Dram wrote:Tarq- As fire his bow he says Kan- Ddemir light a torch please. We will fight these rats back with fire.
Kañ-Demir, standing knee-deep in vicious rats, doesn't look too eager to stop thwacking at them with his staff in order to dig around in his backpack. He call back to the ranged-attackers, "Might one of you have torch and tinder?"
Re: Group 2, Episode 2: Greenest in Flames
Posted: Fri Apr 05, 2019 8:05 pm
by BearSiren817
Catarina will hit the swarm with her rapier realizing she probably is just skewering one rat at a time.
Round 2 Catarina, with rats swarming at her paws, pokes at the mass of writhing fur with her rapier and skewers a handful of the creatures, reducing thinning their numbers.
Urth, forced to aim around at least two allies, carefully targets the nearest swarm with his Eldrich Blast and sends collections of mottled fur spraying.
Grimbul sends an arrow down the length of the tunnel, picking off a few individual rats, but not having a large effect on the attacking numbers.
As the swarms mount their offense, Catarina feels a nip at her toes (-1), but Targ feels a series of sharp bites penetrate his feet and shins (-8) leaving him feeling the pain.
Kañ-Demir presses his back against the wall, minimizing his profile, and whacks at rats swarming Targ with his staff, then gives them a solid kick, doing well to reduce their numbers.
Targ, looking to free himself from the infestation, calls for light while jabbing at the rabid rodents with his short sword, cutting away at their numbers even further.
Dureau, from the rear ranks, continues to cause a shocking bell to ring with his Toll the Dead spell, almost thinning the nearest rat swarm to irrelevant numbers.
G2R02.jpg (43.01 KiB) Viewed 675 times
While weakened, the persistent squeaking, hissing, and chattering sounds from the remaining rats in the swarms continue to be unnerving as the sounds echo off the walls in the confined quarters.
---
"Friendly fire" really isn't a thing in 5e, so feel free to fire at will. That said, the more allies you're attempting to shoot around, the greater 'cover' your targets will have. In this situation, let's go with this:
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.
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.
You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
Note: This has been modified to limit this study and familiarity to just metallic dragons, not those of the chromatic variety.
Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No (Devil's Sight to 120-feet) | Inspiration: Yes
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
Brewer's Supplies
Dwarven Toughness:
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
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.
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
Cook's Utensils, Horn, Mason's Tools
Dwarven Toughness:
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
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.
For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
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 people.
When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
This sense doesn’t tell you anything about a creature’s capabilities or identity.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
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.
Those who share your religion will support you (but only you) at a modest lifestyle.
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
The cleric pulls out a torch and lights it, moving forward to use against the rats.
Re: Group 2, Episode 2: Greenest in Flames
Posted: Thu Apr 11, 2019 9:42 pm
by dmw71
Initiative Order (Order)
15+: Grimbul
15-: Swarm of Rats
12+: Kañ-Demir
12-: Targ
10: Dureau
8: Catarina <--- Order starts here
7: Urth
Round 3
As she curses at the mice, Catarina switches from her rapier to her dagger and jabs at the swarm at her feet, benefited by the proximity of Targ battling next to her. The tabaxi makes solid contact, and her new blade is now coated with sections of rat blood, and watches as the crowd of fur begins to thin significantly.
Urth, from his position near the rear rank, keeps diligent watch and prepares to dodge should any rats or other opponents somehow manage to make it back to his position.
Still 20-feet behind the nearest grouping of rats, Grimbul pulls back his bowstring and looses a perfectly placed projectile. The arrow zips through the nearest swarm, skewering multiple rats as it passes, turning them into them into a rodent shish kabob.
The dwarven archer effectively reduces the nearest swarm to insignificant numbers. The few remaining individual stragglers scatter and flee.
The rats at Catarina's feet bite and scratch and squeal... but fail to cause any meaningful harm to the familiar tabaix.
Moments later, just as he calls for light, Kañ-Demir jabs and kicks the remaining swarm, sending bundles of mottled fur into the rodent afterlife.
Tarq, for fun, manages to skewer a handful of insignificant adversaries as they flee, while Dureau lights a torch, moving forward, and preventing the rats from doubling-back.
G02R03.jpg (38.05 KiB) Viewed 658 times
The group watches as the surviving rats manage to reach the end of the tunnel and escape through the iron grate.
With the rats not being the focus of their mission, the group allows them to escape without pursuit -- and even if pursuit was their intention, they quickly discover that the iron grate at the end of the tunnel, which the rats were easily able to slip through, is locked.
Grimbul, armed with the key provided by Escobert, the charming castellan of the keep, moves to the circular iron grate and confirms the key fits, but the years of disuse allowed for a buildup of rust, and the key does not turn easily when tested.
As the dwarven ranger works to loosen the lock, the others in the group are afforded an opportunity to take in immediate outside area. The tunnel does lead almost all the way to the stream, which is shallow and has a gravel bottom. The stream banks on the current side of the stream are clear, but patches of thick brush begin to form a few feet from the waterline on the opposite side.
---
Ed, can you make me a simple Dexterity check (DC 10)?
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.
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.
You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
Note: This has been modified to limit this study and familiarity to just metallic dragons, not those of the chromatic variety.
Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No (Devil's Sight to 120-feet) | Inspiration: Yes
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
Brewer's Supplies
Dwarven Toughness:
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
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.
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
Cook's Utensils, Horn, Mason's Tools
Dwarven Toughness:
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
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.
For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
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 people.
When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
This sense doesn’t tell you anything about a creature’s capabilities or identity.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
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.
Those who share your religion will support you (but only you) at a modest lifestyle.
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Grimbul scratches his head wondering how he ended up with the key again after giving it to Urth.
Re: Group 2, Episode 2: Greenest in Flames
Posted: Fri Apr 12, 2019 4:44 pm
by dmw71
Unlocked Urth takes a shot with the key, and shares the same struggle getting it to turn. After a few determined efforts, however, the lock clinks and fall open. Grimbul grumbles, and claims that he obviously loosened the lock for the human warlock, who dismisses the claim, handing the key to the sour dwarf. "Keep it," he says. "You clearly need the work." he adds under his breath while returning to his place next to Dureau in the rear of the order.
The lock is quietly pulled away leaving the grate closed, but no longer secured. Catarina inspects the grate, and slowly tests moving it -- which it does with little effort, but the the age of the metal causes it to squeak slightly. A different squeaking sound than the one the rats made, thankfully.
Once everyone has settled into their places behind her: Targ, Kañ-Demir, Grimbul, Urth, and Dureau.
Targ gives the tabaxi some space to work, and watches as she takes her time in slowly pulling the grate open.
With the opening now exposed, Catarina, while still inside the tunnel, peers beyond the small, circular grate and see a small swatch of land -- mainly consisting of wild grass, with patches of thistles -- which runs a handful of feet before transitioning into the bank of the stream.
The stream itself at this location is shallow, with a slow and steady current.
Suddenly, those behind her notice Cat's tail stick straight out, pointing back in their direction, and her fur bristles. The rogue carefully backs into the tunnel, leaving the grate open.
"A patrol," she hisses. "Three robed humans and maybe a half dozen kobolds - heading this way." she adds while arching her back and shuttering.
Patrol.jpg (249.81 KiB) Viewed 651 times
The rogue quickly details how the exit to the tunnel deposits those passing through it out the side of a very short hill, maybe 5-feet tall. One of the robed humans is walking on top of this hill, while the other two bookend the collection of kobolds.
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.
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.
You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
Note: This has been modified to limit this study and familiarity to just metallic dragons, not those of the chromatic variety.
Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No (Devil's Sight to 120-feet) | Inspiration: Yes
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
Brewer's Supplies
Dwarven Toughness:
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
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.
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
Cook's Utensils, Horn, Mason's Tools
Dwarven Toughness:
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
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.
For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
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 people.
When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
This sense doesn’t tell you anything about a creature’s capabilities or identity.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
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.
Those who share your religion will support you (but only you) at a modest lifestyle.
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
The cleric quickly extinguishes his torch and gathers the pebble, concealing it once more in his pocket so the light can not be seen by anyone on the other side of the grate. He then does his best to stand as still and as quietly as he can.
Kañ-Demir flattens against the passage wall to allow those behind him with ranged attacks to get by. "We musn't let them report the existence of thsi passage back to their forces!"
Re: Group 2, Episode 2: Greenest in Flames
Posted: Sat Apr 13, 2019 6:27 pm
by Computer +1
Urth Stormwind
The tunnel restricts melee, the ranged attacks will be vital. Urth whispers while preparing to fight.
Re: Group 2, Episode 2: Greenest in Flames
Posted: Sat Apr 13, 2019 7:34 pm
by Pulpatoon
Kañ-Demir:"I would not suggest waiting in the tunnel. Pour out as they draw near, and ambush them with arrows and spells. After the first volley, I will chase down any that attempt to flee."
Re: Group 2, Episode 2: Greenest in Flames
Posted: Sun Apr 14, 2019 3:36 am
by Dram
Tarq- I agree with Kan. Tarq slips out the tunnel guietly in the shadows to setup a ambush.