Episode 0: Dahyrst

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dmw71
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Re: Group 1, Episode 0: Dahyrst

#121 Post by dmw71 »

Return to Dahyrst
The group, having completed the exchange, planted the tracking pin, and survived an ambush attempt perform a quick inspection of the egg – which, while it seems to be both smaller and lighter than what was expected, looks legitimate. All the easier to travel with.

The bandits left only their weapons -- a battle axe and longsword -- plus 15 total silver pieces.

Oskar searches the thug leader and finds two pouches secured to a belt worn at its waist. The first pouch is filled with rolls of bandages and salves; while the second pouch contains 21 gold pieces, 5 silver pieces, and a small vial of red liquid which glimmers when agitated, which you recognize as a normal potion of healing.



Even in the dim light, tracking through the heavy brush is reasonably easy as their previous trek through the area left an ample amount of evidence of passage.

After approximately twenty minutes, the first signs of Dahyrst present themselves. Many houses and buildings spew smoke from stone chimneys popular in this area, but the majority of the dwellings and establishments, at this time of night, are mostly dark.

Except for the inn – the Sleepy Salmon.

There, the group is almost immediately greeted by Briez, the young, nervous halfling daughter of Madame Hily. ”You made it!” she proclaims excitedly. ”The strange man is still here --” she whispers, gesturing over her shoulder to the same, back table where the introductions were first made.

The stranger rises to his feet and claps his hands. “Do you have it?” he asks, impatiently, then waves you over to his table. Once the last of you is seated, he repeats is query:

“Do you have it?”




---


Actions?

---




Date: 07 Kythorn 1489
Time: 21:29
  • Sunrise: 05:57
  • Sunset: 21:03
Moon:
  • Half
Temperature
  • Low: 55°
  • High: 71°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • None
Spells in Effect:
  • None
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 13 | SP: 25' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      Spells: None

      Features:
      • 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.
      • Tool Proficiency
        • Mason's Tools
      • 1st: Expertise: (Perception, Thieves' Tools)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d6) | HP: 18 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 3
        • 1st: 2
        • 2nd: --
      Spells Known: 3 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features:
      • Damage Resistance (Fire)
      • 1st: Spellcasting
      • 1st: Sorcerous Origin (Draconic Bloodline)
        • Origin Features:
          • 1st:
            • Draconic Ancestry (Brass)
              • Breath Weapon: 1, 0 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
            • Draconic Resilience
              • As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
              • Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
          • 6th: --
          • 14th: --
          • 18th: --
      • 2nd: Font of Magic
      • Flexible Casting
        • You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
          ---
        • Creating Spell Slots
          • You can transform unexpended sorcery points into one spell slot as a bonus action on your turn.
          • Any spell slot you create with this feature vanishes when you finish a long rest.
        • Converting a Spell Slot to Sorcery Points
          • As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
      • 3rd: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 3
        • 1st: 3
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )

      Features:
      • Relentless Endurance
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: (Wizard 1d6+2) + 12 | AC: 14 | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc

      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spellbook:
      • 1st: Spell 1, Spell 2, Spell 3, Spell 4, Spell 5, Spell 6
      • 2nd: --
      Prepared Spells: 4 (Intelligence modifier + Wizard level)
      • 1st: Spell 1, Spell 2, Spell 3, Spell 4
      • 2nd: --
      Cantrips Known: 3+1 ( Cantrip 1, Cantrip 2, Cantrip 3 ) Features:
      • 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. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind:
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      Spells: None
      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • 1st: Rage: 2
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
        • You can also end your rage on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Rolls
  • None
Last edited by dmw71 on Mon Feb 04, 2019 6:12 am, edited 5 times in total.
Reason: Edit: Added search results. | Edit2: Updated footer for 2nd level
:?
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dmw71
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Re: Group 1, Episode 0: Dahyrst

#122 Post by dmw71 »

Forgot the details about what was found from the searches.

I will be editing the above momentarily.



Done.
:?
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Playtest: Untitled Project (1e)
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Re: Group 1, Episode 0: Dahyrst

#123 Post by Rex »

Strega

" Briez please bring me some boiled water and clean bandages. Old rags will do as long as they are clean. And some brandy for my friends here." Strega gestures towards Tannaris and Rumble. Choosing the largest free table she waves Tannaris and Rumble to sit down. "Let me check those injuries and make sure they are clean and bandaged properly." Strega will ignore there friend in the corner until she is done with her work.
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Re: Group 1, Episode 0: Dahyrst

#124 Post by ravenn4544 »

Bren watches the man and ponders why he would want such a thing. "We have secured...something. An item such as this is not to be taken lightly. Now that we have a moment, you must explain what it is you are planning with this."
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Re: Group 1, Episode 0: Dahyrst

#125 Post by drpete »

Oskar

Oskar sits down, glancing over at the doctoring going on. After Bren speaks, he continues...

"Someone's security needs improving. Bandits attacked us after we met with your contact. Any idea who else... besides you... knew about that meeting?"
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Re: Group 1, Episode 0: Dahyrst

#126 Post by Gerrin »

Tannaris Vethykos

Tannaris sits at the bench trying not to winch to much as he gets his wounds seen to. He listens to the conversation with interest.

Perception roll [1d20+2] = 2+2 = 4
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Re: Group 1, Episode 0: Dahyrst

#127 Post by Monsieur Rose »

Rumble

Rumble is quite happy to lay about and get taped up. "Thanks, Strega." He closes his eyes and seems to drift off. You do see his ears perk up during the conversation.
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Re: Group 1, Episode 0: Dahyrst

#128 Post by dmw71 »

Stranger
"Briez, please bring me some boiled water and clean bandages -- old rags will do as long as they are clean -- and some brandy for my friends here," Strega requests of the barmaid, who's happy to oblige and scampers off to the kitchen area. Tannaris and Rumble are summoned by the half-orc to the largest table nearby, where the druid begins to tend to their wounds. Ignoring the stranger and the interaction taking place, she continues to work on the wounded, accepting and using the bandages and water as part of her process. "This should at least help with the immediate discomfort," she starts. "This, and a night of rest, should make you good as new come morning."

"Do you have it?" the stranger repeats his query. "We have secured... something. Something that is not to be taken lightly." Bren cautions.

"May I see it?" the stranger asks.

Before the stranger's request can be considered, Oskar takes a seat at the table and quips that their security needs improving. "Bandits attacked us after we met with your contact," he starts. "Any idea who else, besides you, knew about that meeting?" The stranger looks genuinely surprised; Tannaris listening in while Strega tends to Rumble, does not believe the man to be any more suspicious than the group originally thought. Even while being worked on, Rumble's ears perk up, paying attention to the conversation.

"We have seen an increased interest in all things related to dragons," the stranger starts, still speaking in an unnatural voice. "But, I didn't -- "

"-- you don't think?"
he continues, slowly beginning to realize the accusation. "I'm glad you've returned, safely. That you also have the egg is a bonus."

"Now, may I see it?"
he asks again.




---


Actions?

---




Date: 07 Kythorn 1489
Time: 21:30
  • Sunrise: 05:57
  • Sunset: 21:03
Moon:
  • Half
Temperature
  • Low: 55°
  • High: 71°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • None
Spells in Effect:
  • None
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 13 | SP: 25' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      Spells: None

      Features:
      • 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.
      • Tool Proficiency
        • Mason's Tools
      • 1st: Expertise: (Perception, Thieves' Tools)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d6) | HP: 18 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 3
        • 1st: 2
        • 2nd: --
      Spells Known: 3 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features:
      • Damage Resistance (Fire)
      • 1st: Spellcasting
      • 1st: Sorcerous Origin (Draconic Bloodline)
        • Origin Features:
          • 1st:
            • Draconic Ancestry (Brass)
              • Breath Weapon: 1, 0 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
            • Draconic Resilience
              • As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
              • Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
          • 6th: --
          • 14th: --
          • 18th: --
      • 2nd: Font of Magic
      • Flexible Casting
        • You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
          ---
        • Creating Spell Slots
          • You can transform unexpended sorcery points into one spell slot as a bonus action on your turn.
          • Any spell slot you create with this feature vanishes when you finish a long rest.
        • Converting a Spell Slot to Sorcery Points
          • As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
      • 3rd: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 3
        • 1st: 3
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )

      Features:
      • Relentless Endurance
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20 | AC: 14 | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc

      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spellbook:
      • 1st: Spell 1, Spell 2, Spell 3, Spell 4, Spell 5, Spell 6
      • 2nd: --
      Prepared Spells: 4 (Intelligence modifier + Wizard level)
      • 1st: Spell 1, Spell 2, Spell 3, Spell 4
      • 2nd: --
      Cantrips Known: 3+1 ( Cantrip 1, Cantrip 2, Cantrip 3 ) Features:
      • 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. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind:
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      Spells: None
      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • 1st: Rage: 2
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
        • You can also end your rage on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Rolls
  • None
:?
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
Gerrin
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Re: Group 1, Episode 0: Dahyrst

#129 Post by Gerrin »

Tannaris Galanodel

Tannaris winces and hisses a few times as his wounds are seen too but keeps his eyes and ears open for anything untoward with the stranger and our surroundings

Perception roll [1d20+2] = 16+2 = 18

Investigation roll [1d20 +5] = 18+5 = 23
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drpete
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Re: Group 1, Episode 0: Dahyrst

#130 Post by drpete »

Oskar

Taking Bren's lead, Oskar leans forward and observes "It's a dangerous, valuable thing you are asking about. Especially in the wrong hands. We planted your pin for you. If you wish to remain anonymous, we will accept payment for that, and ... I guess ... our business is done, Mysterious Stranger."

"You want more, we want to know what's going on. Who are you, and what do you want with it?"
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Rex
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Re: Group 1, Episode 0: Dahyrst

#131 Post by Rex »

Strega

"You say your intentions are for the better good, but how do we know you are speaking the truth. You hide your voice and name, not the the actions of someone being truthful. What can you offer us as proof of your intentions?"
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dmw71
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Re: Group 1, Episode 0: Dahyrst

#132 Post by dmw71 »

Concluding Business
Tannaris believe he gets a good read on the stranger, and on the general threat level, and is able to relax during his treatments, deeming the situation to be safe.


"You say your intentions are for the better good, but how do we know you are speaking the truth?" Strega starts, adding that his unwillingness to reveal his name, and the fact he's concealing his voice, are not necessarily signs of someone being truthful. "Your suspicion is noted," the stranger replies. "And understood."

"I can share with you that the larger organization I represent does not require this level of secrecy, but the specific agent I work with does. I apologize for how it must seem, but your successful planting of the pin, and the acquisition of the egg -- those efforts have not gone unnoticed -- so, almost certainly, when our paths cross again, you'll have earned a greater magnitude of trust, and we can continue our mutually beneficial exchanges. "


As the stranger concludes his last statement, he reaches his hand beneath the table to his seat -- an action which draws a bit of nervous responses -- but his gloved hand returns above the table with a pouch, and a small vial of red liquid. "For your troubles, and excellent success --" he says, pushing these items in the general direction of Oskar and Strega. "Two-hundred and fifty gold -- fifty each," he says, reminding the group that their lodging for the night plus any meals have also been paid for. "The vial, of course, is a general potion of healing," he shares, which you recognize as being the case.


The stranger, having made the agreed upon payment, reaches to open the backpack containing the dragon egg. Assuming he isn't met with any resistance, he opens the pack, and slides the red object with an elongated ovoid shape and a hard, stony shell out onto the table for a closer inspection.

Almost immediately, his hooded head begins to shake. "If this is, indeed, for a red dragon, it is far too small, and light..." he starts. "I'd expect it to be at least four-feet long, and weigh roughly 60-pounds," as mentions, as he continues his inspection.

"Isn't this a dangerous, valuable thing you are asking about?" Oskar asks. "Indeed, it could be," the stranger agrees. "But in order for a red dragon egg to hatch, but almost certainly not this one -- see, a red dragon has a very long incubation period -- over 600 days at least -- but the embryonic wyrmling inside a dragon egg can only survive under certain incubation conditions, which this one most certainly has not satisfied. I won't bore you with those details, but suffice it to say, a red dragon egg needs to be kept in hot conditions for the embryo to survive."


Oskar accepts the payment from the stranger. "Then I guess our business is done, Mysterious Stranger," he says.

"For now." the stranger adds, as he works to return the egg to the backpack. Once the egg has been secured again, the stranger simply mentions that they have seen an increased interest in all things related to dragons, including dragon sightings in the region -- and elsewhere. "Keep your eyes and ears open -- it might save your life.” he adds before taking leave of the party and exiting the inn.

Briez, once the stranger leaves, offers to lead you back to your room. "When you're ready."


It is now roughly an hour past sunset, and just about eight hours until sunrise.


---

If you have any questions for the stranger, now is the time to ask. If not, please add the 50 gold pieces to your character sheets (if it's not there, it doesn't exist).

Finally, I will need to know who will be carrying the potion of healing, and it too must appear on that person's character sheet.


Actions?

---




Date: 07 Kythorn 1489
Time: 21:54
  • Sunrise: 05:57
  • Sunset: 21:03
Moon:
  • Half
Temperature
  • Low: 55°
  • High: 71°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • None
Spells in Effect:
  • None
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 13 | SP: 25' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      Spells: None

      Features:
      • 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.
      • Tool Proficiency
        • Mason's Tools
      • 1st: Expertise: (Perception, Thieves' Tools)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d6) | HP: 18 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 3
        • 1st: 2
        • 2nd: --
      Spells Known: 3 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features:
      • Damage Resistance (Fire)
      • 1st: Spellcasting
      • 1st: Sorcerous Origin (Draconic Bloodline)
        • Origin Features:
          • 1st:
            • Draconic Ancestry (Brass)
              • Breath Weapon: 1, 0 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
            • Draconic Resilience
              • As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
              • Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
          • 6th: --
          • 14th: --
          • 18th: --
      • 2nd: Font of Magic
      • Flexible Casting
        • You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
          ---
        • Creating Spell Slots
          • You can transform unexpended sorcery points into one spell slot as a bonus action on your turn.
          • Any spell slot you create with this feature vanishes when you finish a long rest.
        • Converting a Spell Slot to Sorcery Points
          • As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
      • 3rd: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 3
        • 1st: 3
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )

      Features:
      • Relentless Endurance
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20 | AC: 14 | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc

      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spellbook:
      • 1st: Spell 1, Spell 2, Spell 3, Spell 4, Spell 5, Spell 6
      • 2nd: --
      Prepared Spells: 4 (Intelligence modifier + Wizard level)
      • 1st: Spell 1, Spell 2, Spell 3, Spell 4
      • 2nd: --
      Cantrips Known: 3+1 ( Cantrip 1, Cantrip 2, Cantrip 3 ) Features:
      • 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. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind:
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      Spells: None
      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • 1st: Rage: 2
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
        • You can also end your rage on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Rolls
  • None
:?
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
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Re: Group 1, Episode 0: Dahyrst

#133 Post by Rex »

Strega

"Someone else should take the potion, if I am able to use a potion I most likely have other means of healing available."
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Re: Group 1, Episode 0: Dahyrst

#134 Post by Gerrin »

Tannaris Vethykos

I will take the healing potion if no one objects?
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Re: Group 1, Episode 0: Dahyrst

#135 Post by Rex »

Strega

"That is fine with me."

OOC Don't forget to add it to your sheet.
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Re: Group 1, Episode 0: Dahyrst

#136 Post by drpete »

Oskar

Not prepared to give a potential "weapon of mass destruction" to a stranger in a disguise, Oskar inserts himself into the handoff.

"So you think this is either a dead egg, or a fake... in that case, why don't we poke around it a little more carefully... I assure you, I will be *very* careful with the prize"

Oskar will attempt to convince the guy to let him do this. He doesn't have persuasion, but he's trying to use logic... could that be an intelligence/persuasion check? In any case, I rolled charisma.
If int is ok, it would be 3 higher...for a 20


Persuasion [1d20-1] = 18-1 = 17

If not stopped, Oskar wants to do an invasive investigation of the thing, using his tools. Tinker tools and/or thieves tools would have files, awls, little magnifiers, etc, which might let him poke around intensively, scratching at the surface, etc, to see if it *at least* an actual egg, or something else entirely. He will even poke a small hole in the thing, given that the consensus is that, at best, it's a dead red dragon egg...

Int/Dex w/proficiency [1d20+4] = 6+4 = 10
Using my inspiration:
Int/Dex w/proficiency [1d20+4] = 19+4 = 23

Note: this might be investigation rather than a tool skill. Or it might be both, which might mean advantage...?
Sorry for prolonging this :)
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Re: Group 1, Episode 0: Dahyrst

#137 Post by dmw71 »

Examining the Egg
After Strega suggests someone else take the healing potion, Tannaris claims it.

"So you think this is a dead egg, or a fake?" Oskar asks, inserting himself into the handoff before the stranger is able to claim the potential "weapon of mass destruction." "Why don't we poke around it a little more carefully... I will be very careful with the prize." The rogue is able to produce a collection of tools, and the stranger is impressed. "Very well," he says, impressed with the perceived skills and preparations exhibited by the dwarf. "Just be careful."

Oskar selects a file and pick and begins to lightly poke and prod the egg, and barely scratching the eggs' surface. The egg is solid, and sturdy, making it difficult to deface, resulting in only a small collection of flakes. Continuing to take care to not damage the exhibit, Oskar switches to an awl and small hammer. He places the tip of the awl against the egg surface, then raps it gently. Then more forcefully, working to create a small puncture hole, with the tip of the pike keeps sinking through the thick shell, slowly, with each successive strike.

Suddenly, the awl gives as it breaks through...



---


I am going to need everyone to make a Constitution saving throw.

---




Date: 07 Kythorn 1489
Time: 21:55
  • Sunrise: 05:57
  • Sunset: 21:03
Moon:
  • Half
Temperature
  • Low: 55°
  • High: 71°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • None
Spells in Effect:
  • None
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 13 | SP: 25' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      Spells: None

      Features:
      • 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.
      • Tool Proficiency
        • Mason's Tools
      • 1st: Expertise: (Perception, Thieves' Tools)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d6) | HP: 18 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 3
        • 1st: 2
        • 2nd: --
      Spells Known: 3 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features:
      • Damage Resistance (Fire)
      • 1st: Spellcasting
      • 1st: Sorcerous Origin (Draconic Bloodline)
        • Origin Features:
          • 1st:
            • Draconic Ancestry (Brass)
              • Breath Weapon: 1, 0 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
            • Draconic Resilience
              • As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
              • Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
          • 6th: --
          • 14th: --
          • 18th: --
      • 2nd: Font of Magic
      • Flexible Casting
        • You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
          ---
        • Creating Spell Slots
          • You can transform unexpended sorcery points into one spell slot as a bonus action on your turn.
          • Any spell slot you create with this feature vanishes when you finish a long rest.
        • Converting a Spell Slot to Sorcery Points
          • As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
      • 3rd: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 3
        • 1st: 3
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )

      Features:
      • Relentless Endurance
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20 | AC: 14 | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc

      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spellbook:
      • 1st: Spell 1, Spell 2, Spell 3, Spell 4, Spell 5, Spell 6
      • 2nd: --
      Prepared Spells: 4 (Intelligence modifier + Wizard level)
      • 1st: Spell 1, Spell 2, Spell 3, Spell 4
      • 2nd: --
      Cantrips Known: 3+1 ( Cantrip 1, Cantrip 2, Cantrip 3 ) Features:
      • 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. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind:
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      Spells: None
      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • 1st: Rage: 2
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
        • You can also end your rage on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Rolls
  • None
:?
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
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Re: Group 1, Episode 0: Dahyrst

#138 Post by Rex »

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Re: Group 1, Episode 0: Dahyrst

#139 Post by drpete »

For Oskar:
CON ST [1d20+3] = 19+3 = 22 advantage vs poison [1d20+3] = 16+3 = 19

Oops... sorry, guys!

As you post, maybe confirm that you put your 54 gp, 6 sp on your sheet, and Tann & Dren that you put the healing potions on your sheets? Don't want those to vanish...
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Re: Group 1, Episode 0: Dahyrst

#140 Post by Rex »

My sheet is all good.
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