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Re: Session 1: Reunion Interrupted

Posted: Sat Aug 08, 2020 1:22 pm
by ravenn4544
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
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
    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: 1 (1d6) | HP: 8-6 = 2 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    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
      • 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: 1 (1d10) | HP: 12-10 = 2+7 = 9-4 = 5 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No | Inspiration: 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: 1 (1d8) | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    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.

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?

Re: Session 1: Reunion Interrupted

Posted: Mon Aug 17, 2020 4:01 am
by dmw71
I will NPC Floki, but still waiting on actions from Gulnur and Tova.

Re: Session 1: Reunion Interrupted

Posted: Mon Aug 17, 2020 11:03 am
by ravenn4544
Tova raises his eyebrows at the sight of the unexpected magic! He calls to it, "We mean no harm! Uncover the globe!"

Re: Session 1: Reunion Interrupted

Posted: Wed Aug 19, 2020 3:53 pm
by ybn1197
Gulnar unwraps the globe as Tova suggests. Blasted arcane magic, he mumbles to himself.

Re: Session 1: Reunion Interrupted

Posted: Sun Sep 06, 2020 1:45 am
by dmw71
Initiative
16: Tova (15+1)
15: Gulnur (12+3)
14: Glass Golem (14+0)
13: Floki (12+1)
10: Vinwrick (6+4)


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
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
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: 1 (1d6) | HP: 8-6 = 2 | 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
    • 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: 1 (1d10) | HP: 12-10 = 2+7 = 9-4 = 5 | 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: 1 (1d8) | 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
Initiative: Tova [1d20+1] = 15+1 = 16, Gulnur [1d20+3] = 12+3 = 15, Floki [1d20+1] = 12+1 = 13
Initiative: Glass Attacker [1d20] = 14
Round 1: Glass vs Gulnur (15): [1d20+4] = 17+4 = 21, [1d20+4] = 15+4 = 19 -- hit, hit
Round 1: Glass Damage vs Gulnur: [1d6+2] = 6+2 = 8, [1d6+2] = 1+2 = 3 -- (-11)

Re: Session 1: Reunion Interrupted

Posted: Sun Sep 06, 2020 2:20 am
by Scott308
Vinwrick Greenbottle

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.

Re: Session 1: Reunion Interrupted

Posted: Wed Sep 09, 2020 9:23 pm
by ravenn4544
Tova has but his inherent spells left to defend himself!

Sacred Flame [1d8] = 6
As Needed [1d20] = 18

Re: Session 1: Reunion Interrupted

Posted: Mon Sep 14, 2020 9:30 pm
by dmw71
Death Saves
Gulnur
1st: Round 2

Initiative
16: Tova (15+1)
15: Gulnur (12+3)
14: Glass Golem (14+0)
13: Floki (12+1)
10: Vinwrick (6+4)


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
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
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: 1 (1d6) | HP: 8-6 = 2 | 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: 1 (1d10) | HP: 12-10 = 2+7 = 9-4 = 5 | 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: 1 (1d8) | 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
Round 2: Glass Golem vs Sacred Flame: [1d20] = 5 -- failed
Round 2: Glass vs Tova (17): [1d20+4] = 9+4 = 13, [1d20+4] = 6+4 = 10 miss, miss
Round 2: Floki vs Glass: [1d20+6] = 9+6 = 15, [3d8] = 14 -- hit

Re: Session 1: Reunion Interrupted

Posted: Tue Sep 15, 2020 5:43 pm
by ravenn4544
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.

Warhammer Attack [1d20+4] = 17+4 = 21
Warhammer Damage [1d8+2] = 8+2 = 10

Re: Session 1: Reunion Interrupted

Posted: Sun Sep 20, 2020 4:06 am
by dmw71
Just waiting on an action for Vinwrick.

Re: Session 1: Reunion Interrupted

Posted: Fri Sep 25, 2020 2:05 am
by Scott308
Vinwrick Greenbottle

The ranger continues chopping at the glass creature with his swords.
Short Sword: [1d20+6] = 10+6 = 16; Reroll if a 1: [1d20+6] = 7+6 = 13; Damage: [1d6+4] = 4+4 = 8; If Crit add: [1d6] = 4
Short Sword (Off-hand): [1d20+6] = 14+6 = 20; Reroll if a 1: [1d20+6] = 11+6 = 17; Damage: [1d6] = 1; If Crit add: [1d6] = 6
As needed: [1d20] = 6; Reroll if a 1: [1d20] = 3
Sorry everyone. I got slaughtered on call last week, putting in 20+ hours of OT, including twice getting called in to work in the middle of the night. I was pretty wiped out and didn't have the energy to check in here.

Re: Session 1: Reunion Interrupted

Posted: Sat Sep 26, 2020 10:54 pm
by dmw71
Death Saves
Gulnur
1st: Round 2
2nd: Round 3

Initiative
16: Tova (15+1)
15: Gulnur (12+3)
14: Glass Golem (14+0)
13: Floki (12+1)
10: Vinwrick (6+4)


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
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
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: 1 (1d6) | HP: 8-6 = 2 | 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: 1 (1d10) | HP: 12-10 = 2+7 = 9-4 = 5 | 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: 1 (1d8) | 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
Thankfully these didn't happen!

Re: Session 1: Reunion Interrupted

Posted: Sun Sep 27, 2020 10:33 pm
by Scott308
Vinwrick Greenbottle

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
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: 1 (1d6) | HP: 8-6 = 2 | 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: 1 (1d10) | HP: 12-10 = 2+7 = 9-4 = 5 | 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: 1 (1d8) | 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.

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.

Re: Session 1: Reunion Interrupted

Posted: Tue Oct 06, 2020 5:00 pm
by ybn1197
"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."