Group 2, Episode 2: Greenest in Flames

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Pulpatoon
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Re: Group 2, Episode 2: Greenest in Flames

#281 Post by Pulpatoon »

Frustrated at not being able to see what's going on, Kañ-Demir smashes through window and shudder.

Athletics: [1d20+3] = 20+3 = 23
Multipurpose Omniroll: [1d20] = 6
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Re: Group 2, Episode 2: Greenest in Flames

#282 Post by dmw71 »

Initiative
  • 20: Kañ-Demir
  • 16: Catarina
  • 16: Dureau
  • 15: Grimbul <-- Start here.
  • 14: Zintra
  • 9: Palaeo
  • 6: Guards
  • 2: Cultist

Round 1
Grimbul, after calling for help, goes into self-preservation mode and lunges at the unknown assailant with both his hand axe and light hammer. The suddenness of the surprise assault against him still has the dwarf reeling and his swings are ineffective.

Responding to his plea for assistance, Zintra slides over to the eastern side of the mill, moving behind the fire, and takes aim with her Firebolt spell, but doesn't immediately see a target. She holds her effort until or if a target presents themselves.

Palaeo circles overhead, and absent anyone to interfere with, remains in its flight pattern.

An instant later, a human wearing a chain shirt carrying a shield and scimitar bursts out from a door behind Grimbul and forces shoves their way past the dwarf -- trigger the Firebolt from Zintra, which strikes solidly., but doesn't deter the armored guard from pursuing its attack... which it does with vigor. Grimbul feels the cold steel of the guard's scimitar slice through an exposed area in his scale mail. (-3) A second human, this one wearing leather armor, steps forward to assuming the spot previously held by the guard Grimbul. This cultist, capitalizing on the rogue's ranger's distraction, lands another scimitar attack against the dwarf. (-3)

Updated area map:
Grimbul.jpg
Grimbul.jpg (25.78 KiB) Viewed 991 times
Frustrated at not being able to see what's going on, Kañ-Demir smashes through window and shudder... and draws the attention of another guard that had been hiding in the northwest corner. The guard simply stares at the monk, then flashes a devious grin.

Catarina, heeding Grimbul's call, sprints to her right, taking up a location just behind the fire.. and with the guard clearly in view. The tabaxi takes aim with her shortbow, the the intentional fire sparks at just the wrong time and causes her aim to be off.

Hearing the dwarf call for help, Dureau abandons his original plan and darts to the side of the building. Spying the guard threatening Grimbul, the cleric casts Toll the Dead on the unsuspecting victim, causing it to crumble to the ground in pain... and fails to get back up.
G2R01.jpg
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---

Edit2: Per this retraction, the first guard would not have been able to attack (it used its action to shove Grimbul instead), so 3 hit points have been added to Grimbul's total, already reflected above.


Okay, actions and movement for round 2 (including an "if needed" roll).

---



Date: 08 Kythorn 1489
Time: 22:15
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • None
Spells in Effect:
  • None
Healing Kit (Montero)
  • Catarina: 1, 0 | Grimbul: 1, 0 | Kañ-Demir: 1, 0 | Dureau: 1 | Zintra: 1


---

Character Status
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18-1 = 17-4 = 13-3 = 10-6 = 4+11 = 15 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      Spells: None.

      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Far Traveler
      • Feature: Optional Feature: Dragon Scholar
        • 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.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24-5 = 19-5 = 14-4 = 10+7 = 17-4 = 13-3 = 10 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spells Known: 2 Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18-4 = 14-4 = 10-6 = 4-3 = 1-3 = 0+8 = 8 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • 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.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • 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.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: Far Traveler (Dwarf)
      • Feature: All Eyes on You
        • 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.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead )
      • Circle of Mortality: Spare the Dying
        • Does not count against the number of cleric cantrips you know.
        • For you, it has a range of 30 feet,
        • It can be cast it as a bonus action.
      Features:
      • 1st: Spellcasting
      • 1st: Divine Domain: Grave Domain
      • 1st: Circle of Mortality
        • 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.
      • 1st: Eyes of the Grave: 3
        • 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.
          • Recovery: Long
      • 2nd: Channel Divinity: Turn Undead: 1
        • 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.
          • Recovery: Short
      • 2nd: Channel Divinity: Path to the Grave
        • 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.
      • 5th: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • 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.
  • Faanku as Zintra | Female | Chaotic Good | Gnome (Forest) | Wizard (2) | HD (1d6): 2 | HP: 14 | AC: 13 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No | Background: Far Traveler | Senses: Perception: 13, Investigation: 13, Insight: 13
    Languages: Common, Gnomish, Sylvan
    Weapons: Dagger (+5, 1d4+3)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3
      • 2nd: --
    Spellbook: Prepared Spells: 5 (Intelligence modifier + Wizard level) Cantrips Known: 4 ( Fire Bolt, Mage Hand, Minor Illusion, Toll the Dead )
    Actions: Dagger (+5, 1d4+3), Fire Bolt (+5, 1d10, 120')
    Bonus Actions: Two-Weapon Fighting
    Reactions: Opportunity Attack, Feather Fall, Shield

    Features
    • Familiar: Palaeo | Tiny | Owl | HP: 1 | AC: 11 | SP: 5' (60' Fly) | Initiative: +1 | Darkvision: Yes (120') | Skills: Stealth +3, Perception +3
      • Actions: A familiar can't attack, but it can take other actions as normal.
      • Features:
        • Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
        • Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
        • Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Marching Order
5-Foot
  • Catarina
    Kañ-Demir
    Grimbul
    Zintra (Palaeo)
    Dureau
10-Foot
  • Catarina
    Kañ-Demir | Grimbul
    Dureau | Zintra (Palaeo)

Rolls[/list]
Last edited by dmw71 on Thu Jul 18, 2019 3:55 pm, edited 3 times in total.
Reason: Edit: Correction (rogue -> ranger); Edit2: Guard shoved Grimbul, not attacked (per OOC)
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Re: Group 2, Episode 2: Greenest in Flames

#283 Post by BearSiren817 »

“Tarbaw Nighthill sent me and our friends to help!” Catarina shouts to anyone potentially on our side.
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Re: Group 2, Episode 2: Greenest in Flames

#284 Post by Pulpatoon »

Kañ-Demir attempts to reach through the broken window, grab the smiling man, and yank him through the window.

That is not what happens.

Strength [1d20+1] = 1+1 = 2
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Re: Group 2, Episode 2: Greenest in Flames

#285 Post by Faanku »

Zintra tries to keep the fire bolts coming, but misses her mark as her owl assists Caterina's precision attacks.

Fire Bolt [1d20+3] = 3+3 = 6[1d10] = 10
Mystery Roll [1d20] = 4
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Re: Group 2, Episode 2: Greenest in Flames

#286 Post by GreyWolfVT »

Grimbul attacks the cultist in the door way. "Durned sneaky scum I'll get yah fer pokin me with yer damned sword!"

Light Hammer [1d20+4] = 16+4 = 20 to hit, [1d4+4] = 1+4 = 5 damage
Handaxe [1d20+4] = 18+4 = 22 to hit, [1d6+2] = 3+2 = 5 damage
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Re: Group 2, Episode 2: Greenest in Flames

#287 Post by Scott308 »

Dureau Sathaos

Stepping from behind the edge of the building, the cleric once again rings a bell on a cultist before stepping back into the cover provided by the building.
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Re: Group 2, Episode 2: Greenest in Flames

#288 Post by dmw71 »

NPC Alert: Catarina (Estimated until 8/8)

---


Initiative
  • 20: Kañ-Demir
  • 16: Catarina
  • 16: Dureau
  • 15: Grimbul <-- Start here.
  • 14: Zintra
  • 9: Palaeo
  • 6: Guards
  • 2: Cultist

Round 2
"Durned sneaky scum!" Grimbul curses. "I'll get yah fer pokin me with yer damned sword!" the dwarf continues as he bashes and slashes the cultist threatening him with his hammer and axe combo. Bones crack and blood splatters as both attacks find their marks, but the determined cultist clings to life. Barely.

Zintra sends an errant Fire Bolt past the cultist, while commanding Palaeo to distract the foe should Caterina attack.

The cultist weakly slashes at Grimbul, but is ineffective in his weakened condition.

“Tarbaw Nighthill sent me and our friends to help!” Catarina shouts at the cultist, the only threat remaining. "Fock you! And whoever Tarbaw Nighthill is," he curses, spitting blood... until he clutches his hands over his ears as Dureau's Toll the Dead rings out. The cultist collapses, dead.


On the opposite side of the mill, Kañ-Demir attempts to reach through the broken window, but in his effort to avoid shattering glass too wide, his effort is too weak and rejects his efforts. The guard on the opposite side of the window, in his surprise, can't help but laugh at the failed effort. It dips around the corner, back in the direction it originally appeared from, and disappears.
Mill.jpg
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Inside, the mill itself continues to grind loudly.



---



There are no more visible opponents, but will remain in imitative order (since both a guard and a cultist are known to exist inside the mill, near Kañ-Demir.



Okay, actions and movement for round 3 (including an "if needed" roll).

---



Date: 08 Kythorn 1489
Time: 22:16
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • None
Spells in Effect:
  • None
Healing Kit (Montero)
  • Catarina: 1, 0 | Grimbul: 1, 0 | Kañ-Demir: 1, 0 | Dureau: 1 | Zintra: 1


---

Character Status
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18-1 = 17-4 = 13-3 = 10-6 = 4+11 = 15 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      Spells: None.

      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Far Traveler
      • Feature: Optional Feature: Dragon Scholar
        • 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.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24-5 = 19-5 = 14-4 = 10+7 = 17-4 = 13-3 = 10 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spells Known: 2 Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18-4 = 14-4 = 10-6 = 4-3 = 1-3 = 0+8 = 8 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • 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.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • 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.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: Far Traveler (Dwarf)
      • Feature: All Eyes on You
        • 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.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead )
      • Circle of Mortality: Spare the Dying
        • Does not count against the number of cleric cantrips you know.
        • For you, it has a range of 30 feet,
        • It can be cast it as a bonus action.
      Features:
      • 1st: Spellcasting
      • 1st: Divine Domain: Grave Domain
      • 1st: Circle of Mortality
        • 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.
      • 1st: Eyes of the Grave: 3
        • 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.
          • Recovery: Long
      • 2nd: Channel Divinity: Turn Undead: 1
        • 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.
          • Recovery: Short
      • 2nd: Channel Divinity: Path to the Grave
        • 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.
      • 5th: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • 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.
  • Faanku as Zintra | Female | Chaotic Good | Gnome (Forest) | Wizard (2) | HD (1d6): 2 | HP: 14 | AC: 13 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No | Background: Far Traveler | Senses: Perception: 13, Investigation: 13, Insight: 13
    Languages: Common, Gnomish, Sylvan
    Weapons: Dagger (+5, 1d4+3)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3
      • 2nd: --
    Spellbook: Prepared Spells: 5 (Intelligence modifier + Wizard level) Cantrips Known: 4 ( Fire Bolt, Mage Hand, Minor Illusion, Toll the Dead )
    Actions: Dagger (+5, 1d4+3), Fire Bolt (+5, 1d10, 120')
    Bonus Actions: Two-Weapon Fighting
    Reactions: Opportunity Attack, Feather Fall, Shield

    Features
    • Familiar: Palaeo | Tiny | Owl | HP: 1 | AC: 11 | SP: 5' (60' Fly) | Initiative: +1 | Darkvision: Yes (120') | Skills: Stealth +3, Perception +3
      • Actions: A familiar can't attack, but it can take other actions as normal.
      • Features:
        • Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
        • Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
        • Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Marching Order
5-Foot
  • Catarina
    Kañ-Demir
    Grimbul
    Zintra (Palaeo)
    Dureau
10-Foot
  • Catarina
    Kañ-Demir | Grimbul
    Dureau | Zintra (Palaeo)

Rolls[/list]
Last edited by dmw71 on Thu Aug 01, 2019 5:08 pm, edited 1 time in total.
Reason: Edit: Add NPC notice for Catarina
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Re: Group 2, Episode 2: Greenest in Flames

#289 Post by GreyWolfVT »

Grimbul takes a minute to catch his breath "I'm gonna need a bit of healin' anyone got a potion on em? Or we good to take a quick rest?" the dwarf asks as he leans against the mill hoping no more foes come popping out of nowhere to attack him again.

Ability/Skill/Stat Check/"If Needed" Rolls [1d20] = 10
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

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Re: Group 2, Episode 2: Greenest in Flames

#290 Post by Scott308 »

Dureau Sathaos

The cleric looks at Grimbul with furrowed brow. Rest? There are cultists still in the mill, and Kan-Demir is on the other side of the building without assistance. There will be time to rest back at the keep. For now, just know that I'll not allow you to die! With that, he turns and potentially moves into the mill. If he sees an enemy, he will stop and cast Toll the Dead upon it.
Sometimes this summer I will most likely 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.

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Re: Group 2, Episode 2: Greenest in Flames

#291 Post by GreyWolfVT »

Grimbul annoyed at his weakened state heeds Dureau's words "Yah let me die I'll haunt ya from the other side Dureau." he chuckles trying to make light of the situation. He gets up and heads into the mill behind Dureau. Both weapons still in hand and ready.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
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Re: Group 2, Episode 2: Greenest in Flames

#292 Post by Pulpatoon »

Kañ-Demir whistles for one or two of his companions to join him, and holds further action until he sees if he has backup.
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Re: Group 2, Episode 2: Greenest in Flames

#293 Post by Faanku »

Zintra laughs at the two's exchange, then wordlessly sends her familiar into the building to scout and harass the remaining cultists. She prepares another fire bolt for the occasion.

Fire Bolt [1d20+5] = 17+5 = 22[1d10] = 4
Mystery Roll [1d20] = 12
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Re: Group 2, Episode 2: Greenest in Flames

#294 Post by dmw71 »

I plan to move this game later today (Wednesday).
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Re: Group 2, Episode 2: Greenest in Flames

#295 Post by dmw71 »

NPC Alert: Catarina (Estimated until 8/8)

---


Initiative
  • 20: Kañ-Demir
  • 16: Catarina
  • 16: Dureau
  • 15: Grimbul <-- Start here.
  • 14: Zintra
  • 9: Palaeo
  • 6: Guards
  • 2: Cultist

Round 3
"I'm gonna need a bit of healin'," Grimbul groans, leaning against the outer wall of the mill and taking a minute to catch his breath. "Anyone got a potion on 'em? Or we good to take a quick rest?" the wounded dwarf asks. "Rest?" Dureau questions the query with a furrowed brow. "There are cultists still in the mill, and Kan-Demir is on the other side of the building without assistance. There will be time to rest back at the keep," the cleric adds. "For now, just know that I'll not allow you to die!"

With that, the cleric steps into the now vacated room on the far eastern side of the mill, from which the ambushers emerged from. While his focus is on the closed door along the western wall, leading into the mill proper, a bed in the far corner allows him to discern that the area must be a rest area or small bedroom for the workers. Ignoring the bed and a small round end table near the head of it, he cracks open the door.

The light emanating from his enchanted stone still illuminates the center of the mill, revealing a staircase leading up nested in the northeast corner. Three once hidden occupants are also spotted once the door on the eastern wall is opened -- the retreating cultist, who's pinned against the wall just to the south of the window Kañ-Demir is positioned near; a second robed individual crouching in the southwest corner; and the previously spotted guard is observed attempting to hide in the northwest corner.

With an enemy now in sight, Dureau's readied 'Toll the Dead' cantrip tones, but fails to have the intended effect on his target.

Seeing the cleric in front perform the verbal and somatic components to a spell, Zintra calls off the recon plans of Palaeo, his owl familiar; sending her to the front entrance, and readying her to assist an ally in either direction by harassing an occupant, if the situation presents itself.


A whistle from the opposite side of the mill, originating from Kañ-Demir, catches the ears of Catarina, who glides across the front of the structure to join the monk.
Mill.jpg
Mill.jpg (101.32 KiB) Viewed 939 times


Inside, the mill itself continues to grind loudly.



---


Please declare any actions and/or movement for round 4 (including an "if needed" roll).

---



Date: 08 Kythorn 1489
Time: 22:18
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • Dureau's Light cantrip (Bright: 20', Dim: 40')
Known Conditions
  • None
Spells in Effect:
  • Dureau's Light cantrip (Cast | Expires: 23:11)
Healing Kit (Montero)
  • Catarina: 1, 0 | Grimbul: 1, 0 | Kañ-Demir: 1, 0 | Dureau: 1 | Zintra: 1


---

Character Status
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18-1 = 17-4 = 13-3 = 10-6 = 4+11 = 15 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      Spells: None.

      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Far Traveler
      • Feature: Optional Feature: Dragon Scholar
        • 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.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24-5 = 19-5 = 14-4 = 10+7 = 17-4 = 13-3 = 10 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spells Known: 2 Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18-4 = 14-4 = 10-6 = 4-3 = 1-3 = 0+8 = 8 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • 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.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • 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.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: Far Traveler (Dwarf)
      • Feature: All Eyes on You
        • 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.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead )
      • Circle of Mortality: Spare the Dying
        • Does not count against the number of cleric cantrips you know.
        • For you, it has a range of 30 feet,
        • It can be cast it as a bonus action.
      Features:
      • 1st: Spellcasting
      • 1st: Divine Domain: Grave Domain
      • 1st: Circle of Mortality
        • 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.
      • 1st: Eyes of the Grave: 3
        • 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.
          • Recovery: Long
      • 2nd: Channel Divinity: Turn Undead: 1
        • 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.
          • Recovery: Short
      • 2nd: Channel Divinity: Path to the Grave
        • 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.
      • 5th: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • 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.
  • Faanku as Zintra | Female | Chaotic Good | Gnome (Forest) | Wizard (2) | HD (1d6): 2 | HP: 14 | AC: 13 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No | Background: Far Traveler | Senses: Perception: 13, Investigation: 13, Insight: 13
    Languages: Common, Gnomish, Sylvan
    Weapons: Dagger (+5, 1d4+3)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3
      • 2nd: --
    Spellbook: Prepared Spells: 5 (Intelligence modifier + Wizard level) Cantrips Known: 4 ( Fire Bolt, Mage Hand, Minor Illusion, Toll the Dead )
    Actions: Dagger (+5, 1d4+3), Fire Bolt (+5, 1d10, 120')
    Bonus Actions: Two-Weapon Fighting
    Reactions: Opportunity Attack, Feather Fall, Shield

    Features
    • Familiar: Palaeo | Tiny | Owl | HP: 1 | AC: 11 | SP: 5' (60' Fly) | Initiative: +1 | Darkvision: Yes (120') | Skills: Stealth +3, Perception +3
      • Actions: A familiar can't attack, but it can take other actions as normal.
      • Features:
        • Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
        • Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
        • Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Marching Order
5-Foot
  • Catarina
    Kañ-Demir
    Grimbul
    Zintra (Palaeo)
    Dureau
10-Foot
  • Catarina
    Kañ-Demir | Grimbul
    Dureau | Zintra (Palaeo)

Rolls[/list]
:?
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
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Scott308
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Re: Group 2, Episode 2: Greenest in Flames

#296 Post by Scott308 »

Dureau Sathaos

The cleric will step through the doors, making sure to give anyone else who follows space to enter the room. Seeing another cultist, he will try Tolling the Dead on this new target this time.
Toll the Dead (WIS 13): [1d8] = 6; if injured: [1d12] = 7
Random d20: [1d20] = 1
Yeah, that's pretty much what I expect out of the roller anymore.
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Re: Group 2, Episode 2: Greenest in Flames

#297 Post by GreyWolfVT »

Grimbul switches to his bow again and follows the priest through the door. once through the door he steps to the left of the door and fires an arrow at the cultist directly across from him (purple).

Longbow [1d20+3] = 18+3 = 21 to hit. [1d8+1] = 3+1 = 4 damage
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
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Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
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Re: Group 2, Episode 2: Greenest in Flames

#298 Post by Faanku »

Zintra continues her carefree assault on the two cultists, but cannot seem to fix her aim. "A foe most trying!"

Palaeo will move in, Distract, then retreat to safety; Advantage for Cat's next attack.
Fire Bolt/Mystery [1d20+5] = 6+5 = 11[1d10] = 3[1d20] = 3
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Re: Group 2, Episode 2: Greenest in Flames

#299 Post by Pulpatoon »

Kañ-Demir whispers to Catarina, "Help me through the window!"
Acrobatics [1d20+4] = 1+4 = 5
(Hopefully Catarina's help give Kañ-Demir advantage?)
Acrobatics [1d20+4] = 12+4 = 16

If the above works, and if jumping through a window counts as movement, then Kañ-Demir will attack the cultist in the NW corner. If it works, but counts as an action, then he'll stay where he is until his next turn. If it doesn't work, he'll still be outside the building, looking very embarassed in front of Catarina.
The Old One-Two: Staff [1d20+4] = 9+4 = 13 dmg. [1d6+2] = 6+2 = 8; Unarmed [1d20+4] = 6+4 = 10 dmg. [1d4+2] = 1+2 = 3
Multipurpose Omniroll: [1d20] = 8
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Re: Group 2, Episode 2: Greenest in Flames

#300 Post by dmw71 »

Death Saving Throws
  • Kañ-Demir
    • Success:
      Failure:
Initiative
  • 20: Kañ-Demir
  • 16: Catarina
  • 16: Dureau
  • 15: Grimbul <-- Start here.
  • 14: Zintra
  • 9: Palaeo
  • 6: Guards
  • 2: Cultist

Round 4
Grimbul switches to his bow and defers to Dureau, allowing the cleric to lead the entry into the mill proper... which he does, making sure to not block the entry for those behind him. Focused on the cultist across the room, the cleric issues the bellowing bell-ringing sound, centered on his target, and the effort appears to be successful as the robed figure, back pressed against the far wall, brings his hands to his ears and yelps in unexpected pain.

Grimbul enters directly behind Dureau and, with an arrow readied, looses it in the direction of the same target, striking him in shoulder and eliciting another pained screech.


Then --

Dureau and Grimbul, both so intently focused on the known threat on the opposite side of the room, fail to notice the adversaries that have remained patiently awaiting this very opportunity as they swarm! Each are overtaken by a trio of combined cultists and guards but manage to successfully fend off all but a minor scratch each (-3hp each).

The flurry of new activity proves to be just distracting enough that the Fire Bolt from Zintra sails errantly past its mark.



At the same time, on the opposite side of the mill.

"Help me through the window," Kañ-Demir whispers to Catarina, whom obliges; her assist successfully allows the monk to tumble through the window, but with less grace than normal. The monk arrives in the mill interior where the awaiting assailants -- two robed cultists and an armored guard -- quickly pounce! The monk, still looking to fully regain his balance, is able to successfully avoid the first attack, but feels one deep slash (-7) after another (-4) before being greeted by darkness as he collapses.


Palaeo, spying the monk enter, moves in to distract, then quickly retreats to safety once watching Kañ-Demir be overcome.
G2R04.jpg
G2R04.jpg (218.07 KiB) Viewed 907 times


Inside, the mill itself continues to grind loudly.



---

Pulpatoon, I'm unfortunately going to need you to begin making death saving throws for Kañ-Demir.

Everyone else, please declare any actions and/or movement for round 5 (including an "if needed" roll).

---



Date: 08 Kythorn 1489
Time: 22:18
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • Dureau's Light cantrip (Bright: 20', Dim: 40')
Known Conditions
  • None
Spells in Effect:
  • Dureau's Light cantrip (Cast | Expires: 23:11)
Healing Kit (Montero)
  • Catarina: 1, 0 | Grimbul: 1, 0 | Kañ-Demir: 1, 0 | Dureau: 1 | Zintra: 1


---

Character Status
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18-1 = 17-4 = 13-3 = 10-6 = 4+11 = 15 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      Spells: None.

      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Far Traveler
      • Feature: Optional Feature: Dragon Scholar
        • 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.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24-5 = 19-5 = 14-4 = 10+7 = 17-4 = 13-3 = 10-3 = 7 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spells Known: 2 Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18-4 = 14-4 = 10-6 = 4-3 = 1-3 = 0+8 = 8-7 = 1-4 = 0 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • 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.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • 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.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: Far Traveler (Dwarf)
      • Feature: All Eyes on You
        • 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.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16-3 = 13 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead )
      • Circle of Mortality: Spare the Dying
        • Does not count against the number of cleric cantrips you know.
        • For you, it has a range of 30 feet,
        • It can be cast it as a bonus action.
      Features:
      • 1st: Spellcasting
      • 1st: Divine Domain: Grave Domain
      • 1st: Circle of Mortality
        • 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.
      • 1st: Eyes of the Grave: 3
        • 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.
          • Recovery: Long
      • 2nd: Channel Divinity: Turn Undead: 1
        • 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.
          • Recovery: Short
      • 2nd: Channel Divinity: Path to the Grave
        • 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.
      • 5th: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • 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.
  • Faanku as Zintra | Female | Chaotic Good | Gnome (Forest) | Wizard (2) | HD (1d6): 2 | HP: 14 | AC: 13 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No | Background: Far Traveler | Senses: Perception: 13, Investigation: 13, Insight: 13
    Languages: Common, Gnomish, Sylvan
    Weapons: Dagger (+5, 1d4+3)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3
      • 2nd: --
    Spellbook: Prepared Spells: 5 (Intelligence modifier + Wizard level) Cantrips Known: 4 ( Fire Bolt, Mage Hand, Minor Illusion, Toll the Dead )
    Actions: Dagger (+5, 1d4+3), Fire Bolt (+5, 1d10, 120')
    Bonus Actions: Two-Weapon Fighting
    Reactions: Opportunity Attack, Feather Fall, Shield

    Features
    • Familiar: Palaeo | Tiny | Owl | HP: 1 | AC: 11 | SP: 5' (60' Fly) | Initiative: +1 | Darkvision: Yes (120') | Skills: Stealth +3, Perception +3
      • Actions: A familiar can't attack, but it can take other actions as normal.
      • Features:
        • Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
        • Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
        • Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Marching Order
5-Foot
  • Catarina
    Kañ-Demir
    Grimbul
    Zintra (Palaeo)
    Dureau
10-Foot
  • Catarina
    Kañ-Demir | Grimbul
    Dureau | Zintra (Palaeo)

Rolls[/list]
:?
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
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