Session 1: Reunion Interrupted

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dmw71
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Re: Session 1: Reunion Interrupted

#261 Post by dmw71 »

Metallic "Door"
"Well, let me get to that lock," Luthar states after carefully packing the locked diary into his pack and retrieving his thieves tools. "Let's see if we can't get this thing open," he continues as he visually inspects the lock.

It looks strange -- unlike any the thief recalls encountering previously -- but he is confident he will be able to bypass it.

After selecting the pick most appropriate for the task in his estimation, Luthar sets to work.

However, the instant the tip of his pick makes first contact with the "lock," it -- and the rest of the door in its entirety-- begins to animate.

Stone converted to a gray liquid, ooze.

Liquified door.jpg
Liquified door.jpg (51.37 KiB) Viewed 644 times



An oozy substance that, slithering like a snake, collects itself and begins to rise off the ground... like a python preparing to strike!




---



Everyone, please roll for initiative and declare any actions and/or movement (while keeping in mind the rules on Difficult Terrain and Moving Around Other Creatures.



---


Date: 2 Martius 490
Time: 14:06

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions:
  1. Thrydwulf enters Rage on Round 2 (Ends: Round 12).
  2. Lutharin suffers from level 1 Exhaustion after being knocked unconscious. (Ends: Long Rest)
Spells in Effect: None

Character Details
> Scott308 as Vinwrick | Male | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11-7 = 4 | 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 | 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.

> Marullus as Thrydwulf | Male | Variant Human | Barbarian (1) | HD (1d12): 1 | HP: 14-5 = 9 | AC: 15 | SP: 30' | Initiative: +3 | Darkvision: No
Background: Folk Hero
  • Feature: Rustic Hospitality.
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Primordial
Weapons: Glaive, Light Crossbow, Shovel as Mining Pick (Improvised)
Spells
  • None
Actions:
  • Glaive (+6, 1d10+4, Slashing, Properties: Heavy, Two-Handed, Reach (10'))
  • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Long-Handled Shovel (+6, 1d6+4 (1d8+4), Bludgeoning, Properties: Improvised, Versatile)
  • Mining Pick (+6, 1d8+4, Piercing, Properties: Improvised)
Bonus Actions: Reactions: Racial Traits Class Features

> Darklin2 as Lutharin | Male | High Elf | Rogue (1) | HD (1d8): 1 | HP: 9-10 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +4 | Darkvision: Yes
Background: Criminal (Spy)
  • Feature: Criminal Contact
Passive Skills: Perception: 12 | Investigation: 15 | Insight: 10
Languages: Common, Dwarvish, Elvish, Thieves’ Cant
Weapons: Rapier, Dagger, Shortbow, Handaxe
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)
  • Rapier (+6, 1d8+4, Piercing, Properties: Martial, Finesse)
Bonus Actions: Reactions: Racial Traits
  • Fey Ancestry
    • You have advantage on saves against being charmed, and magic can’t put you to sleep.
  • Trance
    • You don't need to sleep, but meditate semiconsciously for 4 hours a day.
  • Cantrip
    • You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Class Features

> RiverGreenForest as Talmond | Male | Human | Fighter (1) | HD (1d10): 1 | HP: 12 | AC: 19 | SP: 30' | Initiative: +2 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 9 | Insight: 11
Languages: Common, Dwarvish
Weapons: Longsword, Dagger, Light Crossbow
Spells
  • None
Actions:
  • Longsword (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Light Crossbow (+4, 1d8+2, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
Bonus Actions: Reactions: Racial Traits
  • None. 
Class Features

> ybn1197 as Gulnur | Male | 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.




Marching Order
Scout: Thrydwulf

5-Foot
Thrydwulf
Luthar
Tova
Vinwrick
Talmond
Gulnur

10-Foot
Thrydwulf | Luthar
Tova | Vinwrick
Talmond | Gulnur



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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Marullus
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Re: Session 1: Reunion Interrupted

#262 Post by Marullus »

Thrydwulf had a ready action to hit it as soon as it appeared and looked threatening, roll already posted:
Glaive [1d20+6]=17+6=23[1d10+4]=7+4=11

Then initiative:
Initiative [1d20+3]=20+3=23
Glaive [1d20+6]=5+6=11[1d10+4]=8+4=12

"AAAAaaaaauuuugh!" yells Thrrydwulf in disgust, smacking the blob repeatedly with his polearm, slicing off sections of its congealed pseudopodae. "Feckin'. Oozes. Jellies. Molds. Thrice-damned slimes!" He backs into the corner where he stands, trying to be both away from the thing and also hit it with violent repetition.

No bonus action. Remaining in his current corner position and backing out of the way. He can hit from anywhere in this small room. Most likely, I assume others avoid his flailing with his long stick.
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RiverGreenForest
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Re: Session 1: Reunion Interrupted

#263 Post by RiverGreenForest »

Talmond

"What in the Nine Hells?!" blurted out Talmond as he saw the giant ooze forming up to strike. Without giving a second thought, Talmond tries to bash the ooze with his shield in hopes of disorienting it.

Initiative: [1d20+2]=15+2=17

Then attempt to shield bash the ooze.

Shove - Strength(Athletics):[1d20+5]=20+5=25

As needed: [1d20]=7
Last edited by RiverGreenForest on Tue Mar 23, 2021 2:27 am, edited 1 time in total.
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Scott308
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Re: Session 1: Reunion Interrupted

#264 Post by Scott308 »

Vinwrick Greenbottle

Alert and ready for any danger when the door opened, the ranger is quick to react to this unexpected threat if it comes within his reach. Waiting by the doorway, Vinwrick's blade flashes as he attacks the...creature?
Last edited by Scott308 on Tue Apr 06, 2021 2:24 am, edited 1 time in total.
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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ybn1197
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Re: Session 1: Reunion Interrupted

#265 Post by ybn1197 »

Gulnar

Initiative: [1d20+3]=14+3=17

Realizing there is very little free space in room, readies himself should a comrade fall. Readied action: should someone fall, he will spring into the room to pull them out.

JIC: [1d20]=11
ravenn4544
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Re: Session 1: Reunion Interrupted

#266 Post by ravenn4544 »

Tova doubts that his weapon would do much against the thing and tosses some fire at it.

Sacred Flame [1d8]=2
As Needed [1d20]=15
Initiative [1d20+1]=7+1=8
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dmw71
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Re: Session 1: Reunion Interrupted

#267 Post by dmw71 »

Scott308 wrote: Tue Mar 23, 2021 1:53 am Alert and ready for any danger when the door opened, the ranger is quick to react to this unexpected threat. Reaching through the doorway, Vinwrick's blades flash as he attacks the...creature?
Okay, I have started-and-stopped the update for this game six times now over the past three or four days, and I just don't want to make the call.


Scott,

I really struggled with the action for Vinwrick which, of course, happens first. Here is my issue:

  1. Tova is positioned directly in front of the door leading to the vault;
  2. The ooze is in a completely different room;
  3. Vinwrick is in the corner of the adjoining room so the ooze is out of view.


I've thought about just allowing the attacks, but at disadvantage.

Or give the ooze coverage.

But, ultimately, I really do not think Vinwrick, with his short halfling arms, would be able to make an attack into another room from his current position.


Per the 'Moving Around Other Creatures' rule:
Whether a creature is a friend or an enemy, you can't willingly end your move in its space.


Given the above, it's not possible for Vinwrick to move into the space Tova occupies, end his movement to make an attack, then return to his original position.


I've gone back-and-forth on this, and my thinking is he could do one of the following:

  1. Pass through Tova's space and actually enter the room, then make his two attacks (but he's not at full health and doing this would put him in a more risky position);
  2. He could take the 'Ready' action to attack if/when the ooze presents itself (but this would be just his action, not a bonus action for a second attack);


Or, do something completely different that I haven't thought of.



Please help!



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-- 2025 --
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Scott308
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Re: Session 1: Reunion Interrupted

#268 Post by Scott308 »

Vinwrick should be able to move into Tova's spot, which would take 10' of movement, attack, then move back to his starting position, using another 10' of movement. He would not be ending his movement when he makes his attack, so the prohibition on ending movement in an occupied space doesn't apply.
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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Re: Session 1: Reunion Interrupted

#269 Post by dmw71 »

Scott308 wrote: Sun Apr 04, 2021 2:58 am Vinwrick should be able to move into Tova's spot, which would take 10' of movement, attack, then move back to his starting position, using another 10' of movement. He would not be ending his movement when he makes his attack, so the prohibition on ending movement in an occupied space doesn't apply.
See, I interpret the second line of the 'Moving Around Other Creatures' rule differently:
Moving Around Other Creatures
You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you.

Whether a creature is a friend or an enemy, you can't willingly end your move in its space.

If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the section.



My thinking is, even if Vinwrick fully intends on continuing his move afterward (as part of the 'Breaking Up Your Move' rule), he is still voluntarily ending his move (albeit, only part of it) in Tova's space.

Tova controls that space:
Space
A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5‐foot-wide doorway, other creatures can't get through unless the hobgoblin lets them.

A creature's space also reflects the area it needs to fight effectively.



So, you can pass through the space -- quickly -- but not stop in that space, attack, then flee from it.



That seems to be how the rule was intended to be interpreted: Attack in an ally occupied space:

Attack in an ally occupied space.jpg
Attack in an ally occupied space.jpg (70.64 KiB) Viewed 589 times


I'm inclined to stick to my gut and rule that an attack can not originate from the space occupied by another creature, but let me think on it a bit.


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Re: Session 1: Reunion Interrupted

#270 Post by Scott308 »

I had not seen that Jeremy Crawford tweet before. The situation I described is one that plays out occasionally in games I've been in. It's like a number of rule interpretations- individual DMs will read a rule differently. Since you're leaning that way anyway, just say Vinwrick can't make the action posted, have him stay where he is, maybe hold an attack action in case the creature appears where it no longer has total cover from him. I'm fine with that. Actually, I'll go change my post.
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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Re: Session 1: Reunion Interrupted

#271 Post by dmw71 »

Initiative
24: Vinwrick (20+4)
23: Thrydwulf (20+3)
17: Gulnur (14+3)
17: Talmond (15+2)
16: Gray Ooze (18-2)
11: Luthar (7+4)
8: Tova (7+1)



Round 1
Vinwrick, lingering just at the edge of the doorway, readies his short sword and prepares to slice through the goo should it present itself.

"Feckin'. Oozes. Jellies. Molds. Thrice-damned slimes!" Thrrydwulf curses in disgust, backing as far into the corner as he can as he prepares to jab at the ooze once it enters his reach.

Hearing the commotion coming from inside the adjoining room, Gulnur presses Rumple further into the corner and positions himself at the doorway, ready to respond if misery should happen to befall a companion.

"What in the Nine Hells?!" Talmond blurts out as he observes the giant ooze forming up to strike. The fighting man prepares to bash the slime with his shield from around the corner, hoping to disorient the sludge, or prevent it from seeping its way into the study the group occupies.

The wait for those holding actions is brief as the ooze suddenly lurches at Tova!

Anticipating the attack, Vinwrick and Thrydwulf poke and hack into the blob quickly and effectively, slicing away a majority of its mass before it is even able to launch a strike of its own. Then, a formidable bash from Talmond's shield quickly eliminates the threat as the gray, oozy mass is reduced to mere droplets which seep into cracks in the floor and disappear.


While the threat is no more, and the entity failed to even manage an attack, not everything escaped without harm.

A brief sizzling sound is heard as the metal in Vinwrick's short sword, the bladed edge of Thrydwulf's glaive, and Talmond's shield all succumb to minor deterioration from the corrosive element they came into contact with.
  1. The weapons take a permanent −1 penalty to damage rolls.
  2. The shield also loses some effectiveness and its protection is reduced from +2 to +1.




With the threat alleviated, the now exposed vault comes into view.
Valut.jpg
Valut.jpg (53.63 KiB) Viewed 569 times


The walls of this large chamber are covered with a pale gray stucco, which has been carved in an intricate pattern of swirls and curves. A thick layer of dust covers the wooden floorboards.

The room is devoid of any contents and appears as if no one has visited it in many years.





---


Actions?

---


Date: 2 Martius 490
Time: 14:08

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions:
  1. Thrydwulf enters Rage on Round 2 (Ends: Round 12).
  2. Lutharin suffers from level 1 Exhaustion after being knocked unconscious. (Ends: Long Rest)
Spells in Effect: None

Character Details
> Scott308 as Vinwrick | Male | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11-7 = 4 | 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(-1), 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 | 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.

> Marullus as Thrydwulf | Male | Variant Human | Barbarian (1) | HD (1d12): 1 | HP: 14-5 = 9 | AC: 15 | SP: 30' | Initiative: +3 | Darkvision: No
Background: Folk Hero
  • Feature: Rustic Hospitality.
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Primordial
Weapons: Glaive, Light Crossbow, Shovel as Mining Pick (Improvised)
Spells
  • None
Actions:
  • Glaive (+6, 1d10+4(-1), Slashing, Properties: Heavy, Two-Handed, Reach (10'))
  • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Long-Handled Shovel (+6, 1d6+4 (1d8+4), Bludgeoning, Properties: Improvised, Versatile)
  • Mining Pick (+6, 1d8+4, Piercing, Properties: Improvised)
Bonus Actions: Reactions: Racial Traits Class Features

> Darklin2 as Lutharin | Male | High Elf | Rogue (1) | HD (1d8): 1 | HP: 9-10 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +4 | Darkvision: Yes
Background: Criminal (Spy)
  • Feature: Criminal Contact
Passive Skills: Perception: 12 | Investigation: 15 | Insight: 10
Languages: Common, Dwarvish, Elvish, Thieves’ Cant
Weapons: Rapier, Dagger, Shortbow, Handaxe
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)
  • Rapier (+6, 1d8+4, Piercing, Properties: Martial, Finesse)
Bonus Actions: Reactions: Racial Traits
  • Fey Ancestry
    • You have advantage on saves against being charmed, and magic can’t put you to sleep.
  • Trance
    • You don't need to sleep, but meditate semiconsciously for 4 hours a day.
  • Cantrip
    • You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Class Features

> RiverGreenForest as Talmond | Male | Human | Fighter (1) | HD (1d10): 1 | HP: 12 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 9 | Insight: 11
Languages: Common, Dwarvish
Weapons: Longsword, Dagger, Light Crossbow
Spells
  • None
Actions:
  • Longsword (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Light Crossbow (+4, 1d8+2, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
Bonus Actions: Reactions: Racial Traits
  • None. 
Class Features

> ybn1197 as Gulnur | Male | 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.




Marching Order
Scout: Thrydwulf

5-Foot
Thrydwulf
Luthar
Tova
Vinwrick
Talmond
Gulnur

10-Foot
Thrydwulf | Luthar
Tova | Vinwrick
Talmond | Gulnur



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
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18404
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Reunion Interrupted

#272 Post by Marullus »

Thrydwulf purses his lips and regards the empty room suspiciously from the rear rank. "Sneaky wizards. You guys should poke around for invisible things." He ruefully examines his polearm, to find a way to clean it. He finally resigns himself to briefly return to the previous room and wipe it on the tapestries.
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RiverGreenForest
Pathfinder
Pathfinder
Posts: 400
Joined: Sun Jan 03, 2021 7:37 am
Location: Edgewood, WA

Re: Session 1: Reunion Interrupted

#273 Post by RiverGreenForest »

Talmond

Looks into the from the outside with a frown on his face. "I agree, Thyrdwulf" said Talmond while he checks his shield of the damage done from the slime. "We should have someone check for any traps or hidden doors. Though I don't know much of slimes, I'm not too confident in stepping inside that room." continued Talmond.
ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8417
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Session 1: Reunion Interrupted

#274 Post by ravenn4544 »

Tova doesn't disagree with giving the slime room a wide berth - especially with no visible clues in the room.
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

#275 Post by Scott308 »

Vinwrick Greenbottle

Frowning when he sees the damage to his sword, Vinwrick will look for something to clean it with- the rug on the floor, something soft in the previous room- before swapping it to his offhand, thereby having the better sword as his main weapon. Hmm. Looks like nobody has been in there for some time. That ooze probably had something to do with that. Doesn't look like there is anything in there, and if there was, someone would likely got rid of the grey blob of slime to get any valuable anyway. I'm fine with skipping that room.
The player in me thinks we might be missing something not so obvious in that room- because I trust nothing -, but I can't see why Vinwrick would be interested in checking out an empty room that might have more corrosive stuff in it.
As needed: [1d20]=15; Reroll if a 1: [1d20]=12
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
POWAH!
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Posts: 20270
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Reunion Interrupted

#276 Post by dmw71 »

Vault
An open entrance.

The long-ignored adjoining room, which appears devoid of all content, is now fully exposed after the ooze, which had been functioning as a door, was dispatched of.


Some reluctance.

Valut.jpg
Valut.jpg (53.63 KiB) Viewed 544 times


If ignored, the only way to proceed is through the door to the south, which presumably opens into a continuation of the stairway.




---


Actions?

---


Date: 2 Martius 490
Time: 14:09

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions:
  1. Thrydwulf enters Rage on Round 2 (Ends: Round 12).
  2. Lutharin suffers from level 1 Exhaustion after being knocked unconscious. (Ends: Long Rest)
Spells in Effect: None

Character Details
> Scott308 as Vinwrick | Male | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11-7 = 4 | 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(-1), 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 | 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.

> Marullus as Thrydwulf | Male | Variant Human | Barbarian (1) | HD (1d12): 1 | HP: 14-5 = 9 | AC: 15 | SP: 30' | Initiative: +3 | Darkvision: No
Background: Folk Hero
  • Feature: Rustic Hospitality.
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Primordial
Weapons: Glaive, Light Crossbow, Shovel as Mining Pick (Improvised)
Spells
  • None
Actions:
  • Glaive (+6, 1d10+4(-1), Slashing, Properties: Heavy, Two-Handed, Reach (10'))
  • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Long-Handled Shovel (+6, 1d6+4 (1d8+4), Bludgeoning, Properties: Improvised, Versatile)
  • Mining Pick (+6, 1d8+4, Piercing, Properties: Improvised)
Bonus Actions: Reactions: Racial Traits Class Features

> Darklin2 as Lutharin | Male | High Elf | Rogue (1) | HD (1d8): 1 | HP: 9-10 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +4 | Darkvision: Yes
Background: Criminal (Spy)
  • Feature: Criminal Contact
Passive Skills: Perception: 12 | Investigation: 15 | Insight: 10
Languages: Common, Dwarvish, Elvish, Thieves’ Cant
Weapons: Rapier, Dagger, Shortbow, Handaxe
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)
  • Rapier (+6, 1d8+4, Piercing, Properties: Martial, Finesse)
Bonus Actions: Reactions: Racial Traits
  • Fey Ancestry
    • You have advantage on saves against being charmed, and magic can’t put you to sleep.
  • Trance
    • You don't need to sleep, but meditate semiconsciously for 4 hours a day.
  • Cantrip
    • You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Class Features

> RiverGreenForest as Talmond | Male | Human | Fighter (1) | HD (1d10): 1 | HP: 12 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 9 | Insight: 11
Languages: Common, Dwarvish
Weapons: Longsword, Dagger, Light Crossbow
Spells
  • None
Actions:
  • Longsword (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Light Crossbow (+4, 1d8+2, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
Bonus Actions: Reactions: Racial Traits
  • None. 
Class Features

> ybn1197 as Gulnur | Male | 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.




Marching Order
Scout: Thrydwulf

5-Foot
Thrydwulf
Luthar
Tova
Vinwrick
Talmond
Gulnur

10-Foot
Thrydwulf | Luthar
Tova | Vinwrick
Talmond | Gulnur



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
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18404
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Reunion Interrupted

#277 Post by Marullus »

Thrydwulf returns from the other room, having wiped his blade on the old tapestries, to find the others still loitering outside the room.

"What're ya'll still doing out here?"

He steps in and swings his polearm in wide arcs, both high and low, to see if he hits any invisible objects.

Step in 10'/two squares and he can sweep the whole room.
User avatar
RiverGreenForest
Pathfinder
Pathfinder
Posts: 400
Joined: Sun Jan 03, 2021 7:37 am
Location: Edgewood, WA

Re: Session 1: Reunion Interrupted

#278 Post by RiverGreenForest »

Talmond

Taking a good look at the bare room from outside as to avoid Thrydwulf's sweeping arcs. The fighter doesn't think the room is actually "bare". Talmond takes his time to study the room from a safe distance.

Perception: [1d20+3]=14+3=17
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

#279 Post by Scott308 »

Vinwrick Greenbottle

Vinwrick will open the door to the south and peek into the hall.
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
ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8417
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Session 1: Reunion Interrupted

#280 Post by ravenn4544 »

Tova remains outside the room as the warrior sweeps the room with his weapon.
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