Tova examines the rug, and lifts it up, to see if anything is hidden below...
Re: Session 1: Reunion Interrupted
Posted: Fri Aug 14, 2020 5:15 pm
by dmw71
Chantry
When the room with the globe appears vacant, Vinwrick bypasses it and listens at the door to the next room down the hallway. He hears nothing.
Tova and Gulnur fill the vacancy in the initial room first; followed by Floki who escorts Rumple into the corner.
Just inside the door, Tova stoops to examine the rug, lifting up the corner and peering beneath it. The raised run reveals nothing other than the solid wood plank flooring.
Gulnur crosses the room and, without touching the gleaming globe himself, carefully uses the red drape on the altar to wrap the shiny object. However, as soon as the drape is cinched around the top and the globe swaddled and lifted --
-- a tinkling sound, like someone walking over shards of broken glass, is heard coming from the windowed area.
The robed figure in the stained glass window appears to animate, and steps away from the window, seemingly separating itself from the actual window pane!
Chantry.jpg (46.98 KiB) Viewed 1769 times
The thin, nearly two-dimmensional form faces Gulnar, raising one of its hand threateningly.
The persistent trinkling glass sound accompanies every movement of this glass animation.
---
Actions and Initiative?
---
Date: 2 Martius 490 Time: 11:54
Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Conditions
Wind: Light Breeze
Precipitation: None
Humidity: Low
Visibility: Cloudy
Light Sources
None
Known Conditions
None
Spells in Effect
None
Character Details
ybn1197 as Gulnur | Male | Lawful Good | Mountain Dwarf | Monk (1) | HD: 1 (1d8) | HP: 10 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD: 1 (1d6) | HP: 8-6 = 2 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Marching Order Scout
Vinwrick
5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick
10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick
Watch Schedule
Watch: Armored
Sleep: No medium or heavy armor unless specifically declared.
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.
When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
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.
Re: Session 1: Reunion Interrupted
Posted: Fri Aug 14, 2020 7:26 pm
by Scott308
Vinwrick Greenbottle
Hearing the sound of breaking glass coming from the other room, Vinwrick heads back that way. Guys, quit break- He stops mid-word as he sees...someone? Something?
Round 1 "We mean no harm!" Tova calls out. "Uncover the globe!" he continues, raising a bushy eyebrow at the sight of the unexpected magic! Gulnur releases the red drape, unwrapping the globe as Tova urging, while mumbling to himself something about arcane magic.
Floki, already wounded, pins himself to the corner, keeping Rumple held firmly in front of him.
The animated sheet of stained glass seems unphased by the attempt to uncover the globe, and lashes out with a pair of powerful, slashing strikes! Gulnur immediately feels a sharp pain as a gash is opened in his left bicep (-8), then his world goes black after the animated creature issues a second painful slash in an exposed area (-3).
Hearing the sound of breaking glass coming from the other room, Vinwrick heads back that way. "Guys, quit break --" The halfling stops at the doorway, mid-word, as he spots...someone? Something?
E04, R01.jpg (56.49 KiB) Viewed 1628 times
The ranger watches as the monk falls at the foot of the altar... and the glass golem turns to face Tova.
---
Sorry, ybn1197! Just a reminder, per my 'Death Saving Throws' house rule, all death saving throws will be made and tracked privately.
Everyone else (which is now just Scott and ravenn4544 ), Action?
---
Date: 2 Martius 490 Time: 11:56
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: 1 (1d8) | HP: 10-8 = 2-3 = 0 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Marching Order Scout: Vinwrick
5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick
10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick
Watch Schedule Watch: Armored Sleep: No medium or heavy armor unless specifically declared.
Sleeping in 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.
Seeing Gulnur on the ground, Vinwrick doesn't need to know what the creature is, he has seen enough to know it is a danger. Moving to the glass...being?...he stabs it with a blade in each hand.
Round 2
Absent any spells of leveled power, Tova summons forth a flame-like radience which comes crashing down upon the creature of glass. The flame stike completely engulfs the odd, nearly two-dimensional form, but seems to have no effect.
Gulnur continues to lie unmoving at the foot of the altar.
The glass golem advances towards Tova, slashing at the dwarf with a pair of sharp-edged hands, but finds the well-armored holy man too difficult to inflict harm upon.
From his position of relative cover, behind Rumple, Floki hurls a fist-sized sphere of thunder, believing it to be an effective type of force against the fragile foe. The orb connects, sending shards of colorful stained glass flying in all directions, reducing the creature to roughly half its normal structure.
Seeing Gulnur on the ground, Vinwrick moves to the glass adversary and stabs it with a blade in each hand, send more and more shards of colorful glass splintering off from the main form of the creature!
E04, R02.jpg (47.43 KiB) Viewed 1561 times
What remains of the original form of the glass golem lumbers unbalanced, but does remain upright -- and raises a jagged hand at Tova threateningly!
---
Actions?
---
Date: 2 Martius 490 Time: 11:57
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: 1 (1d8) | HP: 10-8 = 2-3 = 0 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Marching Order Scout: Vinwrick
5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick
10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick
Watch Schedule Watch: Armored Sleep: No medium or heavy armor unless specifically declared.
Sleeping in 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.
Tova steps back - disappointed his magic doesn't seem to have an effect - so switches to his hammer to try and shatter thing before it can do serious harm.
Round 3
Frustrated by the lack of success his radiant spell had, Tova switches to his warhammer and crushes the glass golem! Splintered shards of sharp glass are sent flying in all directions and the blunt attack, which proves to be quite effective against the strange attacker, essentially obliterates the stained glass form.
Floki and Vinwrick, both laboring from injuries, express relief that the conflict is over.
E04, R03.jpg (55.72 KiB) Viewed 1496 times
Nearby, Gulnur continues to lie unmoving at the foot of the altar as blood begins to pool beneath his wounds.
"Not bad,"Rumple says, offering a rare compliment.
---
Actions?
---
Date: 2 Martius 490 Time: 11:58
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: 1 (1d8) | HP: 10-8 = 2-3 = 0 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Marching Order Scout: Vinwrick
5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick
10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick
Watch Schedule Watch: Armored Sleep: No medium or heavy armor unless specifically declared.
Sleeping in 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.
Tova! Can you do anything to help Gulnur? asks Vinwrick, seeing the monk lying in a pool of his own blood.
Re: Session 1: Reunion Interrupted
Posted: Mon Sep 28, 2020 5:10 pm
by ravenn4544
Tova will attend Gulnur as best he can. With but the most basic prayers available, he will try and stabilize him. "I will need to rest and recover to aid him further"
cast spare the dying
Re: Session 1: Reunion Interrupted
Posted: Sun Oct 04, 2020 11:55 pm
by dmw71
End
The labored, shallow breaths of Gulnur stabilize as Tova casts 'Spare the Dying' on their bloodied companion.
The group, at least temporarily, is afforded a rare chance to catch their collective breaths and debate their next course of action. Rumple suggests the garbage room -- where the axe beaks were earlier dispatched -- as a place to hide. "Everyone avoids that area," he admits.
---
Actions?
---
Date: 2 Martius 490 Time: 11:59
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: 1 (1d8) | HP: 10-8 = 2-3 = 0 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Marching Order Scout: Vinwrick
5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick
10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick
Watch Schedule Watch: Armored Sleep: No medium or heavy armor unless specifically declared.
Sleeping in 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.
Re: Session 1: Reunion Interrupted
Posted: Tue Oct 06, 2020 3:57 am
by Scott308
Vinwrick Greenbottle
Sounds like a good idea to me.
Vinwrick will try to carry Gulnur if someone is willing to help.
"Thank you Tova. And thank you Vinwrick. A short rest and I will be right as rain again. Just you wait." Gulnar says as he limps along with Vinwrick's assistance.
Re: Session 1: Reunion Interrupted
Posted: Tue Oct 06, 2020 5:19 pm
by ravenn4544
Tova scans the group and it's battered state. "Indeed, perhaps a rest is called for. We can defend this small room I think. I fear driving forward now would do more harm then good."