Bren watches the transaction and hesitates for a few seconds as he tries to understand if he should move to inspect the egg or wait. With the jewels changing hands, hHe looks around slowly before asking "Let me look at the egg now please."
Re: Group 1, Episode 0: Dahyrst
Posted: Thu Jan 24, 2019 10:25 pm
by dmw71
Pinned "Seal it up and toss it over," the elven seller instructs Tannaris, meaning the pouch with the rest of the diamonds. "Once I have the rest of the diamonds in my possession, I will pass the backpack with the egg to your friend here."
"Are we in agreement?"
Oskar turns to face his companions, raising his right hand to indicate that they should wait. With the tracking pin in his left hand, he takes a cautious step forward and places his arm around her. The seller turns and dips her shoulders out of the dwarf's touch, but not before Oskar was able to discretely plant the pin on the shoulder of gray cloak she's wearing, safely tucked under the hood and out of view, without her taking notice.
Relieved to have seemingly accomplished a portion of their requested tasks, Oskar takes no offense at the slight. "You have a deposit. When our dragon confirms the egg, the rest are yours." he states flatly.
Bren hesitates for a moment. "Let me look at the egg now, please." he says as he begins to approach.
"Stop..." the seller says, stopping Bren in his tracks. "If you're going to approach," she says, indicating the dragonborn, "Then bring the rest of the diamonds with you."
"Let's finalize this agreement, right now."
Tannaris, having attached the pouch with the rest of the diamonds to his belt, look to Bren, then to Oskar, waiting for an indicaiton on how to proceed.
Strega and Rumble continue to watch on, ready.
---
Actions?
P.S. I have my live game tonight so I will most likely be unavailable until very late.
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.
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Recovery: Long
Savage Attacks:
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
When you move on your turn in combat, you can double your speed until the end of the turn. Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage 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 as a bonus action.
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.
Rolls
None
Re: Group 1, Episode 0: Dahyrst
Posted: Thu Jan 24, 2019 10:57 pm
by drpete
Oskar
Oskar frowns, and shakes his head.
"The dragon can confirm it from a distance. Just have your man take it out of the bag, then we'll bring the diamonds over, and be done with this. "
Re: Group 1, Episode 0: Dahyrst
Posted: Fri Jan 25, 2019 12:47 am
by ravenn4544
Bren nods in agreement. “Let’s see it please”
Re: Group 1, Episode 0: Dahyrst
Posted: Fri Jan 25, 2019 9:59 pm
by Monsieur Rose
Rumble
Rumble is getting impatient. This is why he leaves the negotiations to others, he would have slit some throats ages ago. He tries to summon the very last of his patience and looks for other means of exit. He'll try to peer into the darkness in the loft to scan for movement.
Negotiations Continue
The elven seller calls for Bren, the egg inspector, to bring the rest of the diamonds, which are in Tannaris' possession, along with him as he approaches. Oskar frowns, and shakes his head. "The dragon can confirm it from a distance," he says, continuing the negotiation process. "Just have your man take it out of the bag, then we'll bring the diamonds over, and be done with this."
The seller ponders the request for a moment, then shakes her head affirmatively. With the top of the backpack she's carrying still open, she takes a step back, away from Oskar, and allows the sides of the pack to slide over what appears to be a large, red egg.
From his current distance, Bren nods, believing the egg to be genuine.
Behind the diplomatic efforts in front of him, Rumble is getting impatient. He scans the loft, looking for any signs of movement, and does not notice anything.t
---
ravenn4544, if I had fully processed your last update sooner, I would have requested the roll from you directly. Given how late it is in the day, I just went ahead and provided rolled poorly for you.
You have advantage on saves against poison and resistance against poison damage.
Stonecunning:
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Recovery: Long
Savage Attacks:
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
When you move on your turn in combat, you can double your speed until the end of the turn. Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage 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 as a bonus action.
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.
Bren looks at the egg and then back to Oskar and back again. "At first I was sure it wasn't a red dragon egg... now that I get a good look at it I'm not that sure after all... it could be the real thing.."
Re: Group 1, Episode 0: Dahyrst
Posted: Sat Jan 26, 2019 6:19 pm
by drpete
Oskar
Oskar nods, satisfied.
To the elf, he says "Good. Have your man place the egg on the ground and step away. We throw the diamonds, then we take the egg. After we toss the diamonds, the egg is ours, and the Tabaxi kills anyone who touches it."
Re: Group 1, Episode 0: Dahyrst
Posted: Sat Jan 26, 2019 8:04 pm
by dmw71
The Exchange "At first, I was sure it wasn't a red dragon egg... now that I get a good look at it, I'm not that sure after all..."Bren admits. "It could be the real thing...". Oskar nods, satisfied, then outlines the details of how the exchange will take place.
"Whatever," the elven seller sneers. "Let's just get this over with."
With that, the backpack with the egg is placed on the ground, and the sellers take a few steps back. After the sellers fulfill their end of Oskar's demands, the pouch of diamonds are tossed to them. The seller catches the pouch of diamonds in mid-air and, once they're in her possession, she immediately dashes past the group and out the barn, with her guards following closely behind her.
The group, having successfully planted the tracking pin, is left in an empty barn with the backpack containing the egg.
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.
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Recovery: Long
Savage Attacks:
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
When you move on your turn in combat, you can double your speed until the end of the turn. Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage 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 as a bonus action.
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.
Rolls
None
Re: Group 1, Episode 0: Dahyrst
Posted: Sat Jan 26, 2019 8:13 pm
by ravenn4544
Bren will move forward to investigate the egg in detail. He'll keep an eye out for any clues (on who they may be dealing with) in the pack as well.
I had been kind of imagining a leathery thing with scales, like game of thrones. It sounds more like a giant, red, ostrich egg?
Can we "help" with examining it, to give whomever its the best at it advantage, or should we all roll? Is it investigation?
Re: Group 1, Episode 0: Dahyrst
Posted: Sun Jan 27, 2019 5:07 am
by dmw71
ravenn4544 wrote:Bren will move forward to investigate the egg in detail. He'll keep an eye out for any clues (on who they may be dealing with) in the pack as well.
drpete wrote:Oskar joins in examining their prize.
ravenn4544, go ahead and make me an Intelligence (Nature) check with advantage since Oskar is assisting you.
Re: Group 1, Episode 0: Dahyrst
Posted: Sun Jan 27, 2019 5:10 am
by dmw71
dmw71 wrote:ravenn4544, go ahead and make me an Intelligence (Nature) check with advantage since Oskar is assisting you.
Actually, since Oskar has a better Nature skill than Bren, you guys can decide which of you will make the actual roll -- either way, it will be with advantage.
A vicious grin is seen on Rumble as Oskar gives him the freedom to eviscerate. Unfortunately, things go as planned. Rumble watches the group pass, then follows them to the door and watches them leave the area.
Re: Group 1, Episode 0: Dahyrst
Posted: Mon Jan 28, 2019 3:03 am
by Gerrin
Tannaris Vethykos
As the seller and her group disappear Tannaris follows them to the door at the back of the barn. He crouches so he has some cover just in case. Using his darkvision he scans the surrounding area. If he doesn't see any signs of the other group, he unslings his longbow and keeps watch while the others examine the egg.
Re: Group 1, Episode 0: Dahyrst
Posted: Mon Jan 28, 2019 9:12 pm
by dmw71
Unexpected Guests
Now in possession of the egg, Bren and Oskar examine it, and, if it is a fake, the pair are unable to tell. "It looks real to me,"Oskar says, loading it carefully back into the pack, allowing Bren, the dragonborn, to carry it.
Strega, Rumble, and Tannaris watch as sellers flee, following them to the door... where they notice a bunch of armed strangers circle around the barn door from the outside.
"Yer friends were lucky n' got away," a tough-looking half-orc male thug brandishing a spear says, standing centered on the door, maybe 15-feet outside of it. A pair of bandits -- one wielding an axe and the other a sword -- flank this leader:
Unexpected Guests.jpg (35.28 KiB) Viewed 2305 times
"The toll for passage out of this barn is that egg. I’m sure you will hand it over peacefully so I don’t have to take your lives instead."
---
No surprise.
Keep in mind, you're in dim lighting conditions right now, so if you don't have darkvision, any perception checks will be made at disadvantage.
I will need an initiative roll, plus any actions/movement from everyone, please.
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.
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Recovery: Long
Savage Attacks:
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
When you move on your turn in combat, you can double your speed until the end of the turn. Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage 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 as a bonus action.
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.
Rolls
None
Re: Group 1, Episode 0: Dahyrst
Posted: Mon Jan 28, 2019 10:44 pm
by drpete
Oskar
Oskar moves forward to stand next to Bren and the egg, and draws his daggers.
To the leader, he calls, not very convincingly "You guys better run... The Tabaxi's hungry..."