Session 1: Reunion Interrupted

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Scott308
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Re: Session 1: Reunion Interrupted

#181 Post by Scott308 »

Vinwrick Greenbottle

The ranger will kick back on the sofa, allowing himself a moment of rest while others investigate the room.
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
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dmw71
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Re: Session 1: Reunion Interrupted

#182 Post by dmw71 »

Drawing Room
Letting the door swing all the way open, Thrydwulf enters the room, noting prints his tracks are leaving are the only disruptions in the room. At least recently. "You'd think that I'd remember this," the large man ruminates, scratching his beard. Intrigued by the music originating from the pan flute on the far wall, the barbarian approaches it and begins poking at the wall all around the pipes with the stick-end of his polearm, with one of his jabs -- just to the left of the instrument -- seems to cause a brief interruption in the brooding melody. "...More ghosts," he mutters.

Entering behind the big man, Lutharin approaches the writing desk and begins inspecting it for any documents or writings. While coated in dust due to a lack of recent activity, the rogue can clearly notice that the owner or user of the desk kept things orderly. In addition to a few sheets of loose parchment, a leather-bound book lies open on the desk surface. The loose parchment pages contain what appear to be handwritten notes scrawled upon them in black ink, all signed with the initials M.L.B.. The book, at least from the pages it is open to, appears to be a financial journal with lists of abbreviated transactions and numbers, but lacking any obvious details. Also on top of the desk, a built-in drawer or cabinet, secured with a closed key clock, catches the Lutharin's attention... but, as soon as the elf shifts his focus to this locked storage area, the music mysteriously stops playing.


Tova allows the halfling behind him to pass him as he stops at the entryway. "This is a strange place. It seems the past lingers here..." he shares, looking back over his shoulder. "Rumple, what do you know of all this?" The goblin, still stuck in the stairwell, simply shrugs. "Care not," he chirps, uninterested. "The treasure upstairs," he adds with a hint of impatience, pointing in the general direction of the door to the left of Thrydwulf.


Passing the dwarf on his way in, Vinwrick crosses the room and hops up onto the couch, allowing himself a moment of rest.

Drawing Room.jpg
Drawing Room.jpg (41.41 KiB) Viewed 1028 times


Still in the stairwell, Floki and Gulnur keep a watchful eye on their guide of limited use.




---



Actions?

---


Date: 2 Martius 490
Time: 13:42

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

Darklin2 as Lutharin | Male | High Elf | Rogue (1) | HD (1d8): 1 | HP: 9 | AC: 15 | SP: 30' | Initiative: +4 | Darkvision: Yes
Background: Criminal (Spy)
  • Feature: Criminal Contact
Passive Skills: Perception: 12 | Investigation: 15 | Insight: 10
Languages: Common, Dwarvish, Elvish, Thieves’ Cant
Weapons: Rapier, Dagger, Shortbow, Handaxe
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)
  • Rapier (+6, 1d8+4, Piercing, Properties: Martial, Finesse)
Bonus Actions: Reactions: Racial Traits
  • 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.
  • Cantrip
    • You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Class Features



Marching Order
Scout: Thrydwulf

5-Foot
Thrydwulf
Lutharin
Tova
Vinwrick
Floki
Gulnur

10-Foot
Thrydwulf | Lutharin
Tova | Vinwrick
Floki | Gulnur



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

-- Games --
- DM: In Development

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

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Marullus
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Re: Session 1: Reunion Interrupted

#183 Post by Marullus »

Thrydwulf focuses on the area he noted to the left of the pipes, furrowing his brow. When the music stops playing, he startles, then pulls his stick protectively across his chest and pushes it at the empty space between him and the pipes. "Go on. GIT!" he says menacingly trying to banish whatever lingers.

Intimidation [1d20+3] = 14+3 = 17[1d20+3] = 2+3 = 5



As Needed Roll [1d20] = 18[1d20] = 13
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Darklin2
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Re: Session 1: Reunion Interrupted

#184 Post by Darklin2 »

Lutharin

Luthar stuffs the loose parchment into the ledger and sets it aside. Pulls out his picks and checks the locked drawer for traps.

Mumbles aloud, We'll keep this for later. Might be useful.

Detect Traps. [1d20+6] = 4+6 = 10 Investigate Traps

Open Locks. [1d20+6] = 19+6 = 25


OOC- Let me know if i didn't do that right.


[1d20] = 12 AS NEEDED
Last edited by Darklin2 on Tue Jan 05, 2021 5:56 pm, edited 3 times in total.
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ravenn4544
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Location: Pennsylvania

Re: Session 1: Reunion Interrupted

#185 Post by ravenn4544 »

Teva stands back and keeps an eye on the mysterious pipes. "Maybe we should hold on to that ledger. It may come in handy in the future"

As Needed [1d20] = 10
Last edited by ravenn4544 on Mon Jan 04, 2021 9:19 pm, edited 1 time in total.
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dmw71
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Re: Session 1: Reunion Interrupted

#186 Post by dmw71 »

While we're waiting on a response for Vinwrick (no rush!), if you haven't provided an as-needed roll, here is your opportunity to do so.
(hint, hint)


If not, I will roll for you.

-- Games --
- DM: In Development

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

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Scott308
Guy Who Gamed With The Famous People
Posts: 7437
Joined: Thu Oct 02, 2014 3:13 am
Location: Oregon, WI

Re: Session 1: Reunion Interrupted

#187 Post by Scott308 »

Vinwrick Greenbottle

Vinwrick looks on in curiosity at the pipes from his seat on the couch.
As needed: [1d20] = 12; Reroll if a 1: [1d20] = 18
Sorry- didn't realize it had been that long since I had checked in on this game.
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
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dmw71
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Posts: 20270
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Re: Session 1: Reunion Interrupted

#188 Post by dmw71 »

Initiative
22: Gulnur (19+3)
21: Thrydwulf (18+3)
16: Vinwrick (12+4)
16: Lutharin (12+4)
11: Tova (10+1)
8: Air Elemental (5+3)
5: Talmond (3+2)



Round 1
At the writing desk, Lutharin stuffs the loose parchment into the ledger, which he closes and sets aside while diverting his attention to the locked drawer. "Maybe we should hold on to that ledger?" Tova suggests, thinking it may come in handy in the future, but the cleric holds his place just outside the doorway eyeing the mysterious pipes suspiciously.

A quick visual inspection of the lock reveals it to be quite simple, and almost certainly not trapped. The rogue fetches his lockpicks and...

At the same time:
  • The lock effortlessly clicks open with Lutharin's skillful touch --
  • The pipes immediately stop playing, and are replaced by the howling sound of rapidly moving air --
  • A hastily-made trail of dust and debris lifts and scatters from the floor in a path heading directly for Lutharin!

The rouge, lockpicks still in hand, feels a forceful blow (-10) and is thrown backward, landing hard against the chair against the opposite wall, before drifting into a state of unconsciousness.

After the contact, a small, funneling cloud with a vague semblance of a face appears, occupying the space Lutharin just vacated.

E05, R01.jpg
E05, R01.jpg (48.38 KiB) Viewed 941 times


The howling winds continue as the manifested air creature continues shooting up dust and debris as it moves towards the door, slamming it shut in Tova's face, leaving Tova, Gulnur, Rumple, and Talmond on the outside of the closed, but unlocked door!




---

A few notes:

(1) RiverGreenForest, please feel free to roll your own initiative and I will replace your roll with mine. In fact, you will probably want to begin playing around with the die roller since you're jumping right into a combat situation and rolls will likely be called for immediately. :) Here is a link to the User's Guide, and here's one for Macro syntax. Gary (hedgeknight) did a really good job detailing the "how's" of the die roller in the 'Character Creation and Stuff' post in his new 5e game. I'd check that one out, too.

At the very least, macros, especially for commonly requested rolls (e.g. initiative) can be really helpful. For instance, you could create something for Talmond like the following, which reflects the base 1d20 roll (which is only rolled once, at the beginning of combat) and the +2 initiative modifier from his 15 dexterity:
Initiative: [1d20+2]


Definitely feel free to post if you have any questions; either publicly in the OOC I topic or in your private forum.


(2) Apologies for the rude introduction, Darklin2! It does, however, allow me to point out my 'Death Saving Throws' house rule, which essentially states that all death saving throw attempts will be tracked/counted publicly, but the actual rolls will be made privately by me.

(3) Unless someone grabs and secures the ledger (which will require the Use an Object action), it will remain on the desk... unless or until it gets wildly scattered by gusting winds.[/list]



Actions and Movement for Round 2?

---


Date: 2 Martius 490
Time: 13:43

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
> 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

> Darklin2 as Lutharin | Male | High Elf | Rogue (1) | HD (1d8): 1 | HP: 9-10 = 0 | AC: 15 | SP: 30' | Initiative: +4 | Darkvision: Yes
Background: Criminal (Spy)
  • Feature: Criminal Contact
Passive Skills: Perception: 12 | Investigation: 15 | Insight: 10
Languages: Common, Dwarvish, Elvish, Thieves’ Cant
Weapons: Rapier, Dagger, Shortbow, Handaxe
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)
  • Rapier (+6, 1d8+4, Piercing, Properties: Martial, Finesse)
Bonus Actions: Reactions: Racial Traits
  • 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.
  • Cantrip
    • You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Class Features

> RiverGreenForest as Talmond | Male | Human | Fighter (1) | HD (1d10): 1 | HP: 12 | AC: 19 | SP: 30' | Initiative: +2 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 9 | Insight: 11
Languages: Common, Dwarvish
Weapons: Longsword, Dagger, Light Crossbow
Spells
  • None
Actions:
  • Longsword (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Light Crossbow (+4, 1d8+2, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
Bonus Actions: Reactions: Racial Traits
  • None. 
Class Features

> 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.




Marching Order
Scout: Thrydwulf

5-Foot
Thrydwulf
Lutharin
Tova
Vinwrick
Talmond
Gulnur

10-Foot
Thrydwulf | Lutharin
Tova | Vinwrick
Talmond | Gulnur



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
Initiative: Talmond: [1d20+2] = 3+2 = 5, Gulnur: [1d20+3] = 19+3 = 22
Initiative: Air Elemental: [1d20+3] = 5+3 = 8
Surprise: Air Elemental: [1d20+3] = 8+3 = 11 or [1d20+3] = 19+3 = 22 -- success
R01 Air Elemental vs Lutharian (15): [1d20+4] = 3+4 = 7 or [1d20+4] = 15+4 = 19, [1d8+3] = 7+3 = 10 -- hit (-10)

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ravenn4544
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Re: Session 1: Reunion Interrupted

#189 Post by ravenn4544 »

Tova will open the door to face the whirlwind!

As Needed [1d20] = 11
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Marullus
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Re: Session 1: Reunion Interrupted

#190 Post by Marullus »

Thrydwulf spins around as the force of air blows past him, heading for Lutharin! "HEY! I said GIT!" he bellows, bringing around his long blade in an arc as the ghosty apparition.

His temper flares as the ghost slams the door. He advances to next to the desk, giving him reach to hit the appiration anywhere it goes in the room. He brings his blade around again, sweeping through where the apparition stands. "NO MORE GHOSTS!"

Initiative [1d20+3] = 15+3 = 18
Reaction: Opportunity Attack
Glaive [1d20+6] = 12+6 = 18[1d10+4] = 7+4 = 11
Bonus Action: Enter Rage
Regular Action:

Glaive [1d20+6] = 3+6 = 9[1d10+6] = 10+4 = 16
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Re: Session 1: Reunion Interrupted

#191 Post by RiverGreenForest »

Talmond

Talmond is startled by a loud thud and what sounds like muffled yelling followed by more loud banging sounds. Looking over at the rest of the group with a look of confusion Talmond calls out "What in the Nine Hells was that??". Without thinking, Talmond draws his sword and shield and makes his way towards Tova to have a look inside the room.

Initiative: [1d20+2] = 8+2 = 10
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Re: Session 1: Reunion Interrupted

#192 Post by Scott308 »

Vinwrick Greenbottle

Rolling his eyes at the latest bizarre occurrence in this tower, the ranger gets up from the couch. Drawing one of his swords, he moves into reach of the air...thing. That was not very nice! he shouts as he slashes at the wind.
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.

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Re: Session 1: Reunion Interrupted

#193 Post by dmw71 »

Initiative
22: Gulnur (19+3)
21: Thrydwulf (18+3)
16: Vinwrick (12+4)
16: Lutharin (12+4)
Death Saves
  1. Round 2
11: Tova (10+1)
10: Talmond (8+2)
8: Air Elemental (5+3)


Round 2
Still stuck in the stairwell behind Tova and the closed door, Gulnur grips his quarterstaff and readies a jab attack in the event whatever threat exists inside the room makes an appearance.


Back inside the room, Thrydwulf spins around as the force of air blows past him. "HEY! I said GIT!" he bellows as the ghost slams the door. Enraged, the barbarian steps to the center of the room and, using the reach of his glaive, swipes the bladed end in the direction of the apparition but fails to connect with the airy figure. "NO MORE GHOSTS!" he yells angrily.

Rolling his eyes at the latest bizarre occurrence in this tower, Vinwrick draws one of his swords as he rises from the couch. Not wanting to block the space leading to Lutharin, the halfling veers to the right of the raging barbarian, squeezing his diminutive form into the same space as the desk, adjacent to the windy foe. "That was not very nice!" he yells as he jabs at the air...thing with the point of his sword.

Nearby, Lutharin continues to lie motionless against the chair.

Hearing a whirling wind on the other side of the door, Tova pushes it open, then continues his forward momentum by forcing his way past the blockage. Pushing through the whirling wind was an odd experience, but once inside, the dwarf forces the door all the way open, pushing it against the left wall and creating a slight opening for those behind him to possibly reach their fallen companion.

At the back of the line, Talmond and Rumple willingly exchange places, and the fighting man works his way past Gulnur as well (Moving Around Other Creatures), finding himself at the open doorway. "What in the Nine Hells is that?" he wonders aloud as the interior of the room finally comes into view and he witness the airy apparition for the first time. Readying his sword and holding his shield in front of him defensively, he forces some extra movement (Dash) to enter the room past Tova, positioning himself in the remaining space, adjacent to a cluster of activity, and inactivity in the case of Lutharin.

Seemingly annoyed at the arrival of the latest threats, the minor air elemental attempts to forcefully slam Talmond first, but finds too much resistance. Looking to avoid the fighter's shield, the foe turns and spies a much smaller target in the form of Vinwrick. The halfing feels a cyclone-like force overcome him, pushing him back into the desk, which he strikes his head against (-7).

E05, R02.jpg
E05, R02.jpg (59.83 KiB) Viewed 899 times


The situation continues!




---

A few notes:
  1. After rolling for an attack, I decided Tova would have attempted to alleviate the logjam at the entrance and push his way into the room instead, using the Shoving a Creature rule. The minor air elemental would use its Dexterity (Acrobatics) to counter, which was not enough to beat the supplied 'as-needed' roll.
  2. Per my 'Critical Hits and Misses' house rule, Talmond is able to use his Reaction (which is still available) to retaliate, like an Opportunity Attack.

    Assuming you want to (and why wouldn't you?), RiverGreenForest, please provide a free counter-attack against the elemental to finish round 2 in addition to your normal actions/movement for round 3.
  3. Also, and this is just a reminder since there are some players added to the game recently, please also provide a random as-needed 1d20 roll each round.




Actions and Movement for Round 3?

---


Date: 2 Martius 490
Time: 13:44

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions:
  1. Thrydwulf enters Rage on Round 2 (Ends: Round 12).
Spells in Effect: None

Character Details
> Scott308 as Vinwrick | Male | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11-7 = 4 | 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

> Darklin2 as Lutharin | Male | High Elf | Rogue (1) | HD (1d8): 1 | HP: 9-10 = 0 | AC: 15 | SP: 30' | Initiative: +4 | Darkvision: Yes
Background: Criminal (Spy)
  • Feature: Criminal Contact
Passive Skills: Perception: 12 | Investigation: 15 | Insight: 10
Languages: Common, Dwarvish, Elvish, Thieves’ Cant
Weapons: Rapier, Dagger, Shortbow, Handaxe
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)
  • Rapier (+6, 1d8+4, Piercing, Properties: Martial, Finesse)
Bonus Actions: Reactions: Racial Traits
  • 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.
  • Cantrip
    • You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Class Features

> RiverGreenForest as Talmond | Male | Human | Fighter (1) | HD (1d10): 1 | HP: 12 | AC: 19 | SP: 30' | Initiative: +2 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 9 | Insight: 11
Languages: Common, Dwarvish
Weapons: Longsword, Dagger, Light Crossbow
Spells
  • None
Actions:
  • Longsword (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Light Crossbow (+4, 1d8+2, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
Bonus Actions: Reactions: Racial Traits
  • None. 
Class Features

> 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.




Marching Order
Scout: Thrydwulf

5-Foot
Thrydwulf
Lutharin
Tova
Vinwrick
Talmond
Gulnur

10-Foot
Thrydwulf | Lutharin
Tova | Vinwrick
Talmond | Gulnur



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
Round 2: Tova Shove Attempt [1d20+2] = 11+2 = 13 -- success (using provided 'As Needed' roll.
Round 2: Air Elemental vs Shove (6): [1d20+3] = 4+3 = 7 -- gives way
R02 Air Elemental vs Talmond (19): [1d20+4] = 1+4 = 5, [1d8+3] = 8+3 = 11 -- critical fail
R02 Air Elemental vs Vinwrick (15): [1d20+4] = 15+4 = 19, [1d8+3] = 4+3 = 7 -- hit (-7)

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Marullus
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Re: Session 1: Reunion Interrupted

#194 Post by Marullus »

Thrydwulf remains focused on the airy figure, taking out his frustration upon it with another brutal swipe of his blade.

Glaive (raging) [1d20+6] = 10+6 = 16[1d10+6] = 7+6 = 13
As Needed Roll [1d20] = 13[1d20] = 17
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Re: Session 1: Reunion Interrupted

#195 Post by RiverGreenForest »

Talmond

Round 2:

Talmond tries to shove the air monster with his shield.
Shove - Strength(Athletics):[1d20+5] = 5+5 = 10

Round 3:

Talmond grimaces and tries to attack the air monster with his long sword.
Longsword [1d20+5] = 2+5 = 7 [1d8+3] = 3+3 = 6

Talmond remains where he stands and holds defensively keeping his shield raised. Gritting his teeth, Talmond calls out "How do you kill something that is made out of air?? A fan?"

As needed [1d20] = 1
ravenn4544
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Re: Session 1: Reunion Interrupted

#196 Post by ravenn4544 »

Tova reaches out to help the fallen Lutharin before it's too late! He uses spare the dying on him.

As Needed [1d20] = 8
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Re: Session 1: Reunion Interrupted

#197 Post by dmw71 »

Just waiting on an action for Vinwrick.


No rush.

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Re: Session 1: Reunion Interrupted

#198 Post by Marullus »

Reaction:
Glaive (raging) [1d20+6] = 20+6 = 26[1d10+6] = 7+6 = 13

Edit:
Scott308 wrote: Fri Jan 22, 2021 3:37 amAlso, Marullus, since you critted, you need to roll another d10 for damage.[/ooc][/spoiler]
Crit Damage [1d10] = 1
:?
Last edited by Marullus on Fri Jan 22, 2021 12:22 pm, edited 1 time in total.
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Re: Session 1: Reunion Interrupted

#199 Post by Scott308 »

Vinwrick Greenbottle

His head ringing from banging into the desk, Vinwrick quickly draws his other sword and becomes a whirlwind himself- twin blades slashing through the air with deadly precision.
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.

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Re: Session 1: Reunion Interrupted

#200 Post by Scott308 »

Vinwrick Greenbottle

Continuing to press the attack, the determined halfling keeps up his furious assault on the elemental.
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.

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