Group 1, Episode 1: Greenest in Flames

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dmw71
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Re: Group 1, Episode 1: Greenest in Flames

#301 Post by dmw71 »

I still need actions for Quaalxor and Rumble.

I will NPC for Tannaris for the time being. We'll figure out how to resolve that situation at the next logical break.
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Re: Group 1, Episode 1: Greenest in Flames

#302 Post by Monsieur Rose »

Rumble

Rumble creeps towards the edge until he can see the proceedings below. He'll pull his last javelin, one other is still below near a cultist, kiss the tip and throw it at the whistle blowing cultist.

Javelin: [1d20+4] = 17+4 = 21
Damage: [1d6+2] = 2+2 = 4

If Needed: [1d20] = 11
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Re: Group 1, Episode 1: Greenest in Flames

#303 Post by dmw71 »

Initiative
  • 19: Strega
  • 19: Dogs
  • 15: Rumble
  • 11: Bren
  • 10: Tannaris
  • 7: Kobolds
  • 4: Cultists
  • 3: Oskar
  • 1: Quaalxor
Round 2
Strega produces the familiar flickering flame in her hand; briefly illuminating the sky (and potentially calling attention to her location atop the roof). The druid creeps forward slightly to guarantee her target will be in range, then tosses the manifested flame at the remaining dragon dog, striking it square in the snout and eliciting a pained yelp as its whiskers singe from the blast of heat. It snarls and whips its head around to face the direction the strike originated from, seeking out its source.

When only Tannaris and Bren come into view of its blood red eyes, it begins to make a beeline in their direction... until catching site of Quaalaxor as it passes. It skids briefly as it diverts its course, but turns and leaps at the mountain dwarf! The bearded fighter braces himself for the canine projectile and growls as the dragon dog approaches. Raising his large great axe in front of him, Quaalaxor uses it to knock the lunging beast off target, redirecting its path to just between his position and that of the unconscious cultist near the rear door.

Seeing the flash from Strega's spell appear and disappear off to his right, Rumble creeps towards the edge until he can see the proceedings below. Producing his last javelin, he kisses its tip and hurls it towards the whistle-blowing cultist. Despite the target being well-beyond the normal range for the weapon, the barbarian's accuracy remains true as he watches with glee as the javelin tip sinks into the foot of the cultist threatening the alarm, nearly knocking it from its somewhat raised position standing on top of the wall... until the zipping flash of three arcane darts, one after the other, plunk into the whistle-blower's chest blasting it backwards and into the tree trunk behind him.

The air escapes from the cultist's lungs before an alert can be sounded.

Watching the lunching dragon dog skid to a stop just off to his right, Tannaris rushes at the creature, twirling his two short swords in practiced motions as he approaches before ultimately slicing it to shreds with two well-placed strikes!

Enter the swarm!

Streams of kobolds begin to rush into the fray, with one group emerging from beneath the canopy of leaves from the trees in the yard; and a second, larger group from around the southwest corner of the temple itself.

A smaller group, of four, quickly pull up maybe 20-feet short of Oskar's position and begin twirling slings overhead. The four ranged attackers loose their readied stones, with two resulting in glancing blows against the rogue. (-3) (-4) The larger group, numbering at least six, hug the temple wall and make their way towards those standing at the rear door.


The remaining cultist, wearing a red cloak, bounds off the stone partition circling the temple and quickly straps his maul to a holster on his belt while he settles in behind the kobold crew now harassing Oskar. The cultist levels a crossbow in Tannaris' direction and looses a bolt... which sails and sinks past the defenses of the unsuspecting fighting mage; the quarrel remains sticking out the back right shoulder of the elf leaving a trail of blood oozing from the wound. (-7)


The relief of not having to deal with the menacing dog is short-lived as Oskar now finds himself being pursued by a small group of ranged kobold slingers. The dwarven rogue continues with his planned course of action, backing away defensively, hoping to potentially draw some attackers into his companions field of fire while avoiding being skewered himself.

While he's unable to yet see, Quaalxor can definitely hear the approach of numerous kobolds. Not wanting to jump out and expose himself, he backs into the corner and prepares to dodge against any attackers that arrive.
G1R02.png
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With the dogs and two cultists down, the group's odds appear to have increased, but they still face a significant force.



---


Monsieur Rose, the whistle-blowing cultist was well-beyond the normal 30-foot range for a javelin, which would make your attack be at disadvantage. Borrowing your 'if needed' roll (11) and adding the +4 to it still resulted in a hit. Nicely done!


Everyone, please declare any actions and/or movement for round 3, along with supplying the "if needed" roll.

---




Date: 08 Kythorn 1489
Time: 22:46
  • Sunrise: 05:57
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • Dim Lighting
  • Dodge: Oskar, Quaalxor (Until start of their turns in round 3.)
Spells in Effect:
  • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 09 Kythorn @ 5:04
Healing Kit (Montero)
  • Oskar: 1, 0 | Bren: 1 | Strega: 1, 0 | Tannaris: 1, 0 | Rumble: 1 | Quaalxor: 1
---

Character Status
  • drpete as Oskar Loderr | Male | Lawful Good | Dwarf (Mountain) | Rogue (2) | HD (1d8): 2 | HP: 20+1-5 = 16-5 = 11-3 = 8-4 = 4 | AC: 13 | SP: 25' | Initiative: +2 | Darkvision: Yes | Inspiration: No | Background: Clan Crafter | Senses: Perception: 15, Investigation: 14, Insight: 13
    Languages: Common, Dwarvish, Thieves' Cant
    Weapons: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2)
    Spells:
    • None.
    Actions: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2) Bonus Actions: Two-Weapon Fighting, Cunning Action (Dash, Disengage, or Hide)
    Reactions: Opportunity Attack

    Features
    • Dwarven Resilience: Poison (Dwarf)
    • Tool Proficiency: Mason's Tools (Dwarf)
    • Stonecunning: Intelligence (History) on Stonework. (Dwarf)
    • Dwarven Armor Training: Medium armor (Mountain Dwarf)
    • Expertise: Perception, Thieves' Tools (Rogue, 1)
    • Sneak Attack (1d6) (Rogue, 1)
    • Thieves' Cant (Rogue, 1)
    • Cunning Action: Dash, Disengage, or Hide (Rogue, 2)
  • ravenn4544 as Brenzavur Fyrebrand | Male | Lawful Good | Dragonborn (Brass) | Sorcerer (2) | HD (1d8): 2 | HP: 18-4 = 14-5 = 9 | AC: 15 | SP: 30' | Inspiration: Yes | Background: | Acolyte | Senses: Perception: 9, Investigation: 9, Insight: 11
    Languages: Common, Draconic
    Weapons: Quarterstaff (+2, 1d6|1d8)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3, 2, 1, 0
      • 2nd: --
    Spells Known: 3 Cantrips Known: 4 (Fire Bolt, Light, Mage Hand, Prestidigitation)
    Actions: Quarterstaff (+2, 1d6|1d8), Fire Bolt (+5, 1d10, 120'), Chromatic Orb (+5, 3d8, 90'), Breath Weapon (2d6, Dex DC 12 for half, 30' line), Sorcery Points
    Bonus Actions: Two-Weapon Fighting, Convert Sorcery Points
    Reactions: Opportunity Attack

    Features
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19-8 = 11-5 = 6-6 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )
      Features:
      • Relentless Endurance: 1, 0
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2, 1
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2, 1, 0 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
    • Wild Shape(s)
    • Giant Wolf Spider
      • AC: 13 | HD: 2 | HP: 11 | Speed: 40' (Climb: 40') | Blindsight (10'), Darkvision (60'), Passive Perception: 13 | Actions: Bite (+3, 1d6+1, Poison: 2d6 (Half on DC 11 CON save)) | Features: Spider Climb, Web Sense, Web Walker
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20-10 = 10-9 = 1-4 = 0+9 = 9+6 = 15-7 = 8 | AC: 13 (Mage Armor: 16) | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3+1 ( Fire Bolt, Ray of Frost, True Strike ) Features:
      • 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. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind: 1, 0
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24-1 = 23-3 = 20-3 = 17-7 = 10 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      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.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • 1st: Rage: 2, 1, 0
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
        • You can also end your rage on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
    • Daisy | Draft Horse | AC: 10 | HP: 22-3 = 19-8 = 11(-5) (-5) = 1 | SP: 40'
      • STR: 18 (+4), DEX: 10 (0), CON: 12 (+1), INT: 2 (-4), WIS: 11 (0), CHA: 7 (-2)
      • Passive Perception: 10 | Attack (Hooves): +6 to hit (5-foot reach), 2d4+4 (bludgeoning)

[*]Ahlmzhad | Quaalxor | Dwarf (Mountain) | Fighter (2) | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d10) | HP: 20-4 = 16-6 = 10+9 = 19-10 = 9 | AC: 16 | SP: 25' | Initiative: +1 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
  • Passive Senses
    • Perception: 11
    • Investigation: 10
    • Insight: 13
    Languages: Common, Draconic, Dwarvish

    Spells: None

    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
      • Smith's Tools
    • 1st: Fighting Style: Great Weapon Fighting
      • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
      • The weapon must have the two-handed or versatile property for you to gain this benefit.
    • 1st: Second Wind: 1
      • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
        Recovery: Long
    • 2nd: Action Surge: 1
      • On your turn, you can take one additional action.
        Recovery: Short
    • 3rd: --
    Background: Guild Artisan / Guild Merchant
    • Feature: Guild Membership
      • As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

        Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

        You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
[/list]


Marching Order
  • 5-Foot
    Oskar
    Quaalxor
    Rumble
    Strega
    Bren
    Tannaris


    10-Foot
    Rumble | Tannaris
    Bren | Oskar
    Strega | Quaalxor

Rolls
:?
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Re: Group 1, Episode 1: Greenest in Flames

#304 Post by Rex »

Strega

Strega will launch a produce flame at the nearest opponent to her.

Produce Flame [1d20+4] = 6+4 = 10 to hit [1d8] = 3 damage

If needed roll [1d20] = 7
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Re: Group 1, Episode 1: Greenest in Flames

#305 Post by ravenn4544 »

Bren will launch a fire bolt to the closest enemy in range...

Fire Bolt Attack [1d20+5] = 13+5 = 18
Fire Bolt Damage [1d10] = 5

as needed: [1d20] = 7
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Re: Group 1, Episode 1: Greenest in Flames

#306 Post by Monsieur Rose »

Rumble

Rumble stalks along the roof to the west. He intends to reach the edge of the temple avoiding attacks, and drop down on the last kobold in line.

If Needed: [1d20] = 12
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Re: Group 1, Episode 1: Greenest in Flames

#307 Post by dmw71 »

I will NPC Quaalxor and Tannaris, so just waiting on Oskar.

When you're able; no rush.
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Re: Group 1, Episode 1: Greenest in Flames

#308 Post by dmw71 »

Initiative
  • 19: Strega
  • 19: Dogs
  • 15: Rumble
  • 11: Bren
  • 10: Tannaris
  • 7: Kobolds
  • 4: Cultists
  • 3: Oskar
  • 1: Quaalxor
Round 3
From her perch atop the temple roof, Strega conjures another Produce Flame cantrip, which she hurls down at the batch of kobolds beginning to swarm just beneath her, but her flash of fire sets down against the ground between targets and only managing to startle them... and draw attention to her position.

Keeping out of sight, Rumble stalks along the roof to the western edge, then realizes the last of the kobold cultist is already at the southwest corner, and moving east towards the front. The barbarian uses the rest of the movement to cut south, and east, and ready himself for a pouncing attack from above.

Bren, with plenty of range with his Fire Bolt, launch a fire bolt to the closest enemy in range. The flash of light streaks across the sky, striking its target in the shoulder, and spinning it around... but the creature places a hand on the ground and manages to stay on its feet.

Tannaris follows suit, launching a Fire Bolt of his own at the same target, looking to guarantee it doesn't survive -- and survive it doesn't, as the bolt crashes squarely against the creature's chest, killing it.

The kobolds swarm!

The lead trio engage with Tannaris. The elf manages to successfully fend off a pair of the attacks, but the first, a poke with a jagged dagger, slices into his side (-5). A second pair rush Quaalxor! The dwarf angrily bashes the first attacker aside, but feels a sting as the blade from the second kobold cuts into his thigh (-5). The final straggler, having witnessed the flame launched from above, steps back and, loading a stone into a sling, and hurls it in the half-orc's direction... narrowly missing with what would have been a deadly blow.

The final trio of kobolds rush at Oskar and engage with him, threateningly.

The cultist remains in the relative safety of his distant position loads another bolt into his crossbow, leveling it at again at Tannaris... and curses as his quarrel sails just past the elf's ear.
G1R03.jpg
G1R03.jpg (156.95 KiB) Viewed 2690 times
Oskar, now inundated by a swarm of angry kobolds, slashes angrily through the nearest foe, nearly severing the poor creature in half.

Cornered, and facing a pair of tiny attackers, Quaalxor unleashes a roar as he brings his giant maul around in a sweeping arc, equaling the accomplishment of his fellow dwarf moments moments earlier, issuing a deep, deep cut to the torso of the kobold critter pinning him.



---

I still need to resolve the actions for Oskar (unless drpete chimes in) and Quaalxor, but I ran into an unexpected... issue.
Maintenance.jpg
Maintenance.jpg (95.37 KiB) Viewed 2690 times
I'm already pushing it, running 17 minutes past the start of the maintenance, which could begin at any time, and I don't want to lose this.

I'll wrap up round 3 tomorrow, for sure.


Everyone, feel free to declare any actions and/or movement for round 4, along with supplying the "if needed" roll.[/strike]


Edit: Two nice attacks by Oskar and Quaalxor wrap up round three. I'm not sure what, if any, actions are still required from this group, but I'll look to resolve round four in the next day or two.


---



Date: 08 Kythorn 1489
Time: 22:47
  • Sunrise: 05:57
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • Dim Lighting
  • Dodge: Oskar, Quaalxor (Until start of their turns in round 3.)
Spells in Effect:
  • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 09 Kythorn @ 5:04
Healing Kit (Montero)
  • Oskar: 1, 0 | Bren: 1 | Strega: 1, 0 | Tannaris: 1, 0 | Rumble: 1 | Quaalxor: 1
---

Character Status
  • drpete as Oskar Loderr | Male | Lawful Good | Dwarf (Mountain) | Rogue (2) | HD (1d8): 2 | HP: 20+1-5 = 16-5 = 11-3 = 8-4 = 4 | AC: 13 | SP: 25' | Initiative: +2 | Darkvision: Yes | Inspiration: No | Background: Clan Crafter | Senses: Perception: 15, Investigation: 14, Insight: 13
    Languages: Common, Dwarvish, Thieves' Cant
    Weapons: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2)
    Spells:
    • None.
    Actions: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2) Bonus Actions: Two-Weapon Fighting, Cunning Action (Dash, Disengage, or Hide)
    Reactions: Opportunity Attack

    Features
    • Dwarven Resilience: Poison (Dwarf)
    • Tool Proficiency: Mason's Tools (Dwarf)
    • Stonecunning: Intelligence (History) on Stonework. (Dwarf)
    • Dwarven Armor Training: Medium armor (Mountain Dwarf)
    • Expertise: Perception, Thieves' Tools (Rogue, 1)
    • Sneak Attack (1d6) (Rogue, 1)
    • Thieves' Cant (Rogue, 1)
    • Cunning Action: Dash, Disengage, or Hide (Rogue, 2)
  • ravenn4544 as Brenzavur Fyrebrand | Male | Lawful Good | Dragonborn (Brass) | Sorcerer (2) | HD (1d8): 2 | HP: 18-4 = 14-5 = 9 | AC: 15 | SP: 30' | Inspiration: Yes | Background: | Acolyte | Senses: Perception: 9, Investigation: 9, Insight: 11
    Languages: Common, Draconic
    Weapons: Quarterstaff (+2, 1d6|1d8)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3, 2, 1, 0
      • 2nd: --
    Spells Known: 3 Cantrips Known: 4 (Fire Bolt, Light, Mage Hand, Prestidigitation)
    Actions: Quarterstaff (+2, 1d6|1d8), Fire Bolt (+5, 1d10, 120'), Chromatic Orb (+5, 3d8, 90'), Breath Weapon (2d6, Dex DC 12 for half, 30' line), Sorcery Points
    Bonus Actions: Two-Weapon Fighting, Convert Sorcery Points
    Reactions: Opportunity Attack

    Features
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19-8 = 11-5 = 6-6 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )
      Features:
      • Relentless Endurance: 1, 0
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2, 1
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2, 1, 0 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
    • Wild Shape(s)
    • Giant Wolf Spider
      • AC: 13 | HD: 2 | HP: 11 | Speed: 40' (Climb: 40') | Blindsight (10'), Darkvision (60'), Passive Perception: 13 | Actions: Bite (+3, 1d6+1, Poison: 2d6 (Half on DC 11 CON save)) | Features: Spider Climb, Web Sense, Web Walker
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20-10 = 10-9 = 1-4 = 0+9 = 9+6 = 15-7 = 8-5 = 3 | AC: 13 (Mage Armor: 16) | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3+1 ( Fire Bolt, Ray of Frost, True Strike ) Features:
      • 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. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind: 1, 0
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24-1 = 23-3 = 20-3 = 17-7 = 10 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      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.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • 1st: Rage: 2, 1, 0
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
        • You can also end your rage on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
    • Daisy | Draft Horse | AC: 10 | HP: 22-3 = 19-8 = 11(-5) (-5) = 1 | SP: 40'
      • STR: 18 (+4), DEX: 10 (0), CON: 12 (+1), INT: 2 (-4), WIS: 11 (0), CHA: 7 (-2)
      • Passive Perception: 10 | Attack (Hooves): +6 to hit (5-foot reach), 2d4+4 (bludgeoning)

[*]Ahlmzhad | Quaalxor | Dwarf (Mountain) | Fighter (2) | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d10) | HP: 20-4 = 16-6 = 10+9 = 19-10 = 9-5 = 4 | AC: 16 | SP: 25' | Initiative: +1 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
  • Passive Senses
    • Perception: 11
    • Investigation: 10
    • Insight: 13
    Languages: Common, Draconic, Dwarvish

    Spells: None

    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
      • Smith's Tools
    • 1st: Fighting Style: Great Weapon Fighting
      • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
      • The weapon must have the two-handed or versatile property for you to gain this benefit.
    • 1st: Second Wind: 1
      • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
        Recovery: Long
    • 2nd: Action Surge: 1
      • On your turn, you can take one additional action.
        Recovery: Short
    • 3rd: --
    Background: Guild Artisan / Guild Merchant
    • Feature: Guild Membership
      • As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

        Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

        You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
[/list]


Marching Order
  • 5-Foot
    Oskar
    Quaalxor
    Rumble
    Strega
    Bren
    Tannaris


    10-Foot
    Rumble | Tannaris
    Bren | Oskar
    Strega | Quaalxor

Rolls
:?
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

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

#309 Post by Rex »

Strega

Strega will throw her Produce Flame at the cultist if he is in range, if not she targets the closest foe.


Produce Flame [1d20+4] = 3+4 = 7 to hit [1d8] = 4 damage

If needed roll [1d20] = 9

Not doing very well here.
ravenn4544
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Re: Group 1, Episode 1: Greenest in Flames

#310 Post by ravenn4544 »

Bren sees Tanaris get swarmed and uses his innate powers to help. "Bahamut protect us!" is heard as Bren inhales deeply before unleashing a gout of fiery breath at the kobolds.

With the line attack it looks like he could hit 2 or 3 of the kobolds next to tanaris i hope?

breath weapon [2d6] = 11
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Re: Group 1, Episode 1: Greenest in Flames

#311 Post by Monsieur Rose »

Rumble

A bit disappointed that the kobolds have scurried around faster than he expected, Rumble starts to move back east when he spots the lone cultist through the tree. Creeping back to get a good run up, Rumble pulls his Warhammer and races to the edge, leaping at the last moment.

Assassin creed jump from temple roof (DC 10): [1d20+4] = 16+4 = 20

The tree comes up to meet him quickly (DC 15): [1d20+5] = 10+5 = 15
He manages to twist his tail mid-air to avoid the branches and feels the rush of excitement as his prey is fully within his sights. Teeth bared, he silently closes the distance.

Landing (if needed): [1d20+5] = 15+5 = 20

Warhammer: [1d20+4] = 13+4 = 17
Damage: [1d8+2] = 8+2 = 10

If Needed: [1d20] = 1 :shock:

I wasn't sure how the attack would be handled, so I added it.
He was doing so well until the hopefully unecessary extra roll. :lol:
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Re: Group 1, Episode 1: Greenest in Flames

#312 Post by dmw71 »

Round 3 has been concluded (the same post was just edited).

Two powerful strikes result in two more kills, which is good for the party.
:?
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Re: Group 1, Episode 1: Greenest in Flames

#313 Post by drpete »

Oskar

Desperately hoping to stay alive, Oskar swings at one of the kobolds surrounding him!



Oskar Rapier: [1d20+4] = 8+4 = 12 Dam [1d8+2] = 5+2 = 7
As Needed: [1d20] = 17
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Re: Group 1, Episode 1: Greenest in Flames

#314 Post by dmw71 »

Initiative
  • 19: Strega
  • 19: Dogs
  • 15: Rumble
  • 11: Bren
  • 10: Tannaris (NPC)
  • 7: Kobolds
  • 3: Oskar
  • 1: Quaalxor (NPC)

Round 4
Strega ignores the kobold slinger targeting her from below and instead hurls the flickering flame she conjured in her hand at the remaining cultist, but her effort pitters out after striking a far-reaching branch instead of the intended target.

At nearly the same time, and also from overhead, Rumble makes up in his mind that the cultist needs to be dealt with... but is standing so far away. But is he too far? The tabaxi, able to get a running start, is determined to find out. Scurrying back a dozen feet or to, and angling to minimize any tree interference, the barbarian races for the edge of the temple and launches himself! For a moment, it appears as if he is destined to come up just short, but twisting while in mid-air to avoid the tree provides some additional aerodynamics and leads to Rumble crashing solidly into the unsuspecting cultist! The the pair tumble roughly to the ground, the force of the tabaxi landing full force upon him from overhead, and from that distance, knocks the wind out the cultist. Using his native cat-like reflexes, Rumble springs to his feet and raises his warhammer overhead in one fluid motion, then, with teeth bared, brings the face of his heavy bludgeoning tool down solidly on his targets face. A loud cracking sound as the hammerhead makes contact with facial bones. Then a squish as the barbarian's weapon finds itself coated in gore.

"Bahamut protect us!" Bren cries loudly after watching Tanaris get faced by a trio of tiny attackers. Stepping forward, to maximize the effect of his direct ranged attack, the dragonborn focuses intensely, draws in a deep breath, then releases a gout of fiery breath at the kobolds in his line! The small, scaled creatures attempt to dive out of the way, but the sizzling sound that accompanies the torched scent that fills the area in the range are reminders of their frail health.

Tannaris, with his short swords, was prepared to slash down at the kobolds harassing him, but slices through the space their torched bodies one stood.

The battle clearly swinging against their favor, the kobolds prove they have little investment in the cause. The four kobolds remaining officially disengage from combat. The first pair rushes straight south, barely managing to scramble to the top of the wall.
The second pair, occupying Oskar, flee west, and almost disappear around the southwest corner of the temple. Oskar, fueled by his dwarven anger, spies just enough of the trailing kobold attempting to flee from him and, quickly unstrapping a dagger, hurls it forcefully in its direction. The dagger wooshes as it streaks towards its target, then lands with a thunk! The kobold stumbles forward a few steps, a dagger protruding from between its shoulder blades, then collapses.
G1R04.png
G1R04.png (709.9 KiB) Viewed 2633 times
The three kobolds appear on the verge of escape, when --

A THUNDEROUS CRASH!

-- is heard emanating from the front of the temple. Numerous squeaky kobold voices loose a wild cheer... but the cries of panic from men, women, and even children are heard coming from within the temple itself.

The front door must have finally been breached!

The sound of numerous sets of feet appear to be rushing from within the temple interior towards the locked rear door you find yourself outside of.




---

drpete, your as-needed roll was applied towards the disadvantage for the kobold being out of normal range. Still hits.

Nice turn of events, everyone!


Actions? Please declare any actions/movement, plus include any rolls (including the 'if needed' roll).


---




Date: 08 Kythorn 1489
Time: 22:48
  • Sunrise: 05:57
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • Dim Lighting
  • Dodge: Oskar, Quaalxor (Until start of their turns in round 3.)
Spells in Effect:
  • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 09 Kythorn @ 5:04
Healing Kit (Montero)
  • Oskar: 1, 0 | Bren: 1 | Strega: 1, 0 | Tannaris: 1, 0 | Rumble: 1 | Quaalxor: 1
---

Character Status
  • drpete as Oskar Loderr | Male | Lawful Good | Dwarf (Mountain) | Rogue (2) | HD (1d8): 2 | HP: 20+1-5 = 16-5 = 11-3 = 8-4 = 4 | AC: 13 | SP: 25' | Initiative: +2 | Darkvision: Yes | Inspiration: No | Background: Clan Crafter | Senses: Perception: 15, Investigation: 14, Insight: 13
    Languages: Common, Dwarvish, Thieves' Cant
    Weapons: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2)
    Spells:
    • None.
    Actions: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2) Bonus Actions: Two-Weapon Fighting, Cunning Action (Dash, Disengage, or Hide)
    Reactions: Opportunity Attack

    Features
    • Dwarven Resilience: Poison (Dwarf)
    • Tool Proficiency: Mason's Tools (Dwarf)
    • Stonecunning: Intelligence (History) on Stonework. (Dwarf)
    • Dwarven Armor Training: Medium armor (Mountain Dwarf)
    • Expertise: Perception, Thieves' Tools (Rogue, 1)
    • Sneak Attack (1d6) (Rogue, 1)
    • Thieves' Cant (Rogue, 1)
    • Cunning Action: Dash, Disengage, or Hide (Rogue, 2)
  • ravenn4544 as Brenzavur Fyrebrand | Male | Lawful Good | Dragonborn (Brass) | Sorcerer (2) | HD (1d8): 2 | HP: 18-4 = 14-5 = 9 | AC: 15 | SP: 30' | Inspiration: Yes | Background: | Acolyte | Senses: Perception: 9, Investigation: 9, Insight: 11
    Languages: Common, Draconic
    Weapons: Quarterstaff (+2, 1d6|1d8)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3, 2, 1, 0
      • 2nd: --
    Spells Known: 3 Cantrips Known: 4 (Fire Bolt, Light, Mage Hand, Prestidigitation)
    Actions: Quarterstaff (+2, 1d6|1d8), Fire Bolt (+5, 1d10, 120'), Chromatic Orb (+5, 3d8, 90'), Breath Weapon (2d6, Dex DC 12 for half, 30' line), Sorcery Points
    Bonus Actions: Two-Weapon Fighting, Convert Sorcery Points
    Reactions: Opportunity Attack

    Features
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19-8 = 11-5 = 6-6 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )
      Features:
      • Relentless Endurance: 1, 0
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2, 1
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2, 1, 0 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
    • Wild Shape(s)
    • Giant Wolf Spider
      • AC: 13 | HD: 2 | HP: 11 | Speed: 40' (Climb: 40') | Blindsight (10'), Darkvision (60'), Passive Perception: 13 | Actions: Bite (+3, 1d6+1, Poison: 2d6 (Half on DC 11 CON save)) | Features: Spider Climb, Web Sense, Web Walker
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20-10 = 10-9 = 1-4 = 0+9 = 9+6 = 15-7 = 8-5 = 3 | AC: 13 (Mage Armor: 16) | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3+1 ( Fire Bolt, Ray of Frost, True Strike ) Features:
      • 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. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind: 1, 0
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24-1 = 23-3 = 20-3 = 17-7 = 10 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      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.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • 1st: Rage: 2, 1, 0
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
        • You can also end your rage on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
    • Daisy | Draft Horse | AC: 10 | HP: 22-3 = 19-8 = 11(-5) (-5) = 1 | SP: 40'
      • STR: 18 (+4), DEX: 10 (0), CON: 12 (+1), INT: 2 (-4), WIS: 11 (0), CHA: 7 (-2)
      • Passive Perception: 10 | Attack (Hooves): +6 to hit (5-foot reach), 2d4+4 (bludgeoning)

[*]Ahlmzhad | Quaalxor | Dwarf (Mountain) | Fighter (2) | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d10) | HP: 20-4 = 16-6 = 10+9 = 19-10 = 9-5 = 4 | AC: 16 | SP: 25' | Initiative: +1 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
  • Passive Senses
    • Perception: 11
    • Investigation: 10
    • Insight: 13
    Languages: Common, Draconic, Dwarvish

    Spells: None

    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
      • Smith's Tools
    • 1st: Fighting Style: Great Weapon Fighting
      • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
      • The weapon must have the two-handed or versatile property for you to gain this benefit.
    • 1st: Second Wind: 1
      • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
        Recovery: Long
    • 2nd: Action Surge: 1
      • On your turn, you can take one additional action.
        Recovery: Short
    • 3rd: --
    Background: Guild Artisan / Guild Merchant
    • Feature: Guild Membership
      • As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

        Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

        You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
[/list]


Marching Order
  • 5-Foot
    Oskar
    Quaalxor
    Rumble
    Strega
    Bren
    Tannaris


    10-Foot
    Rumble | Tannaris
    Bren | Oskar
    Strega | Quaalxor

Rolls
:?
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

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

#315 Post by drpete »

Oskar rushes over to the door, trying to get it open. He calls out to whoever is on the other side "Hurry, we're here to rescue you!".

Opening the Door: [1d20+4] = 7+4 = 11

As needed [1d20] = 9
Last edited by drpete on Fri Jul 05, 2019 2:21 am, edited 1 time in total.
ravenn4544
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Re: Group 1, Episode 1: Greenest in Flames

#316 Post by ravenn4544 »

Bren struggles to think of what to do next. He tries the first thing he can think of and shouts at the people inside also "Open the door! The Governer sent us to help! Linan and..and..her husband.. are safe! We can help!"
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Rex
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Re: Group 1, Episode 1: Greenest in Flames

#317 Post by Rex »

Strega

Strega watches and listens to see what happens next. Ready to shape change or toss a Produce Flame if needed.

Perception [1d20+4] = 6+4 = 10

If needed roll [1d20] = 15
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Monsieur Rose
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Re: Group 1, Episode 1: Greenest in Flames

#318 Post by Monsieur Rose »

Rumble

Rumble calls up to Strega. "Come on down, it seems that it's time to go." Rumble quickly rummages through the smashed cultists.

The smell of roasted kobold fills the air and eventually becomes too great for Rumble to overcome. After examining the cultists, he runs over to a cajun kobold and gathers it up. "If this tastes half as good as it smells, Bren, I'll have to get your recipe."

If Needed: [1d20] = 13
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dmw71
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Re: Group 1, Episode 1: Greenest in Flames

#319 Post by dmw71 »

hInitiative
  • 19 : Strega
  • 19: Dogs
  • 15: Rumble
  • 11: Bren
  • 10: Tannaris (NPC)
  • 7: Kobolds
  • 3: Oskar
  • 1: Quaalxor (NPC)

Rear Exit
From her perch atop the temple overlooking the rear yard, Strega remains in place, watching and listening for signs of what's to come.

"Come on down, it seems that it's time to go," Rumble calls up to the albino druid, shortly after sticking the landing of his recent descent. The barbarian begins to rummage through the robes of the cultist whose face he completely smashed in moments earlier. His inspection reveals, beneath their robes, the cultist donned weathered leather armor, and also wore a belt with a small leather pouch with a fold-over top beneath his robes. Aside from the robes, the appearance of the cultist lacks any distinguishing marks or features and seems to be no different from anyone else.

Bren feels the warmth in his throat begin to subside after completing a cleanse of the kobolds with his native flame breath. Just as the sorcerer is about to shout in at the occupants of the temple --

The set of rear doors are thrown open!

Without warning or hesitation, dozens of townsfolk begins steaming out from within the temple in a panic. A mixture of men and women. Richer and poor. Young and old. The sick and the healthy.

None stop to respond for any questions.
G1-RearExit.jpg
G1-RearExit.jpg (107.58 KiB) Viewed 2535 times
Just inside the doors to the right, what appears to be a level-headed half-elf wearing purple robes is calmly, but urgently, ushering the folks outside. "Hurry along," he repeats as he routinely looks deeper inside the temple, towards the front door, with a look of fear in his eyes.



---


Actions? Please don't forget to include an "if needed" roll.

---




Date: 08 Kythorn 1489
Time: 22:49
  • Sunrise: 05:57
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • Dim Lighting
  • Dodge: Oskar, Quaalxor (Until start of their turns in round 3.)
Spells in Effect:
  • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 09 Kythorn @ 5:04
Healing Kit (Montero)
  • Oskar: 1, 0 | Bren: 1 | Strega: 1, 0 | Tannaris: 1, 0 | Rumble: 1 | Quaalxor: 1
---

Character Status
  • drpete as Oskar Loderr | Male | Lawful Good | Dwarf (Mountain) | Rogue (2) | HD (1d8): 2 | HP: 20+1-5 = 16-5 = 11-3 = 8-4 = 4 | AC: 13 | SP: 25' | Initiative: +2 | Darkvision: Yes | Inspiration: No | Background: Clan Crafter | Senses: Perception: 15, Investigation: 14, Insight: 13
    Languages: Common, Dwarvish, Thieves' Cant
    Weapons: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2)
    Spells:
    • None.
    Actions: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2) Bonus Actions: Two-Weapon Fighting, Cunning Action (Dash, Disengage, or Hide)
    Reactions: Opportunity Attack

    Features
    • Dwarven Resilience: Poison (Dwarf)
    • Tool Proficiency: Mason's Tools (Dwarf)
    • Stonecunning: Intelligence (History) on Stonework. (Dwarf)
    • Dwarven Armor Training: Medium armor (Mountain Dwarf)
    • Expertise: Perception, Thieves' Tools (Rogue, 1)
    • Sneak Attack (1d6) (Rogue, 1)
    • Thieves' Cant (Rogue, 1)
    • Cunning Action: Dash, Disengage, or Hide (Rogue, 2)
  • ravenn4544 as Brenzavur Fyrebrand | Male | Lawful Good | Dragonborn (Brass) | Sorcerer (2) | HD (1d8): 2 | HP: 18-4 = 14-5 = 9 | AC: 15 | SP: 30' | Inspiration: Yes | Background: | Acolyte | Senses: Perception: 9, Investigation: 9, Insight: 11
    Languages: Common, Draconic
    Weapons: Quarterstaff (+2, 1d6|1d8)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3, 2, 1, 0
      • 2nd: --
    Spells Known: 3 Cantrips Known: 4 (Fire Bolt, Light, Mage Hand, Prestidigitation)
    Actions: Quarterstaff (+2, 1d6|1d8), Fire Bolt (+5, 1d10, 120'), Chromatic Orb (+5, 3d8, 90'), Breath Weapon (2d6, Dex DC 12 for half, 30' line), Sorcery Points
    Bonus Actions: Two-Weapon Fighting, Convert Sorcery Points
    Reactions: Opportunity Attack

    Features
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19-8 = 11-5 = 6-6 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )
      Features:
      • Relentless Endurance: 1, 0
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2, 1
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2, 1, 0 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
    • Wild Shape(s)
    • Giant Wolf Spider
      • AC: 13 | HD: 2 | HP: 11 | Speed: 40' (Climb: 40') | Blindsight (10'), Darkvision (60'), Passive Perception: 13 | Actions: Bite (+3, 1d6+1, Poison: 2d6 (Half on DC 11 CON save)) | Features: Spider Climb, Web Sense, Web Walker
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20-10 = 10-9 = 1-4 = 0+9 = 9+6 = 15-7 = 8-5 = 3 | AC: 13 (Mage Armor: 16) | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3+1 ( Fire Bolt, Ray of Frost, True Strike ) Features:
      • 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. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind: 1, 0
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24-1 = 23-3 = 20-3 = 17-7 = 10 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      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.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • 1st: Rage: 2, 1, 0
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
        • You can also end your rage on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
    • Daisy | Draft Horse | AC: 10 | HP: 22-3 = 19-8 = 11(-5) (-5) = 1 | SP: 40'
      • STR: 18 (+4), DEX: 10 (0), CON: 12 (+1), INT: 2 (-4), WIS: 11 (0), CHA: 7 (-2)
      • Passive Perception: 10 | Attack (Hooves): +6 to hit (5-foot reach), 2d4+4 (bludgeoning)

[*]Ahlmzhad | Quaalxor | Dwarf (Mountain) | Fighter (2) | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d10) | HP: 20-4 = 16-6 = 10+9 = 19-10 = 9-5 = 4 | AC: 16 | SP: 25' | Initiative: +1 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
  • Passive Senses
    • Perception: 11
    • Investigation: 10
    • Insight: 13
    Languages: Common, Draconic, Dwarvish

    Spells: None

    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
      • Smith's Tools
    • 1st: Fighting Style: Great Weapon Fighting
      • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
      • The weapon must have the two-handed or versatile property for you to gain this benefit.
    • 1st: Second Wind: 1
      • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
        Recovery: Long
    • 2nd: Action Surge: 1
      • On your turn, you can take one additional action.
        Recovery: Short
    • 3rd: --
    Background: Guild Artisan / Guild Merchant
    • Feature: Guild Membership
      • As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

        Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

        You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
[/list]


Marching Order
  • 5-Foot
    Oskar
    Quaalxor
    Rumble
    Strega
    Bren
    Tannaris


    10-Foot
    Rumble | Tannaris
    Bren | Oskar
    Strega | Quaalxor

Rolls
:?
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8053
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Group 1, Episode 1: Greenest in Flames

#320 Post by ravenn4544 »

Bren is surprised to see the doors flung wide so quickly. He offers the crowd a warning "careful - there are still invaders around! Climb the wall there for a bit of cover. We will help those in the temple."

As needed: [1d20] = 15
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