Group 1, Episode 1: Greenest in Flames

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

#81 Post by drpete »

Oskar

Oskar stows his bow, and draws his dagger(s), then moves in to attack, trying, if possible, to attack a kobold near an ally. If the kobolds between him and Rumble are cleared, he will move forward to assist Rumble.

Dagger [1d20+4] = 19+4 = 23 [1d4+2] = 4+2 = 6 sneak attack [1d6] = 4

IF he could draw that second dagger in the one round and attack, then...
2nd dagger [1d20+4] = 15+4 = 19 dam [1d4] = 4

Oskar will use disengage, if needed, to move around to an opponent where he can get the sneak attack bonus (probably with Rumble), if any such opponents exist.
Last edited by drpete on Thu Mar 07, 2019 4:24 pm, edited 1 time in total.
ravenn4544
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Re: Group 1, Episode 1: Greenest in Flames

#82 Post by ravenn4544 »

Bren, with no reserves of power to hurl more advanced magic, relies on his inborn ability to influence the world to create a bolt of fire which he hurls at kobold.

Fire Bolt Attack [1d20+5] = 3+5 = 8
Fire Bolt Damage [1d10] = 1
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Re: Group 1, Episode 1: Greenest in Flames

#83 Post by Rex »

Strega

Strega will continue to try to stay close to the wagon and targets another Kobold with Produce Flame, if possible her order of preference is Winged Kobold, Kobold then Dog unless one manages to engage her directly then she will attack that.

Produce Flame [1d20+4] = 19+4 = 23 to hit [1d8] = 4 damage
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Re: Group 1, Episode 1: Greenest in Flames

#84 Post by Ahlmzhad »

Quaalxor

I had offered assistance to Rumble in getting the horse off the path so if that works he should have advantage on that roll.


Quaalxor rushes forward and swings at the first available target with his Great Axe.


Great Axe: [1d20+5] = 3+5 = 8

Damage: [1d12+3] = 4+3 = 7
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Re: Group 1, Episode 1: Greenest in Flames

#85 Post by Monsieur Rose »

Rumble

Animal Handling: [1d20] = 12

Rumble bellows when Daisy is hit. "Foul codpiece smelling wrinkly sacks of bile! I'll kill you!"

If he is able to control Daisy, Rumble points her at the green and yellow kobolds and urges her forward. He hands the reigns to Liran "Keep going. Get these people to the keep!" Rumble pulls a javelin off his back and hurls it at the yellow kobold. Javelin: [1d20+4] = 3+4 = 7

If he is unable to control Daisy...well, I guess he's going on a ride.
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Re: Group 1, Episode 1: Greenest in Flames

#86 Post by Gerrin »

Tannaris Vethykos

Tannaris continues to advance with the group and throws another fire bolt at the kobolds. (aiming for the blue one)

Fire bolt spell [1d20+5] = 11+5 = 16

Fire bolt damage [1d10] = 6
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Re: Group 1, Episode 1: Greenest in Flames

#87 Post by dmw71 »

Initiative Order
  • (Note: The following order will be used until the keep is reached.)
  • 18: Tannaris
  • 14: Kobolds
  • 12: Bren
  • 11: Strega
  • 9: Oskar, Quaalxor
  • 7: Rumble (moves first when in wagon)
Round 2
Tannaris creeps forward slowly and continues to wisely rely on his ranged attack. The elf hurls a mote of fire in the direction of one of the nearest, already wounded kobolds, finishing it off.

After witnessing his neighboring combatants fall, the nearest kobold (purple), already wounded, drops back slightly, slings a stone wildly at Quaalxor, then falls back to position himself behind the pair of spear-toting allies. These spear chuckers (green, yellow), produce another round of spears and continue to target Daisy. One spear falls short, sticking point-first into the ground just shy of the draft horse's position, but the second sinks deep into the mare's neck! The perfectly placed shot stops Daisy in her tracks and causes a steady stream of blood to spill from her most recent wound. She rears back on her hind legs.

Behind the remaining front-line assailants, the dog-tamer releases the hound, which furiously begins to rush at the group! The trainer also begins to creep forward, settling in behind its spear-chucking allies.

The two winged kobolds spread their small leathery wings and take flight, stopping maybe 15-feet in the air and hovering in place.

Bren, already planning to target the nearest kobold (green) hurls a Fire Bolt at his chosen target, but the threat of the oncoming dog proves to be enough of a distraction as his mote of flame sails harmlessly overhead.

Strega, not seeing the flying kobolds advance, considers the rushing dog a priority target and zaps it with a burst of flame, singeing its right ear and barely missing its eyes with a near-perfect shot.

After quickly stowing his bow and switching to his daggers, Oskar, without an ideal target, bravely rushes forward and powerful sinks his first dagger deep into the hound's hide! The beast briefly howls in pain, then collapses -- dead.

Gripping his great axe tightly, Quaalxor begins to rush forward. Realizing, with his shorter strides, he wouldn't be able to reach a melee target, he stops short, just past Oskar, and readies himself to use his axe should someone be foolish enough to draw near enough.

"Foul codpiece smelling wrinkly sacks of bile! I'll kill you!" Rumble roars when his mount is targeted and struck -- a situation which has compounded itself and left his mare barely clinging to its life. The barbarian, somehow, manages to fight off his rage and calmly strokes Daisy's neck, near where the spear remains, protruding from half way down her crest. He is able to keep his mount from outright fleeing, or darting off, but Daily continues to squeal and refuses to move. Fearing she'll dart if he leaves her side, Rumble pulls a javelin off his back and hurls it wildly at the kobold responsible for nearly killing his animal companion.
G1R2.jpg
G1R2.jpg (294.27 KiB) Viewed 1944 times

Despite suffering some casualties, the kobolds appear to remain fully engaged in the conflict -- and seem particularly interested in Daisy... or maybe what she'll pulling behind her.


---


Please declare any actions and/or movement for round 3.

---




Date: 08 Kythorn 1489
Time: 21:12
  • 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
Spells in Effect:
  • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 08 Kythorn @ 5:04
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20-4 = 16-3 = 13-6 = 7+ (4+4+1) = 15+1 | AC: 13 | SP: 25' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      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
        • Mason's Tools
      • 1st: Expertise: (Perception, Thieves' Tools)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d6) | HP: 18 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1
        • 2nd: --
      Spells Known: 3 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features:
      • Damage Resistance (Fire)
      • 1st: Spellcasting
      • 1st: Sorcerous Origin (Draconic Bloodline)
        • Origin Features:
          • 1st:
            • Draconic Ancestry (Brass)
              • Breath Weapon: 1 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
            • Draconic Resilience
              • As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
              • Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
          • 6th: --
          • 14th: --
          • 18th: --
      • 2nd: Font of Magic
      • Flexible Casting
        • You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
          ---
        • Creating Spell Slots
          • You can transform unexpended sorcery points into one spell slot as a bonus action on your turn.
          • Any spell slot you create with this feature vanishes when you finish a long rest.
        • Converting a Spell Slot to Sorcery Points
          • As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
      • 3rd: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • 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.
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19 | 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
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )

      Features:
      • Relentless Endurance
        • 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
        • 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.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20-5 = 15-5 = 10-3 = 7-4 = 3+5 = 8+6 = 14 | 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
        • 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:
        • 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 | 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
        • 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 | 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.
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Ahlmzhad
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Re: Group 1, Episode 1: Greenest in Flames

#88 Post by Ahlmzhad »

Quaalxor

Will move towards the closest living kobold, but keep in mind that if he can't reach them, or if they've moved, to put himself between them and Rumble & Daisy.


Great Axe: [1d20+5] = 6+5 = 11

Damage: [1d12+3] = 7+3 = 10


If he can't get in range with his great axe he will throw a hand axe at the closest target, or one of the winged ones if they are in range.

Hand Axe: [1d20+5] = 12+5 = 17

Damage: [1d6+3] = 4+3 = 7
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Rex
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Re: Group 1, Episode 1: Greenest in Flames

#89 Post by Rex »

Strega

Strega will try to continue to shield the wagon and attack her closest target with Produce Flame.

Produce Flame [1d20+4] = 18+4 = 22 to hit [1d8] = 7 damage
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Monsieur Rose
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Re: Group 1, Episode 1: Greenest in Flames

#90 Post by Monsieur Rose »

Rumble

Rumble is barely containing himself at the moment. He gets down off the wagon and goes in front of Daisy to both comfort her and protect her.

He is trying to use his body and shield to prevent any damage from reaching Daisy.

Not sure how that would work. :D
In order of importance:
Protect Daisy, even shielding her with his body.
Throw another javelin. Javelin: [1d20+4] = 20+4 = 24
Damage: [1d6+2] = 2+2 = 4 + [1d6] = 3 ==7
How many spears do they have left?
ravenn4544
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Re: Group 1, Episode 1: Greenest in Flames

#91 Post by ravenn4544 »

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

#92 Post by Gerrin »

Tannaris Vethykos

Tannaris will continue to move slowly forward.
He targets the left flying kobold of the two and casts magic missile at it

Magic Missile [1d4+1] = 4+1 = 5 , [1d4+1] = 1+1 = 2 , [1d4+1] = 1+1 = 2
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drpete
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Re: Group 1, Episode 1: Greenest in Flames

#93 Post by drpete »

Oskar will attack the kobolds, looking for kobolds distracted by his friends.

Dagger: [1d20+4] = 17+4 = 21 dam:[1d4+2] = 2+2 = 4 Sneak? [1d6] = 6
Second Dagger: [1d20+4] = 14+4 = 18 dam:[1d4] = 3
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Re: Group 1, Episode 1: Greenest in Flames

#94 Post by dmw71 »

Initiative Order
  • (Note: The following order will be used until the keep is reached.)
  • 18: Tannaris
  • 14: Kobolds
  • 12: Bren
  • 11: Strega
  • 9: Oskar, Quaalxor
  • 7: Rumble (moves first when in wagon)

Round 3
Tannaris takes a few cautious steps forward, settling in behind Oskar, and unleashes a trio of arcane bolts at the leftmost urd. The three missiles plunge into the creature in rapid succession, striking unerroringly, and opening three puncture wounds in the creatures chest! The flying kobold spirals to its death as it crashes to the ground with a thud, sending a small plume of dirt and dust flying once it makes impact.

The kobolds rush!

The four break off into pairs, with two each targeting Quaalxor and Oskar respectively. Oskar easily fends off the first dagger strike against him, and the second attempt is unable to pierce through the chain links in his armor. Quaalxor, however, does not fair nearly as well as his chain armor is unable to protect against a pair of dagger strikes; one sinking into his right side (-4) and the other his left thigh (-6).

The remaining flying kobold, after witnessing his companion get blasted out of the air, darts towards Daisy and Rumble; elevating slightly to increase its height to roughly 25-feet. Once overhead, a melon-sized rock is spotted in its hands, and it releases it while directly overhead Daisy. Rubble, doing everything in his power to protect his mare, leans forward to intercept its path and manages to deflect the falling chuck from finding its mark.

Bren, with a kobold directly in his line (yellow), unleashes another mote of flame in its direction, but having seen that method of attack previously, the creature is able to duck out of harm's way just in time.

Strega moves past the wagon and positions herself just behind Daisy's hindquarters. The half-orc unleashes another burst of flame, at the same kobold that just avoided Bren's attack, and connects! The kobold screams in pain as it is engulfed in flames and it collapses to the ground, ending in an unmoving mess of charred flesh.

Targeting the kobold between himself and Quaalxor (pink), Oskar sticks it twice with daggers, ending its miserable existence. Quaalxor, now engaged in melee with a pair of attackers, both of which stuck him moments earlier, has a hint of indecision which causes his powerful strike with his great axe to just miss slicing a kobold a half.

Rumble leaps down from his mount and, targeting the flying fock that narrowly missed claiming Daisy's life, hurls a javelin with all his might, completely piercing the urd and killing it mid-flight, causing it, too, to come crashing to the ground.
G1R3.jpg
G1R3.jpg (266.29 KiB) Viewed 1915 times
The two remaining kobolds, one of the injured, realize their fate is sealed and turn, fully preparing to flee!



---


Actions?

---




Date: 08 Kythorn 1489
Time: 21:13
  • 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
Spells in Effect:
  • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 08 Kythorn @ 5:04
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20-4 = 16-3 = 13-6 = 7+ (4+4+1) = 15+1 | AC: 13 | SP: 25' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      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
        • Mason's Tools
      • 1st: Expertise: (Perception, Thieves' Tools)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d6) | HP: 18 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1
        • 2nd: --
      Spells Known: 3 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features:
      • Damage Resistance (Fire)
      • 1st: Spellcasting
      • 1st: Sorcerous Origin (Draconic Bloodline)
        • Origin Features:
          • 1st:
            • Draconic Ancestry (Brass)
              • Breath Weapon: 1 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
            • Draconic Resilience
              • As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
              • Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
          • 6th: --
          • 14th: --
          • 18th: --
      • 2nd: Font of Magic
      • Flexible Casting
        • You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
          ---
        • Creating Spell Slots
          • You can transform unexpended sorcery points into one spell slot as a bonus action on your turn.
          • Any spell slot you create with this feature vanishes when you finish a long rest.
        • Converting a Spell Slot to Sorcery Points
          • As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
      • 3rd: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • 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.
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19 | 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
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )

      Features:
      • Relentless Endurance
        • 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
        • 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.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20-5 = 15-5 = 10-3 = 7-4 = 3+5 = 8+6 = 14 | 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:
        • 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 | 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
        • 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 | 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.
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- DM: In Development

-- 2025 --
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Playtest: Untitled Project (1e)
(Status: Archived)

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

#95 Post by Rex »

Strega

Strega moves over and casts Cure Wounds on Quaalxor.

Cure Wounds [1d8+2] = 7+2 = 9

Strega is out of magical healing.
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Re: Group 1, Episode 1: Greenest in Flames

#96 Post by Monsieur Rose »

Rumble

Rumble steps on the winged kobold at his feet and pulls his javelin out. He turns to chase down the others but catches sight of Daisy. Her grievous wounds distract him and he focuses on his mare.

He quickly calls for aid while trying to gently remove the harness. "Hey. Can anyone help her out?"
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Re: Group 1, Episode 1: Greenest in Flames

#97 Post by Gerrin »

Tannaris Vethykos

Tannaris watches the fleeing kobolds cautiously.
He will head over to see if he can help with the horse.
As the fight winds down he will stay watchful for any more enemies in the area

Perception roll [1d20+2] = 9+2 = 11
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Re: Group 1, Episode 1: Greenest in Flames

#98 Post by drpete »

Oskar

Oskar let's the fleeing kobolds go. Seeing that Daisy is hurt, he urges the group to make for the safety of the keep.

"Daisy will be safe when we get inside, Rumble!"
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Re: Group 1, Episode 1: Greenest in Flames

#99 Post by Ahlmzhad »

Quaalxor

The Dwarf ignores his wounds and doubles down on his attack.

Great Axe: [1d20+5] = 2+5 = 7

Damage: [1d12+3] = 1+3 = 4
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dmw71
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Re: Group 1, Episode 1: Greenest in Flames

#100 Post by dmw71 »

Initiative Order
  • (Note: The following order will be used until the keep is reached.)
  • 18: Tannaris
  • 14: Kobolds
  • 12: Bren
  • 11: Strega
  • 9: Oskar, Quaalxor
  • 7: Rumble (moves first when in wagon)

The Keep
Spying Quaalxor ailing with a pair of wounds, Strega settles up alongside the dwarven fighter and, after uttering a brief prayer, places her hands upon the ailing warrior. A glow of blue, divine energy overtakes Quaalxor's form momentarily, with his actual wounds glowing most intensely. As the healing energy fades, so, too, does the pain, and the dwarf feels almost fully restored.

Rumble plucks the javelin free from the winged kobold it nearly completely pierced. His instinct is to chase down the assailants, but a pained whinny quickly shifts the barbarians focus. "Can anyone help her?" he asks, moving to his mare's side, comforting her. "Daisy will be safe when we get inside," Oskar responds, urging the group to continue their progress towards the keep.

The focus again shifted to the keep, you're afforded additional details about it from your now closer proximity:

Perched upon a small incline, a thick, 20-foot tall, pentagon-shaped stone wall topped with battlements stands defense. The wall, flat along the northern wall and coming to a point to the south, forms the foundation of the town's defenses, but is missing a moat, or gatehouse, and seems to be lacking in terms of strategic defensive measures. But it is sturdy and, from all appearances, has held up well against the dragon attacks to this point.

Atop this wall, guards are perched and manning a ballista, which they've been using with minimal success against the dragon that been harrying them.

The actual keep itself is a circular structure that elevates from the southeast corner of this walled area; rising to a height easily twice the height of the surrounding wall.

A raised portcullis marks what appears to be the sole entrance into the walled area. Armed guards can be seen hailing and assisting passing by townsfolk; shepherding them into the town's most defensible position.
G1TK.jpg
G1TK.jpg (224.99 KiB) Viewed 1890 times

The group's plan to reach the keep might be expedited as Tannaris, keeping look over the immediate area, spies four sets of raiding groups approaching the keep -- two from the north and two from the south.

The party is nearer to the keep, and the steeper incline is to the eastern side the raiders are approaching from, but it will be close, especially with a heavily wounded horse pulling a wagon full of townsfolk.



---


Actions?

---




Date: 08 Kythorn 1489
Time: 21:14
  • 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
Spells in Effect:
  • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 08 Kythorn @ 5:04
---

Character Status
  • drpete | Oskar Loderr | Dwarf (Mountain) | Rogue (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20-4 = 16-3 = 13-6 = 7+ (4+4+1) = 15+1 | AC: 13 | SP: 25' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 14
      • Insight: 13
      Languages: Common, Dwarvish, Thieves' Cant
      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
        • Mason's Tools
      • 1st: Expertise: (Perception, Thieves' Tools)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • ravenn4544 | Brenzavur Fyrebrand | Dragonborn (Brass) | Sorcerer (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d6) | HP: 18 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 9
      • Investigation: 9
      • Insight: 11
      Languages: Common, Draconic
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1
        • 2nd: --
      Spells Known: 3 Cantrips Known: 4 ( Fire Bolt, Light, Mage Hand, Prestidigitation )

      Features:
      • Damage Resistance (Fire)
      • 1st: Spellcasting
      • 1st: Sorcerous Origin (Draconic Bloodline)
        • Origin Features:
          • 1st:
            • Draconic Ancestry (Brass)
              • Breath Weapon: 1 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
            • Draconic Resilience
              • As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
              • Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
          • 6th: --
          • 14th: --
          • 18th: --
      • 2nd: Font of Magic
      • Flexible Casting
        • You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
          ---
        • Creating Spell Slots
          • You can transform unexpended sorcery points into one spell slot as a bonus action on your turn.
          • Any spell slot you create with this feature vanishes when you finish a long rest.
        • Converting a Spell Slot to Sorcery Points
          • As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
      • 3rd: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • 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.
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19 | 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
        • 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
        • 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.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20-5 = 15-5 = 10-3 = 7-4 = 3+5 = 8+6 = 14 | 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:
        • 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 | 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
        • 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 | 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.
Rolls
  • None.

-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
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-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

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