Round 3 Oskar rushes up the hill to reach the space between Tannaris and Quaalxor, focusing his efforts on the heavily wounded cultist to his left, but his foot slips on his last step up the hill causing his rapier jab to miss its mark.
The kobolds flee! Those to the north, not engaged in melee with anyone, fully escape deeper into town. The lone kobold to the south, battling Strega, slips away, but is probably still close enough to be targeted.
Tannaris continues to try and stabilize.
I need a death saving throw for round 2. Also what would be round 3 while you're at it.
Now, without an adversary in her immediate vicinity, Strega rushes to where Tannaris lies motionless. The pale druid kneels, pulls out some bandages and her waterskin, and begins to administer first aid to her ailing companion, but the elf refuses to stabilize.
The heavily wounded cultist manages to evade Quaalxor's axe attack, at least until Rumble smashes his war hammer into his face, ending its life in a gruesome fashion. The barbarian turns and snaps his teeth at the cultist behind him, who immediately turns and flees!
Bren sends a Fire Bolt at the fleeing cultist but misses as the retreating adversary changes direction at the last instant.
G1R03.jpg (99.4 KiB) Viewed 952 times
The immediate area is now clear.
---
Unless anyone wants to give chase, the group is effectively out of combat.
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.
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.
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.
Breath Weapon: 1 ( 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.
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.
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.
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.
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
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.
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.
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.
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
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.
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
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.
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.
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.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
The weapon must have the two-handed or versatile property for you to gain this benefit.
On your turn, you can take one additional action. Recovery: Short
3rd: --
Background: Guild Artisan / Guild Merchant
Feature: Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Marching Order
5-Foot
Oskar
Quaalxor
Rumble
Strega
Bren
Tannaris
10-Foot
Rumble | Tannaris
Bren | Oskar
Strega | Quaalxor
Oskar gives up the chase, and moves to stabilize Tannaris using the Healer's kit before he gets any worse.
Re: Group 1, Episode 1: Greenest in Flames
Posted: Thu Apr 11, 2019 2:32 pm
by Rex
Strega
Strega continues to work on Tannaris with her healing kit.
With 2 of us working on stabilizing Tannaris this gives one of us advantage correct? If I have this wrong just ignore my rolls but since Oskar didn't roll and I have the better bonus I will roll twice.
Bren sees his comrades aiding the fallen, he will do a quick check of the fallen kobolds for any items of interest.
Re: Group 1, Episode 1: Greenest in Flames
Posted: Thu Apr 11, 2019 4:13 pm
by Monsieur Rose
Rumble
Rumble is about to give chase as Quaalxor speaks to him. "Eh? What? Oh. Right. Thanks." Rumble allows himself to relax and defend his companions.
"I can't believe they interrupted my bath. Who are these guys anyway?" Rumble sorts through the messy pile of cultist, looking for clues.
Re: Group 1, Episode 1: Greenest in Flames
Posted: Tue Apr 16, 2019 4:38 am
by dmw71
Tunnel Secured Oskar and Strega work to stabilize Tannaris, dabbing the elf's wounds with salves and wrapping them with bandages. While their companion remains unconscious, his breathing becomes more stable and they're confident their efforts successfully shut death's door.
Bren uses this opportunity to perform a quick search of the fallen kobolds and cultists for any items of interest.
"Hey old boy, that was an impressive blow,"Quaalxor says to Rumble as the barbarian begins to come down off his rage. "Who are these guys anyway?" the half-cat wonders aloud. Accepting the compliment, Rumble joins Bren in searching the deceased, while Quaalxor takes the time to survey the immediate surroundings.
There is no other activity in the immediate area -- with the exception of the outline of the massive blue dragon spotted across the night sky, far to the north, making yet another broad, lazy circle around the keep. The group, now at the edge of the stream, sees the hill behind them, mostly open area all around, with dots of shrubbery and trees off to either side. Homes, shops, and other wooden structures -- some in flames -- are in the distance in almost every direction:
Surroundings.jpg (190.04 KiB) Viewed 906 times
Bren and Rumble are almost surprised at the loot the kobold and cultists had in their possession. Two small sacks of coins of mixed denominations, maybe totally a few hundred in total, most bearing the same stamp -- a wrapped bushel of grain. A small chest, carried by one of the slain cultists, also contains a few pieces of ornamental jewelry, a silver cutlery set, and other various trinkets.
The group is now faced with the decision of what to do with Tannaris, who remains unconscious just outside the tunnel exit.
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.
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.
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.
Breath Weapon: 1 ( 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.
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.
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.
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.
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
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.
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.
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.
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
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.
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
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.
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.
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.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
The weapon must have the two-handed or versatile property for you to gain this benefit.
On your turn, you can take one additional action. Recovery: Short
3rd: --
Background: Guild Artisan / Guild Merchant
Feature: Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Marching Order
5-Foot
Oskar
Quaalxor
Rumble
Strega
Bren
Tannaris
10-Foot
Rumble | Tannaris
Bren | Oskar
Strega | Quaalxor
Rolls
None.
Re: Group 1, Episode 1: Greenest in Flames
Posted: Tue Apr 16, 2019 4:54 am
by Rex
Strega
"I think we need to haul him back into the keep, then come back and finish what we came to do. I am out of healing."
Re: Group 1, Episode 1: Greenest in Flames
Posted: Tue Apr 16, 2019 9:08 pm
by Ahlmzhad
Quaalxor
"I agree the lad needs a healer. Maybe two of us go back, while most stay here to guard this gate. We should be able to bolt it closed, but our runaways may come back to haunt us."
Re: Group 1, Episode 1: Greenest in Flames
Posted: Tue Apr 16, 2019 9:35 pm
by ravenn4544
Bren pitches in where he can to help the fallen. He says, "If we could find a temple near by, I could perhaps persuade them to assist us," with a brief nod to acknowledge his Bahamut symbol.
Bren can use his background feature: Shelter of the Faithful
Re: Group 1, Episode 1: Greenest in Flames
Posted: Wed Apr 17, 2019 4:38 am
by Rex
Strega
"I doubt any temple outside the Castle walls is safe now. I can be one of the ones to carry him back in."