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Re: Session 1: Reunion Interrupted

Posted: Wed Apr 28, 2021 5:19 pm
by dmw71
I should be able to update this game again either later today or tomorrow.

Re: Session 1: Reunion Interrupted

Posted: Thu Apr 29, 2021 10:07 pm
by dmw71
Vault
Talmond, studying the room from a safe distance, convinces himself that the bare is, in fact, empty despite any hunches to the contrary.

"What're y'all still doing out here?" Thrydwulf queries after returning from the previous room with a cleaned blade. WIthout pause, the burly barbarian steps into the eerie gray room and begins swinging his polearm in careful, wide arcs while the rest of the group watches from the study.

Thud.

The swipe of his polearm comes to a full stop mid-way across the far wall near the floor as it makes contact with.... something? Whatever the object is, it remains out of sight.


Valut Stairs.jpg
Valut Stairs.jpg (53.55 KiB) Viewed 457 times



Back in the study, Vinwrick carefully opens the door to his right and confirms it is a continuation of the stairway leading up. The open door catches the attention of Rumple from the adjoining drawing room. "There! Follow the smart one." the goblin chirps impatiently while fidgeting against the restraint of Gulnur.





---


Actions?

---


Date: 2 Martius 490
Time: 14:11

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

Re: Session 1: Reunion Interrupted

Posted: Thu Apr 29, 2021 10:11 pm
by Marullus
"HEY!" Thrydwulf yells. "I hit somethin'!"

Re: Session 1: Reunion Interrupted

Posted: Thu Apr 29, 2021 11:55 pm
by RiverGreenForest
Talmond

The fighter's eyes lit up at Thrydwulf's discovery. "Is there something we can throw on it to get a better idea of what it could be?" called out Talmond. Talmond looked around to see anything of use that can be thrown on the invisible object, like a curtain, blanket, ink, paint, something to give an outline of what is invisible.

/ooc - Are there curtains in the rooms we were in that can be used as a cover to reveal a general shape of what is invisible?

Re: Session 1: Reunion Interrupted

Posted: Fri Apr 30, 2021 3:43 am
by Scott308
Vinwrick Greenbottle

Yup, stairs. Closing the door and entering the "empty" room, the halfling pulls a deck of cards from his pack. He quickly fans them out then tosses them into the room, hoping they will scatter and give them some clue what the invisible object is.

Re: Session 1: Reunion Interrupted

Posted: Sat May 01, 2021 1:44 am
by Marullus
Thrydwulf looks impressed as the cards fall where they may. A look of inspiration dawns on his face. "Wait, wait! Biscuits and gravy."

He slides off his backpack and detaches the large cast iron pot, digging through a kitchen's worth of cooking supplies. "I know I got some flour in here..."

He is a skilled cook: If it is ruled that his formal set of cook utensils and 20 pounds of foodstuffs includes some flour, he adds to the discovery effort.

Re: Session 1: Reunion Interrupted

Posted: Mon May 03, 2021 6:09 pm
by ybn1197
Gulnar is ready to slap the impatient goblin when he notices Thrydwulf. Chuckling slightly he says, "An inspirational thought. I have cooking supplies as well if he don't have enough. We can combine them to get a better look at the object."

Re: Session 1: Reunion Interrupted

Posted: Wed May 05, 2021 10:16 pm
by dmw71
Hidden Object
Talmond scans the room looking for anything that might be of use in capturing or detailing the form of the unseen object, but the room is truly devoid of anything... including windows.

Except for the hidden object.

After confirming the other door leads to the continuation of the stairwell, Vinwrick enters the room to aide with the investigation. The halfling produces a deck of playing cards and, fanning them out, toss the cards, scattering them in the air aimed at the far wall! A handful of them appear to stop in midair, ultimately lying flat a foot or so off the ground and spread across an area almost two feet wide. A few cards that reach the floor end up standing upright, propped at an angle, supported against the unseen barrier.

Thrydwulf and Gulnur each confirm the availability of flour amongst their possessions, which could be used to outline the finer area of the hidden object, but the resting place of tossed cards confirm the rough general area of the unseen object:



Approximately one foot tall and two feet wide, running flush against the far wall.







---

No map update.



Actions?

---


Date: 2 Martius 490
Time: 14:12

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

Re: Session 1: Reunion Interrupted

Posted: Fri May 07, 2021 12:22 am
by Scott308
Vinwrick Greenbottle

Vinwrick strides across the room and begins gathering up his cards. An invisible...box? Hidden in a room guarded by that slime creature? Seems like someone really did not want anyone to find it. Whaddaya think's in it? Gold? Gems? Jewels? Maaa-gic stuff?

Re: Session 1: Reunion Interrupted

Posted: Fri May 07, 2021 3:00 am
by RiverGreenForest
Talmond

"I haven't gotten the slightest clue, Vinwrick" responded Talmond as he walked up to the invisible object. Carefully running his hand on it, the fighter knocked on it slightly with the knuckle of his index finger and tried to listen carefully. "For all we know, it could be a treasure chest, or maybe a trap." frowned Talmond.

As needed: [1d20]=7

Re: Session 1: Reunion Interrupted

Posted: Fri May 07, 2021 7:50 am
by Marullus
Thrydwulf looks pleased with himself, having found the box, but is content to allow the many small people to examine it, as they are closer to the ground.

As Needed Roll [1d20]=14[1d20]=3

Re: Session 1: Reunion Interrupted

Posted: Fri May 07, 2021 10:39 am
by ravenn4544
Tova smirks at the ingenuity of the group in finding the hidden item. He too is curious as to what it may hold.

Re: Session 1: Reunion Interrupted

Posted: Mon May 10, 2021 6:12 am
by dmw71
So, you've discovered there's a box. ;)

Re: Session 1: Reunion Interrupted

Posted: Mon May 10, 2021 11:36 am
by Marullus
"So! Uh... which of you is gonna open it?" asks Thrydwulf slowly, scratching the side of his beard.

Re: Session 1: Reunion Interrupted

Posted: Mon May 10, 2021 8:48 pm
by Scott308
Vinwrick Greenbottle

Looking at everyone else and seeing no apparent interest in opening it, Vinwrick will kneel in front of it and see if he can feel anything that seems unusual (aside from being invisible, that is). If he notices nothing, he'll open it.

Re: Session 1: Reunion Interrupted

Posted: Thu May 13, 2021 5:54 am
by RiverGreenForest
Talmond

Talmond raises his battered shield up in preparation for any surprises that may come from the treasure box. "I hope it's something simple like gold or a valuable item, not a trap or some creature that wants to harm us!" said the fighter as he prepares himself for the worst.

As needed: [1d20]=11

Re: Session 1: Reunion Interrupted

Posted: Thu May 13, 2021 11:11 pm
by dmw71
Hidden Object
"So, uh... which of you is gonna open it?" asks Thrydwulf slowly, scratching the side of his beard.

Looking at everyone else and seeing no apparent interest in opening it, Vinwrick kneels in front of the hidden object and reaches to feel for anything unusual about it. At his touch, the veil of invisibility is lifted.

On the floor, now in full display, appears a simple wooden chest with a lid and bronze inlays adorning its sides. Its dimensions -- approximately one foot tall and two feet wide -- are now confirmed.

Chest.png
Chest.png (258.82 KiB) Viewed 402 times


A complicated pin tumbler lock secures the lid shut.


"I hope it contains something simple like gold or a valuable item, not a trap or some creature that wants to harm us!" Talmond offers cautiously, before anyone even makes a move to open it.



---



Actions?

---


Date: 2 Martius 490
Time: 14:14

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


Rolls
None

Re: Session 1: Reunion Interrupted

Posted: Fri May 14, 2021 1:49 am
by Scott308
Vinwrick Greenbottle

Seeing the lock that he does not have any ability to open, Vinwrick gets out of the way. Lutharin, you wanna give it a look?

Re: Session 1: Reunion Interrupted

Posted: Fri May 14, 2021 5:27 am
by RiverGreenForest
Talmond

The fighter stays where he's at still cautious about the treasure chest. Talmond keeps his hand on the hilt of his long sword ready for any danger.

As needed: [1d20]=1

Re: Session 1: Reunion Interrupted

Posted: Fri May 14, 2021 11:40 am
by Marullus
"Huh," grunts Thrydulf. "That's too pretty for me to smash open. I could carry it, though. It's small, it'd fit in my big pot."

As Needed Roll [1d20]=13[1d20]=8