Session 1: Reunion Interrupted

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dmw71
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Re: Session 1: Reunion Interrupted

#121 Post by dmw71 »

Short Rested
The group elects, with good reason, to barricade themselves in the stinky room, previously occupied by the axe beak monstrosities, and hole up for an hour to rest. Some brief scampering sounds heard overhead aside, the time passes without incident, and Rumple is found to be only mildly annoying during that time.

Feeling slightly restored, the door is cracked open and, when no threats are detected, the situation is deemed safe to proceed... and you're able to return to the room to the last room visited, where the group earlier dispatched of the stained glass golem.

While the stained glass window is no longer, a dusty blue rug still covers the floor and the many-faceted silver globe that Gulnur previous took, and subsequently returned, still rests on the altar.


---



Actions?

---


Date: 2 Martius 490
Time: 13:04

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

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

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.

Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD (1d6): 1-1 = 0 | HP: 8 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Dwarvish
Weapons: Battle Axe, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2, 1
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
  • Chromatic Orb (+6, 3d8, Varies, Range: 90')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
     
Class Features

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

ravenn4544 as Tova | Male | Lawful Neutral | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Marching Order
Scout: Vinwrick

5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick

10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick

Watch Schedule
Watch: Armored
Sleep: No medium or heavy armor unless specifically declared.
Sleeping in Armor
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.


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

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

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


Rolls
Short Rest: Floki (+2): [1d6+2] = 5+2 = 7

-- Games --
- DM: In Development

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

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ybn1197
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Posts: 4329
Joined: Tue Feb 28, 2012 12:24 pm
Location: Baltimore MD

Re: Session 1: Reunion Interrupted

#122 Post by ybn1197 »

"I not be touching that blasted thing again," Gulnar says indicating the globe.
ravenn4544
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Posts: 8417
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Session 1: Reunion Interrupted

#123 Post by ravenn4544 »

Tova agrees. "What was that thing?" He'll continue to examine the room while the group tries to pull itself together.
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Scott308
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Posts: 7440
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Re: Session 1: Reunion Interrupted

#124 Post by Scott308 »

Vinwrick Greenbottle

I have no idea. I really hope no more parts of the building decide to attack us. He will investigate the room, weapon drawn just in case the table shows any aggression.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson
User avatar
dmw71
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Posts: 20270
Joined: Tue Jan 24, 2012 7:18 pm
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Re: Session 1: Reunion Interrupted

#125 Post by dmw71 »

The Search
"I not be touching that blasted thing again," Gulnar says, indicating the globe. Tova nods an implied agreement. "What was that thing?" he wonders aloud, questioning the strange stained glass creature they dealt with a short bit ago; colorful -- and likely sharp -- remnants of whatever that thing was still litter the floor. "I have no idea," Vinwrick offers. "I really hope no more parts of the building decide to attack us." the halfling adds.

A quick search of the room -- which appears to be a space reserved for prayer or worship -- reveals nothing of interest aside from the dusty blue rug, stone altar with a red drape, and the many-faceted silver globe.
E04.jpg
E04.jpg (60.11 KiB) Viewed 1678 times

There does not appear to be any other exit, aside from the window which overlooks the immediate area and is roughly 15-feet above ground.



---



Actions?

---


Date: 2 Martius 490
Time: 13:09

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

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

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.

Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD (1d6): 1-1 = 0 | HP: 8 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Dwarvish
Weapons: Battle Axe, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2, 1
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
  • Chromatic Orb (+6, 3d8, Varies, Range: 90')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
     
Class Features

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

ravenn4544 as Tova | Male | Lawful Neutral | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Marching Order
Scout: Vinwrick

5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick

10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick

Watch Schedule
Watch: Armored
Sleep: No medium or heavy armor unless specifically declared.
Sleeping in Armor
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.


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

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

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


Rolls
None

-- Games --
- DM: In Development

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

ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8417
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Session 1: Reunion Interrupted

#126 Post by ravenn4544 »

Tova will search the altar before leaving and see what he can identify about it's purpose.

As Needed [1d20] = 2
User avatar
Scott308
Guy Who Gamed With The Famous People
Posts: 7440
Joined: Thu Oct 02, 2014 3:13 am
Location: Oregon, WI

Re: Session 1: Reunion Interrupted

#127 Post by Scott308 »

Vinwrick Greenbottle

When the room has been exhaustively searched, the ranger will head to the door leading to the room south of their current location, listening for any sounds inside. If he hears nothing, he will enter.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson
User avatar
ybn1197
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Posts: 4329
Joined: Tue Feb 28, 2012 12:24 pm
Location: Baltimore MD

Re: Session 1: Reunion Interrupted

#128 Post by ybn1197 »

Gulnar will follow behind Vinwrick.
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dmw71
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Joined: Tue Jan 24, 2012 7:18 pm
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Re: Session 1: Reunion Interrupted

#129 Post by dmw71 »

Locked
Before leaving, Tova searches the altar and finds a few mentions of Manius, the god of mages, leading him to believe the area may have been set up for prospective followers to pay their respects.

After the group officially determines to leave, Vinwrick head to the second door in the lone hallway, just south of their current location. The ranger listens at the door and hears nothing, but as he lingers, he does detect a strong, stale odor emanating from inside this next room.
Locked.jpg
Locked.jpg (116.35 KiB) Viewed 1602 times


The sturdy oak door is locked.


---



Actions?

---


Date: 2 Martius 490
Time: 13:14

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

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

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.

Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD (1d6): 1-1 = 0 | HP: 8 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Dwarvish
Weapons: Battle Axe, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2, 1
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
  • Chromatic Orb (+6, 3d8, Varies, Range: 90')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
     
Class Features

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

ravenn4544 as Tova | Male | Lawful Neutral | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Marching Order
Scout: Vinwrick

5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick

10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick

Watch Schedule
Watch: Armored
Sleep: No medium or heavy armor unless specifically declared.
Sleeping in Armor
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.


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

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

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


Rolls
None

-- Games --
- DM: In Development

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

User avatar
Scott308
Guy Who Gamed With The Famous People
Posts: 7440
Joined: Thu Oct 02, 2014 3:13 am
Location: Oregon, WI

Re: Session 1: Reunion Interrupted

#130 Post by Scott308 »

Vinwrick Greenbottle


Turning back to the others, Vinwrick whispers, I don't hear anything, but something smells bad. Not rotting bad, more...body odor bad, maybe. And the door's locked. Anyone able to pick it? If nobody can do so, Vinwrick will use his crowbar to pry open the door.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson
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dmw71
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Posts: 20270
Joined: Tue Jan 24, 2012 7:18 pm
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Re: Session 1: Reunion Interrupted

#131 Post by dmw71 »

Bedroom
When it's revealed that no one in the group is adept at lockpicking, Vinwrick pulls out his crowbar and sticks it between the door and frame. It takes a considerable effort, and removes a significant-sized chunk of the doorframe, but the door does finally get pried open.

The odor hits you immediately – it is stale and musty, with a strong tinge of decay. An old set of drawers and a collapsed bed are the only furniture in this room. On the bed you can see traces of bones and rags – all that remains of a body long since dead.

There is a thick layer of dust everywhere in what appears to a bedroom or sleeping quarters.

Bedroom.jpg
Bedroom.jpg (80.65 KiB) Viewed 1580 times


Despite the minor racket caused by the lock-breaking efforts, there is no noise detected coming from the door in the opposite wall behind Gulnur.





---



Actions?

---


Date: 2 Martius 490
Time: 13:18

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

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

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.

Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD (1d6): 1-1 = 0 | HP: 8 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Dwarvish
Weapons: Battle Axe, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2, 1
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
  • Chromatic Orb (+6, 3d8, Varies, Range: 90')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
     
Class Features

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

ravenn4544 as Tova | Male | Lawful Neutral | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Marching Order
Scout: Vinwrick

5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick

10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick

Watch Schedule
Watch: Armored
Sleep: No medium or heavy armor unless specifically declared.
Sleeping in Armor
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.


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

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

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


Rolls
None.

-- Games --
- DM: In Development

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

ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8417
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Session 1: Reunion Interrupted

#132 Post by ravenn4544 »

Tova scans the floor for tracks in the dust before entering. He looks up above for anything waiting before entering. He will examine and search the remains and give a blessing over this unfortunate.
User avatar
ybn1197
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Rider of Rohan
Posts: 4329
Joined: Tue Feb 28, 2012 12:24 pm
Location: Baltimore MD

Re: Session 1: Reunion Interrupted

#133 Post by ybn1197 »

Gulnar will check the door to see if its locked.
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dmw71
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Re: Session 1: Reunion Interrupted

#134 Post by dmw71 »

Bedroom
The thick layer of dust that coats the floor and generally fills the room is undisturbed, leaving no traces of activity anywhere. Tova takes precautions before entering the room, but does enter after nothing untoward is suspected. Moving to the bed, where the skeletal remains of the corpse responsible for the repulsive odor filling the room, the cleric notices a glint of something mixed in with the bones and remains of the deceased clothing.

Bedroom.jpg
Bedroom.jpg (80.49 KiB) Viewed 1564 times


Back in the hallway, Gulnur inspects the remaining door and confirms that it is unlocked.





---



Actions?

---


Date: 2 Martius 490
Time: 13:19

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

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

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.

Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD (1d6): 1-1 = 0 | HP: 8 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Dwarvish
Weapons: Battle Axe, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2, 1
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
  • Chromatic Orb (+6, 3d8, Varies, Range: 90')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
     
Class Features

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

ravenn4544 as Tova | Male | Lawful Neutral | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Marching Order
Scout: Vinwrick

5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick

10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick

Watch Schedule
Watch: Armored
Sleep: No medium or heavy armor unless specifically declared.
Sleeping in Armor
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.


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

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

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


Rolls
None.

-- Games --
- DM: In Development

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

User avatar
Scott308
Guy Who Gamed With The Famous People
Posts: 7440
Joined: Thu Oct 02, 2014 3:13 am
Location: Oregon, WI

Re: Session 1: Reunion Interrupted

#135 Post by Scott308 »

Vinwrick Greenbottle

Vinwrick will enter the room with an eye toward investigating the chest of drawers.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson
User avatar
dmw71
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Posts: 20270
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Reunion Interrupted

#136 Post by dmw71 »

I'll wait to see if Gulnar wants to do anything (e.g. inspect anything in the room, open the new door, etc...).

-- Games --
- DM: In Development

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

User avatar
ybn1197
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Posts: 4329
Joined: Tue Feb 28, 2012 12:24 pm
Location: Baltimore MD

Re: Session 1: Reunion Interrupted

#137 Post by ybn1197 »

dmw71 wrote: Sun Nov 22, 2020 12:14 am I'll wait to see if Gulnar wants to do anything (e.g. inspect anything in the room, open the new door, etc...).
Gulnar is holding his position next to the unlocked door.
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dmw71
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Posts: 20270
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
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Re: Session 1: Reunion Interrupted

#138 Post by dmw71 »

Bedroom... Closed!
As Vinwrick enters the room, intent on investigating the chest of drawers, Tova continues to examine the remains on the bed and prepares to perform a blessing over this unfortunate discovery.

SLAM!!!

Hallway.jpg
Hallway.jpg (42.85 KiB) Viewed 1502 times


Outside in the hallway, Floki, Gulnur, and Rumple are startled when the door to the room is slammed shut!




---


ravenn4544 and Scott308, see here.



Actions?

---


Date: 2 Martius 490
Time: 13:20

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

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

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.

Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD (1d6): 1-1 = 0 | HP: 8 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Dwarvish
Weapons: Battle Axe, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2, 1
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
  • Chromatic Orb (+6, 3d8, Varies, Range: 90')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
     
Class Features

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

ravenn4544 as Tova | Male | Lawful Neutral | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dwarven Resilience
    • You have advantage on saves against poison and resistance against poison damage.
  • Stonecunning
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Marching Order
Scout: Vinwrick

5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki
Gulnur
Tova
Vinwrick

10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
Floki | Gulnur
Tova | Vinwrick

Watch Schedule
Watch: Armored
Sleep: No medium or heavy armor unless specifically declared.
Sleeping in Armor
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.


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

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

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


Rolls
None.

-- Games --
- DM: In Development

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

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ybn1197
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Re: Session 1: Reunion Interrupted

#139 Post by ybn1197 »

Gulnar rushes to the door, intent on opening it and getting sight on his friends in the room.
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dmw71
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Re: Session 1: Reunion Interrupted

#140 Post by dmw71 »

ybn1197 wrote: Tue Nov 24, 2020 5:22 pm Gulnar rushes to the door, intent on opening it and getting sight on his friends in the room.
Gulnar will discover that the door is locked.

Please detail how he would like to open the door, and also supply a generic 1d20 roll.

-- Games --
- DM: In Development

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

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