered post.
User avatar
dmw71
POWAH!
POWAH!
Posts: 20292
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Reunion Interrupted

#144 Post by dmw71 »

ravenn4544 wrote: Thu Nov 26, 2020 2:15 pm Tova grasps his hammer. Ready to enter once the door is kicked in!
Tova is actually inside the room, not out in the hallway.

Please post in the new forum set up for Tova and Vinwrick instead.


-- Games --
- DM: In Development

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

User avatar
ybn1197
Rider of Rohan
Rider of Rohan
Posts: 4343
Joined: Tue Feb 28, 2012 12:24 pm
Location: Baltimore MD

Re: Session 1: Reunion Interrupted

#145 Post by ybn1197 »

Pausing in his attempt to kick the locked door down, Gulnar turns and throws the other unlocked door open and peers inside.
User avatar
dmw71
POWAH!
POWAH!
Posts: 20292
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Reunion Interrupted

#146 Post by dmw71 »

Stairway Stranger
Just before kicking in the locked door separating those in the hallway from those trapped in the room on the other side, Gulnar responds to the thud and incoherent call from beyond the unlocked door on the opposite side of the hall. Peering inside, at the foot of another stairway leading up to the next level of the tower, the dwarf immediately spies a massive human male lying at the base of the stairs. The man sports a shaggy mop of blond hair and a wild beard which blends in with the fur of the huge bearskin cloak that envelops him.

Next to him, a large pack, standing as tall as the dwarf himself, rests on the floor. The mammoth man uses a long wickedly-spiked bladed weapon for leverage to prop himself up on one elbow as he squints bleary-eyed at the opening door. His face splits into a grin as he sees you. "Oh good, it's you. It can't be dawn yet, right?"

Stairwell Stranger.jpg
Stairwell Stranger.jpg (40.76 KiB) Viewed 1216 times


The man rubs his temples, complaining. "Why the hells are you banging doors?"



---




Actions?

---


Date: 2 Martius 490
Time: 13:21

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions: None
Spells in Effect: None

Character Details
ybn1197 as Gulnur | Male | Lawful Good | Mountain Dwarf | Monk (1) | HD (1d8): 1-1 = 0 | HP: 10-8 = 2-3 = 0+8 = 8 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
Languages: Common, Deep Speech, Dwarvish, Undercommon
Weapons: Dart, Quarterstaff
Spells:
  • None
Ki-Points: --

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • 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.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • 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 (1d6): 1-1 = 0 | HP: 8 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Dwarvish
Weapons: Battle Axe, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2, 1
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
  • Chromatic Orb (+6, 3d8, Varies, Range: 90')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • 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.
     
Class Features

Scott308 as Vinwrick | Male | Lawful Good | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
Languages: Common, Halfling, Minotaur
Weapons: Dagger, Shortbow, Shortsword
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Shortsword (+6, 1d6+4, Piercing, Properties: Finesse, Light)
Bonus Actions: Reactions: Racial Traits
  • Lucky
    • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave
    • You have advantage on saving throws against being frightened.
  • Halfling Nimbleness
    • You can move through the space of any creature that is of a size larger than yours.
  • Stout Resilience
    • You have advantage on saving throws against poison, and you have resistance against poison damage.
Class Features

ravenn4544 as Tova | Male | Lawful Neutral | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • 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.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • 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 Armor
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.


First Shift (Three Hours: 21:00-24:00)
T.B.D.

Second Shift (Three Hours: 01:00-03:00)
T.B.D.

Third Shift (Three Hours: 03:00-06:00)
T.B.D.


Rolls
None.

-- Games --
- DM: In Development

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

User avatar
ybn1197
Rider of Rohan
Rider of Rohan
Posts: 4343
Joined: Tue Feb 28, 2012 12:24 pm
Location: Baltimore MD

Re: Session 1: Reunion Interrupted

#147 Post by ybn1197 »

Gulnar stands there dumbfounded. "Who are you?"
User avatar
dmw71
POWAH!
POWAH!
Posts: 20292
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Reunion Interrupted

#148 Post by dmw71 »

Stairway Stranger
Dumbfounded, Gulnar stares at the stranger, before finally asking the obvious: "Who are you?"

The man pushes himself up to his feet, upturns a gallon jug and looks ruefully as it confirms itself to be empty. "Don' pretend to be a stranger now... I'm Thrydwulf! You helped drink my beer all night!" the man says, smiling as he fastens the empty job to top of his pack, connecting it to a collection of other jugs; also likely empty. The man -- Thrydwulf -- begins to look a little uncertain as he studies the assembled shortfolk in the hallway with bleary, red-rimmed eyes. He prompts them, "You and your friends were all singing, remember? 'Batter and beat! Yammer and bleat! Work, work! Nor dare to shirk..." he trails off, struggling to remember the rest.

"Anyway, why are you banging doors?" he leans towards the doorway to look out in the hall.





---




Actions?

---


Date: 2 Martius 490
Time: 13:22

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions: None
Spells in Effect: None

Character Details
ybn1197 as Gulnur | Male | Lawful Good | Mountain Dwarf | Monk (1) | HD (1d8): 1-1 = 0 | HP: 10-8 = 2-3 = 0+8 = 8 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
Languages: Common, Deep Speech, Dwarvish, Undercommon
Weapons: Dart, Quarterstaff
Spells:
  • None
Ki-Points: --

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • 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.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • 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 (1d6): 1-1 = 0 | HP: 8 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Dwarvish
Weapons: Battle Axe, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2, 1
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
  • Chromatic Orb (+6, 3d8, Varies, Range: 90')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • 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.
     
Class Features

Scott308 as Vinwrick | Male | Lawful Good | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
Languages: Common, Halfling, Minotaur
Weapons: Dagger, Shortbow, Shortsword
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Shortsword (+6, 1d6+4, Piercing, Properties: Finesse, Light)
Bonus Actions: Reactions: Racial Traits
  • Lucky
    • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave
    • You have advantage on saving throws against being frightened.
  • Halfling Nimbleness
    • You can move through the space of any creature that is of a size larger than yours.
  • Stout Resilience
    • You have advantage on saving throws against poison, and you have resistance against poison damage.
Class Features

ravenn4544 as Tova | Male | Lawful Neutral | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • 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.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • 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 Armor
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.


First Shift (Three Hours: 21:00-24:00)
T.B.D.

Second Shift (Three Hours: 01:00-03:00)
T.B.D.

Third Shift (Three Hours: 03:00-06:00)
T.B.D.


Rolls
None.

-- Games --
- DM: In Development

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

User avatar
dmw71
POWAH!
POWAH!
Posts: 20292
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Reunion Interrupted

#149 Post by dmw71 »

The Other Side of the Door
As the group in the hallway continue their unexpected introductions, a panicked cry calls out from the other side of the door.

"Ah...little help in here, please!"





---




Actions?

---


Date: 2 Martius 490
Time: 13:22

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions: None
Spells in Effect: None

Character Details
ybn1197 as Gulnur | Male | Lawful Good | Mountain Dwarf | Monk (1) | HD (1d8): 1-1 = 0 | HP: 10-8 = 2-3 = 0+8 = 8 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
Languages: Common, Deep Speech, Dwarvish, Undercommon
Weapons: Dart, Quarterstaff
Spells:
  • None
Ki-Points: --

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • 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.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • 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 (1d6): 1-1 = 0 | HP: 8 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Dwarvish
Weapons: Battle Axe, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2, 1
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
  • Chromatic Orb (+6, 3d8, Varies, Range: 90')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • 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.
     
Class Features

Scott308 as Vinwrick | Male | Lawful Good | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
Languages: Common, Halfling, Minotaur
Weapons: Dagger, Shortbow, Shortsword
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Shortsword (+6, 1d6+4, Piercing, Properties: Finesse, Light)
Bonus Actions: Reactions: Racial Traits
  • Lucky
    • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave
    • You have advantage on saving throws against being frightened.
  • Halfling Nimbleness
    • You can move through the space of any creature that is of a size larger than yours.
  • Stout Resilience
    • You have advantage on saving throws against poison, and you have resistance against poison damage.
Class Features

ravenn4544 as Tova | Male | Lawful Neutral | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • 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.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • 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 Armor
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.


First Shift (Three Hours: 21:00-24:00)
T.B.D.

Second Shift (Three Hours: 01:00-03:00)
T.B.D.

Third Shift (Three Hours: 03:00-06:00)
T.B.D.


Rolls
None.

-- Games --
- DM: In Development

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

User avatar
dmw71
POWAH!
POWAH!
Posts: 20292
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Reunion Interrupted

#150 Post by dmw71 »

Initiative
10: Vinwrick (6+4)
9: Tova (8+1)
3: Haunt (1+2)


Round 3
"Ah...little help in here, please!" Moments later, the closed and locked door bursts open! A quick glance reveals a large, straggly-haired man on the opposite side of the now open door, surveying the situation.
Everyone, please welcome Marullus into the game, playing Thrydwulf; a large, human barbarian.

Inside the room, Vinwrick and Tova continue to wage battle against the spectral haunt assaulting them.


Drawing his second short sword, Vinwrick is able to get two quick slashes against the strange opponent, while Tova steps forward and bashes the spectral form with his war hammer. The combination of successful strikes elicits a pained howling or moaning.

The haunt continues to claw out at the halfling with its spectral hands but the ranter continues to be elusive enough and manages to avoid unwanted contact.

E03, R03.jpg
E03, R03.jpg (81.75 KiB) Viewed 1141 times


Outside in the hall, Gulnur, Rumple, and Floki line up behind Thrydwulf, ready to enter.





---



Actions, movement, and bonus roll for round 4

Marullus and ybn1197, please also provide an initiative roll and I will slot you into action beginning next round.

---


Date: 2 Martius 490
Time: 13:23

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions: None
Spells in Effect: None

Character Details
ybn1197 as Gulnur | Male | Mountain Dwarf | Monk (1) | HD (1d8): 1-1 = 0 | HP: 10-8 = 2-3 = 0+8 = 8 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
Languages: Common, Deep Speech, Dwarvish, Undercommon
Weapons: Dart, Quarterstaff
Spells:
  • None
Ki-Points: --

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • 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.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • 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 | Moutain Dwarf | Sorcerer (1) | HD (1d6): 1-1 = 0 | HP: 8 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Dwarvish
Weapons: Battle Axe, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2, 1
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
  • Chromatic Orb (+6, 3d8, Varies, Range: 90')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • 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.
     
Class Features

Scott308 as Vinwrick | Male | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
Languages: Common, Halfling, Minotaur
Weapons: Dagger, Shortbow, Shortsword
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Shortsword (+6, 1d6+4, Piercing, Properties: Finesse, Light)
Bonus Actions: Reactions: Racial Traits
  • Lucky
    • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave
    • You have advantage on saving throws against being frightened.
  • Halfling Nimbleness
    • You can move through the space of any creature that is of a size larger than yours.
  • Stout Resilience
    • You have advantage on saving throws against poison, and you have resistance against poison damage.
Class Features

ravenn4544 as Tova | Male | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • 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.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • 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.

> Marullus as Thrydwulf | Male | Variant Human | Barbarian (1) | HD (1d12): 1 | HP: 14 | AC: 15 | SP: 30' | Initiative: +3 | Darkvision: No
Background: Folk Hero
  • Feature: Rustic Hospitality.
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Primordial
Weapons: Glaive, Light Crossbow, Shovel as Mining Pick (Improvised)
Spells
  • None
Actions:
  • Glaive (+6, 1d10+4, Slashing, Properties: Heavy, Two-Handed, Reach (10'))
  • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Long-Handled Shovel (+6, 1d6+4 (1d8+4), Bludgeoning, Properties: Improvised, Versatile)
  • Mining Pick (+6, 1d8+4, Piercing, Properties: Improvised)
Bonus Actions: Reactions: Racial Traits Class Features



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 Armor
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.


First Shift (Three Hours: 21:00-24:00)
T.B.D.

Second Shift (Three Hours: 01:00-03:00)
T.B.D.

Third Shift (Three Hours: 03:00-06:00)
T.B.D.


Rolls
R3 Haunt vs Vinwrick (15): Lesser of [1d20+4] = 9+4 = 13 or [1d20+4] = 7+4 = 11 | [3d6] = 10 -- miss
Last edited by dmw71 on Mon Dec 14, 2020 11:43 pm, edited 1 time in total.

-- Games --
- DM: In Development

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

User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18465
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Reunion Interrupted

#151 Post by Marullus »

Hearing the panicked cry for help, Thrydwulf breaks the awkward silence. "Hey, someone needs help in there." Crossing the hall in a stride, he crushes the door inward with his heavy boot.
[1d20+6] = 15+6 = 21
Moments later, the closed and locked door bursts open! A quick glance reveals a large, straggly-haired man on the opposite side of the now open door, surveying the situation.
"HEY!" The shaggy man bellows stepping through the door and swinging his long wickedly-bladed polearm at the spook. "You leave them ALONE!"

Initiative [1d20+3] = 6+3 = 9
Glaive [1d20+6] = 18+6 = 24[1d10+4] = 5+4 = 9

He then steps one space north, clearing the doorway for others to enter as he closes on the haunt.
action: attack with glaive
Bonus action: enter rage
ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8466
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Session 1: Reunion Interrupted

#152 Post by ravenn4544 »

Tova takes advantage of the distraction to pummel the insubstantial foe into memory...

Warhammer Attack [1d20+4] = 20+4 = 24
Warhammer Damage [1d8+2] = 3+2 = 5

As Needed [1d20] = 7
User avatar
dmw71
POWAH!
POWAH!
Posts: 20292
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Reunion Interrupted

#153 Post by dmw71 »

Note for myself.
Need: Vinwrick
NPC: Floki, Gulnur

-- Games --
- DM: In Development

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

User avatar
Scott308
Guy Who Gamed With The Famous People
Posts: 7455
Joined: Thu Oct 02, 2014 3:13 am
Location: Oregon, WI

Re: Session 1: Reunion Interrupted

#154 Post by Scott308 »

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.

https://www.extra-life.org/participant/Scott Peterson
User avatar
dmw71
POWAH!
POWAH!
Posts: 20292
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Reunion Interrupted

#155 Post by dmw71 »

Initiative
12: Floki (11+1)
10: Vinwrick (6+4)
9: Thrydwulf (6+3)
9: Tova (8+1)
3: Haunt (1+2)


Round 4
"Let's go!" Floki grumbles, encouraging those in front of him to get moving. He will follow the progression into the room once he's able, and make sure Rumple remains with the group and doesn't run off.


Already inside the room and engaged in the heat of battle, Vinwrick continues slashing at the spirit in front of him with his pair of blades. His second slash elicits a pained howl from the spectral creature whose ethereal-like form begins to flicker and fade.

"HEY!" The shaggy-haired newcomer bellows as he steps through the door. "You leave them ALONE!" he howls, jabbing his long, wickedly-bladed polearm at the spook.

A final moan escapes the apparition before it fades from existence.


With the threat seemingly eliminated, Floki peers back out into the hallway... just in time to spot an elvish form silently creeping up the stairs at the opposite end of the hallway.

E03, R04.jpg
E03, R04.jpg (88.43 KiB) Viewed 1107 times

The elf pauses after mutually spotting Floki and, in a non-hostile manner, simply stares at the dwarf.



---



Actions?

---


Date: 2 Martius 490
Time: 13:24

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions: None
Spells in Effect: None

Character Details
ybn1197 as Gulnur | Male | Mountain Dwarf | Monk (1) | HD (1d8): 1-1 = 0 | HP: 10-8 = 2-3 = 0+8 = 8 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
Languages: Common, Deep Speech, Dwarvish, Undercommon
Weapons: Dart, Quarterstaff
Spells:
  • None
Ki-Points: --

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • 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.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • 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 | Moutain Dwarf | Sorcerer (1) | HD (1d6): 1-1 = 0 | HP: 8 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Dwarvish
Weapons: Battle Axe, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2, 1
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
  • Chromatic Orb (+6, 3d8, Varies, Range: 90')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • 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.
     
Class Features

Scott308 as Vinwrick | Male | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
Languages: Common, Halfling, Minotaur
Weapons: Dagger, Shortbow, Shortsword
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Shortsword (+6, 1d6+4, Piercing, Properties: Finesse, Light)
Bonus Actions: Reactions: Racial Traits
  • Lucky
    • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave
    • You have advantage on saving throws against being frightened.
  • Halfling Nimbleness
    • You can move through the space of any creature that is of a size larger than yours.
  • Stout Resilience
    • You have advantage on saving throws against poison, and you have resistance against poison damage.
Class Features

ravenn4544 as Tova | Male | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • 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.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • 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.

> Marullus as Thrydwulf | Male | Variant Human | Barbarian (1) | HD (1d12): 1 | HP: 14 | AC: 15 | SP: 30' | Initiative: +3 | Darkvision: No
Background: Folk Hero
  • Feature: Rustic Hospitality.
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Primordial
Weapons: Glaive, Light Crossbow, Shovel as Mining Pick (Improvised)
Spells
  • None
Actions:
  • Glaive (+6, 1d10+4, Slashing, Properties: Heavy, Two-Handed, Reach (10'))
  • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Long-Handled Shovel (+6, 1d6+4 (1d8+4), Bludgeoning, Properties: Improvised, Versatile)
  • Mining Pick (+6, 1d8+4, Piercing, Properties: Improvised)
Bonus Actions: Reactions: Racial Traits Class Features



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 Armor
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.


First Shift (Three Hours: 21:00-24:00)
T.B.D.

Second Shift (Three Hours: 01:00-03:00)
T.B.D.

Third Shift (Three Hours: 03:00-06:00)
T.B.D.


Rolls
R04: Floki Initiative: [1d20+1] = 11+1 = 12

-- Games --
- DM: In Development

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

User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18465
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Reunion Interrupted

#156 Post by Marullus »

Thrydwulf

The large man looks around with a wild, crazed look in his eyes pausing on Vinwrick and Tovi. As the ghost doesn't reappear, he takes a deep breath, exhaling slowly, trying to calm himself. "I hate spooks," he says awkwardly. As he notices Rumple for the first time, he furrows his brow in confused silence.
If the ghost died on my action, did I still use up my Rage afterwards with the bonus action?

Also, is there light in here from a window?
User avatar
dmw71
POWAH!
POWAH!
Posts: 20292
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Reunion Interrupted

#157 Post by dmw71 »

Marullus wrote: Thu Dec 17, 2020 7:14 pm If the ghost died on my action, did I still use up my Rage afterwards with the bonus action?
Nope.

I'll track these details in the footer section (e.g. Rage would be under tracked in the 'Class Features' details, where you still show both still available).

-- Games --
- DM: In Development

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

User avatar
Scott308
Guy Who Gamed With The Famous People
Posts: 7455
Joined: Thu Oct 02, 2014 3:13 am
Location: Oregon, WI

Re: Session 1: Reunion Interrupted

#158 Post by Scott308 »

Vinwrick Greenbottle

Weapons still at the ready, Vinwrick looks quizically at the shaggy newcomer. Ah...thanks? Seeing Gulnur now in the room, the ranger asks, Do you know this person?
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.

https://www.extra-life.org/participant/Scott Peterson
ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8466
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Session 1: Reunion Interrupted

#159 Post by ravenn4544 »

Tova stands on guard - not sure what to make of these newcomers just yet.

As Needed [1d20] = 2
User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18465
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Reunion Interrupted

#160 Post by Marullus »

Thrydwulf

The large man adjusts his bearskin cloak and looks expectantly back and forth between Vinwick and Gulnur. "Of course you know me! You're the small folk who came by my camp, and... Well, remember? Ate that nice rabbit stew I had goin'? Drank mead together?" He rakes his fingers through his scraggly beard and ties the leather laces on his tunic as he watches their blank expressions. "You guys sang the whole time we walked. 'Batter, jabber, whip and hammer hoooooo! You go... my lad?' His tempo slows and he looks more uncertain as he finishes, still watching their faces. "The stew? You remember the stew?"
Locked

Return to “Previous Adventures”