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Re: Session 1: Reunion Interrupted

Posted: Mon Jul 13, 2020 9:15 pm
by dmw71

"First hogs then birds; bloody animals got it out for me..." Floki growls as he holds his wound. Tova instinctively goes to draw upon his divine powers but quickly realizes his callings have already been expended for the day. Floki, put off by the sight and smell retreats to the adjoining room and takes watch of Rumple while he waits for the others.

It's a short wait, as only Vinwrick spends any time investigating the foul area that contained the trapped axe-faced creatures, and the halfling's half-hearted efforts fail to produce anything of interest.

The group reconvenes in the sitting room, with the dispatched wolves and one of the axe-faced creatures and is left with only the door to the north unexplored:
North.jpg
North.jpg (34.34 KiB) Viewed 1833 times

The door is unlocked and there are no sounds heard coming from beyond.



---

Note: By my count, Tova is out of 1st-level spells, having expended his two slots when he cast Guiding Bolt and Cure Wounds previously.



Actions?

---


Date: 2 Martius 490
Time: 11:48

Daily Forecast
  • Sunrise: 7:59
  • Sunset: 19:23
  • Temperature: 72°  
    • High: 72°
    • Low: 67°
  • Conditions
    • Wind: Light Breeze
    • Precipitation: None
    • Humidity: Low
    • Visibility: Cloudy
       
Light Sources
  • None
Known Conditions
  • None
Spells in Effect
  • None
Character Details
  • ybn1197 as Gulnur | Male | Lawful Good | Mountain Dwarf | Monk (1) | HD: 1 (1d8) | HP: 10 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No
    Background: Sage
    • Feature: Researcher
    Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
    Languages: Common, Deep Speech, Dwarvish, Undercommon
    Weapons: Dart, Quarterstaff
    Spells:
    • None
    Ki-Points: --

    Actions:
    • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
    • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
    • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    Bonus Actions:
    • Two-Weapon Fighting
    • Unarmed Strike (+5, 1d4+3, Bludgeoning)
      • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
    Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Dwarven Resilience
      • You have advantage on saves against poison and resistance against poison damage.
    • Stonecunning
      • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
    Class Features
    • Unarmored Defense (Monk, 1)
      • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
    • Martial Arts (1d4) (Monk, 1)
      • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
  • Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD: 1 (1d6) | HP: 8-6 = 2 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Soldier
    • Feature: Military Rank
    Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
    Languages: Common, Dwarvish
    Weapons: Battle Axe, Dagger
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 Spells Known: 2 Actions:
    • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
    • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
    • Chromatic Orb (+6, 3d8, Varies, Range: 90')
    Bonus Actions: Reactions: Other: Racial Traits
    • Darkvision
    • Dwarven Resilience
      • You have advantage on saves against poison and resistance against poison damage.
    • Stonecunning
      • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
       
    Class Features
  • Scott308 as Vinwrick | Male | Lawful Good | Stout Halfling | Ranger (1) | HD: 1 (1d10) | HP: 12-10 = 2+7 = 9-4 = 5 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No | Inspiration: No
    Background: Soldier
    • Feature: Military Rank
    Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
    Languages: Common, Halfling, Minotaur
    Weapons: Dagger, Shortbow, Shortsword
    Spells
    • None
    Actions:
    • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
    • Shortsword (+6, 1d6+4, Piercing, Properties: Finesse, Light)
    Bonus Actions: Reactions: Racial Traits
    • Lucky
      • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
    • Brave
      • You have advantage on saving throws against being frightened.
    • Halfling Nimbleness
      • You can move through the space of any creature that is of a size larger than yours.
    • Stout Resilience
      • You have advantage on saving throws against poison, and you have resistance against poison damage.
    Class Features
  • ravenn4544 as Tova | Male | Lawful Neutral | Mountain Dwarf | Cleric (1) | HD: 1 (1d8) | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Acolyte
    • Feature: Shelter of the Faithful
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
    Languages: Common, Dwarvish, Goblin, Undercommon
    Weapons: Mace, Warhammer
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2, 1, 0
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
    • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
    • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
    Bonus Actions: Reactions: Other:
    • None
    Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Dwarven Resilience
      • You have advantage on saves against poison and resistance against poison damage.
    • Stonecunning
      • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
    Class Features
    • Spellcasting (Cleric, 1)
    • Divine Domain: Life Domain (Cleric, 1)
      • Disciple of Life (Cleric, 1)
        • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
     
Marching Order
Scout
  • Vinwrick
5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
  • Floki
    Gulnur
    Tova
    Vinwrick
10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
  • Floki | Gulnur
    Tova | Vinwrick
Watch Schedule
  • Watch: Armored
  • Sleep: No medium or heavy armor unless specifically declared.
    Sleeping in Armor
    • Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

      When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
  • First Shift (Three Hours: 21:00-24:00)
    T.B.D.

    Second Shift (Three Hours: 01:00-03:00)
    T.B.D.

    Third Shift (Three Hours: 03:00-06:00)
    T.B.D.
     
Rolls
  • None.

Re: Session 1: Reunion Interrupted

Posted: Mon Jul 13, 2020 10:51 pm
by ravenn4544
OOC: you're right about Tova's spells - thanks.

Tova
will tend to the wounds of anyone if possible, but knows that his healing ability is only to be replenished with rest and prayer.

Re: Session 1: Reunion Interrupted

Posted: Tue Jul 14, 2020 12:57 am
by Scott308
Vinwrick Greenbottle

I didn't hear anything, but there is one more goblin somewhere. She had to have gone through here. Rumple, what's beyond this door?

Re: Session 1: Reunion Interrupted

Posted: Tue Jul 14, 2020 2:26 am
by dmw71
"Stairs," Rumple replies, simply.

Re: Session 1: Reunion Interrupted

Posted: Tue Jul 14, 2020 1:05 pm
by ybn1197
"I suggest we move on and quickly. That lone goblin has a head start on us and is only getting further," Gulnur states.

Re: Session 1: Reunion Interrupted

Posted: Wed Jul 15, 2020 7:37 am
by Scott308
Vinwrick Greenbottle

Be wary of an ambush. Vinwrick will head up the stairs, swords out.

Re: Session 1: Reunion Interrupted

Posted: Thu Jul 16, 2020 5:11 am
by Hadarai
Floki

Feeling his wounds Floki will bring up the rear with Rumple as they follow the rest up the stairs axe in hand. "Any other beasties we should worry about being kept as pets up there Rumple?" he asks the goblin as his breaths start to become a little labored.

Re: Session 1: Reunion Interrupted

Posted: Thu Jul 16, 2020 1:29 pm
by ravenn4544
Tova follows along.

Re: Session 1: Reunion Interrupted

Posted: Sun Jul 19, 2020 8:46 pm
by dmw71

With the fleeing goblin already having a considerable head-start, the group cautiously opens the door and confirm Rumple's claim -- a sturdy set of stone stairs which ascend from left-to-right.

At the top of the stairs, another similar wooden door lies closed, but unlocked, leading back in towards the center of the tower.
Ground-to-1.jpg
Ground-to-1.jpg (36.38 KiB) Viewed 1784 times
No sounds are heard coming from beyond the door.



---



Actions?

---


Date: 2 Martius 490
Time: 11:51

Daily Forecast
  • Sunrise: 7:59
  • Sunset: 19:23
  • Temperature: 72°  
    • High: 72°
    • Low: 67°
  • Conditions
    • Wind: Light Breeze
    • Precipitation: None
    • Humidity: Low
    • Visibility: Cloudy
       
Light Sources
  • None
Known Conditions
  • None
Spells in Effect
  • None
Character Details
  • ybn1197 as Gulnur | Male | Lawful Good | Mountain Dwarf | Monk (1) | HD: 1 (1d8) | HP: 10 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No
    Background: Sage
    • Feature: Researcher
    Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
    Languages: Common, Deep Speech, Dwarvish, Undercommon
    Weapons: Dart, Quarterstaff
    Spells:
    • None
    Ki-Points: --

    Actions:
    • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
    • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
    • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    Bonus Actions:
    • Two-Weapon Fighting
    • Unarmed Strike (+5, 1d4+3, Bludgeoning)
      • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
    Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Dwarven Resilience
      • You have advantage on saves against poison and resistance against poison damage.
    • Stonecunning
      • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
    Class Features
    • Unarmored Defense (Monk, 1)
      • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
    • Martial Arts (1d4) (Monk, 1)
      • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
  • Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD: 1 (1d6) | HP: 8-6 = 2 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Soldier
    • Feature: Military Rank
    Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
    Languages: Common, Dwarvish
    Weapons: Battle Axe, Dagger
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 Spells Known: 2 Actions:
    • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
    • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
    • Chromatic Orb (+6, 3d8, Varies, Range: 90')
    Bonus Actions: Reactions: Other: Racial Traits
    • Darkvision
    • Dwarven Resilience
      • You have advantage on saves against poison and resistance against poison damage.
    • Stonecunning
      • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
       
    Class Features
  • Scott308 as Vinwrick | Male | Lawful Good | Stout Halfling | Ranger (1) | HD: 1 (1d10) | HP: 12-10 = 2+7 = 9-4 = 5 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No | Inspiration: No
    Background: Soldier
    • Feature: Military Rank
    Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
    Languages: Common, Halfling, Minotaur
    Weapons: Dagger, Shortbow, Shortsword
    Spells
    • None
    Actions:
    • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
    • Shortsword (+6, 1d6+4, Piercing, Properties: Finesse, Light)
    Bonus Actions: Reactions: Racial Traits
    • Lucky
      • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
    • Brave
      • You have advantage on saving throws against being frightened.
    • Halfling Nimbleness
      • You can move through the space of any creature that is of a size larger than yours.
    • Stout Resilience
      • You have advantage on saving throws against poison, and you have resistance against poison damage.
    Class Features
  • ravenn4544 as Tova | Male | Lawful Neutral | Mountain Dwarf | Cleric (1) | HD: 1 (1d8) | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Acolyte
    • Feature: Shelter of the Faithful
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
    Languages: Common, Dwarvish, Goblin, Undercommon
    Weapons: Mace, Warhammer
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2, 1, 0
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
    • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
    • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
    Bonus Actions: Reactions: Other:
    • None
    Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Dwarven Resilience
      • You have advantage on saves against poison and resistance against poison damage.
    • Stonecunning
      • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
    Class Features
    • Spellcasting (Cleric, 1)
    • Divine Domain: Life Domain (Cleric, 1)
      • Disciple of Life (Cleric, 1)
        • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
     
Marching Order
Scout
  • Vinwrick
5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
  • Floki
    Gulnur
    Tova
    Vinwrick
10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
  • Floki | Gulnur
    Tova | Vinwrick
Watch Schedule
  • Watch: Armored
  • Sleep: No medium or heavy armor unless specifically declared.
    Sleeping in Armor
    • Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

      When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
  • First Shift (Three Hours: 21:00-24:00)
    T.B.D.

    Second Shift (Three Hours: 01:00-03:00)
    T.B.D.

    Third Shift (Three Hours: 03:00-06:00)
    T.B.D.
     
Rolls
  • None.

Re: Session 1: Reunion Interrupted

Posted: Mon Jul 20, 2020 3:58 am
by Scott308
Vinwrick Greenbottle

Knowing the goblin is on the other side of the door and aware she is being chased, Vinwrick will open the door a bit before pulling it shut again, trying to stay low and off to the side in case any projectile might be forthcoming when the door begins to open.

Re: Session 1: Reunion Interrupted

Posted: Fri Jul 24, 2020 4:24 pm
by dmw71
Hallway
With his back pinned against the side wall, Vinwrick opens the door slightly before pulling the door shut again.

The expected ambush never happens.

Beyond the door is a hallway that runs the length of the tower.
3doors.jpg
3doors.jpg (27.83 KiB) Viewed 1751 times

Three doors line the hallway with two on your right, or the western wall, and one on the eastern wall to your left.



---



Actions?

---


Date: 2 Martius 490
Time: 11:52

Daily Forecast
  • Sunrise: 7:59
  • Sunset: 19:23
  • Temperature: 72°  
    • High: 72°
    • Low: 67°
  • Conditions
    • Wind: Light Breeze
    • Precipitation: None
    • Humidity: Low
    • Visibility: Cloudy
       
Light Sources
  • None
Known Conditions
  • None
Spells in Effect
  • None
Character Details
  • ybn1197 as Gulnur | Male | Lawful Good | Mountain Dwarf | Monk (1) | HD: 1 (1d8) | HP: 10 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No
    Background: Sage
    • Feature: Researcher
    Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
    Languages: Common, Deep Speech, Dwarvish, Undercommon
    Weapons: Dart, Quarterstaff
    Spells:
    • None
    Ki-Points: --

    Actions:
    • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
    • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
    • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    Bonus Actions:
    • Two-Weapon Fighting
    • Unarmed Strike (+5, 1d4+3, Bludgeoning)
      • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
    Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Dwarven Resilience
      • You have advantage on saves against poison and resistance against poison damage.
    • Stonecunning
      • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
    Class Features
    • Unarmored Defense (Monk, 1)
      • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
    • Martial Arts (1d4) (Monk, 1)
      • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
  • Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD: 1 (1d6) | HP: 8-6 = 2 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Soldier
    • Feature: Military Rank
    Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
    Languages: Common, Dwarvish
    Weapons: Battle Axe, Dagger
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 Spells Known: 2 Actions:
    • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
    • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
    • Chromatic Orb (+6, 3d8, Varies, Range: 90')
    Bonus Actions: Reactions: Other: Racial Traits
    • Darkvision
    • Dwarven Resilience
      • You have advantage on saves against poison and resistance against poison damage.
    • Stonecunning
      • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
       
    Class Features
  • Scott308 as Vinwrick | Male | Lawful Good | Stout Halfling | Ranger (1) | HD: 1 (1d10) | HP: 12-10 = 2+7 = 9-4 = 5 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No | Inspiration: No
    Background: Soldier
    • Feature: Military Rank
    Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
    Languages: Common, Halfling, Minotaur
    Weapons: Dagger, Shortbow, Shortsword
    Spells
    • None
    Actions:
    • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
    • Shortsword (+6, 1d6+4, Piercing, Properties: Finesse, Light)
    Bonus Actions: Reactions: Racial Traits
    • Lucky
      • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
    • Brave
      • You have advantage on saving throws against being frightened.
    • Halfling Nimbleness
      • You can move through the space of any creature that is of a size larger than yours.
    • Stout Resilience
      • You have advantage on saving throws against poison, and you have resistance against poison damage.
    Class Features
  • ravenn4544 as Tova | Male | Lawful Neutral | Mountain Dwarf | Cleric (1) | HD: 1 (1d8) | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Acolyte
    • Feature: Shelter of the Faithful
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
    Languages: Common, Dwarvish, Goblin, Undercommon
    Weapons: Mace, Warhammer
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2, 1, 0
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
    • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
    • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
    Bonus Actions: Reactions: Other:
    • None
    Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Dwarven Resilience
      • You have advantage on saves against poison and resistance against poison damage.
    • Stonecunning
      • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
    Class Features
    • Spellcasting (Cleric, 1)
    • Divine Domain: Life Domain (Cleric, 1)
      • Disciple of Life (Cleric, 1)
        • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
     
Marching Order
Scout
  • Vinwrick
5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
  • Floki
    Gulnur
    Tova
    Vinwrick
10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
  • Floki | Gulnur
    Tova | Vinwrick
Watch Schedule
  • Watch: Armored
  • Sleep: No medium or heavy armor unless specifically declared.
    Sleeping in Armor
    • Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

      When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
  • First Shift (Three Hours: 21:00-24:00)
    T.B.D.

    Second Shift (Three Hours: 01:00-03:00)
    T.B.D.

    Third Shift (Three Hours: 03:00-06:00)
    T.B.D.
     
Rolls
  • None.

Re: Session 1: Reunion Interrupted

Posted: Fri Jul 24, 2020 4:54 pm
by ybn1197
"Best not let anything have the opportunity to get behind us," Gulnar says. "I think we should check the first door."

Re: Session 1: Reunion Interrupted

Posted: Fri Jul 24, 2020 6:14 pm
by ravenn4544
Tova agrees

Re: Session 1: Reunion Interrupted

Posted: Sat Jul 25, 2020 12:07 am
by Hadarai
Floki

"Good thinking, who knows what tricks they could try to hit us with, I will keep guard on our flank." The dwarf hefts his axe into his hands and looks to Rumple, "You can explore with them if you'd like." he says with a grin.

Re: Session 1: Reunion Interrupted

Posted: Sat Jul 25, 2020 1:55 am
by Scott308
Vinwrick Greenbottle

Moving up to the first door, Vinwrick flings it open while trying to stay out of the line of fire for anything on the other side.

Re: Session 1: Reunion Interrupted

Posted: Mon Aug 03, 2020 7:07 pm
by dmw71
Door
Moving up to the first door, Vinwrick flings it open and dives to the side out of view.


Nothing.


---

Apologies for the delay. Things are still jammed up for me, but I'll try my best to keep the game moving.


Actions?

---


Date: 2 Martius 490
Time: 11:52

Daily Forecast
  • Sunrise: 7:59
  • Sunset: 19:23
  • Temperature: 72°  
    • High: 72°
    • Low: 67°
  • Conditions
    • Wind: Light Breeze
    • Precipitation: None
    • Humidity: Low
    • Visibility: Cloudy
       
Light Sources
  • None
Known Conditions
  • None
Spells in Effect
  • None
Character Details
  • ybn1197 as Gulnur | Male | Lawful Good | Mountain Dwarf | Monk (1) | HD: 1 (1d8) | HP: 10 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No
    Background: Sage
    • Feature: Researcher
    Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
    Languages: Common, Deep Speech, Dwarvish, Undercommon
    Weapons: Dart, Quarterstaff
    Spells:
    • None
    Ki-Points: --

    Actions:
    • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
    • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
    • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    Bonus Actions:
    • Two-Weapon Fighting
    • Unarmed Strike (+5, 1d4+3, Bludgeoning)
      • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
    Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Dwarven Resilience
      • You have advantage on saves against poison and resistance against poison damage.
    • Stonecunning
      • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
    Class Features
    • Unarmored Defense (Monk, 1)
      • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
    • Martial Arts (1d4) (Monk, 1)
      • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
  • Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD: 1 (1d6) | HP: 8-6 = 2 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Soldier
    • Feature: Military Rank
    Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
    Languages: Common, Dwarvish
    Weapons: Battle Axe, Dagger
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 Spells Known: 2 Actions:
    • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
    • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
    • Chromatic Orb (+6, 3d8, Varies, Range: 90')
    Bonus Actions: Reactions: Other: Racial Traits
    • Darkvision
    • Dwarven Resilience
      • You have advantage on saves against poison and resistance against poison damage.
    • Stonecunning
      • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
       
    Class Features
  • Scott308 as Vinwrick | Male | Lawful Good | Stout Halfling | Ranger (1) | HD: 1 (1d10) | HP: 12-10 = 2+7 = 9-4 = 5 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No | Inspiration: No
    Background: Soldier
    • Feature: Military Rank
    Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
    Languages: Common, Halfling, Minotaur
    Weapons: Dagger, Shortbow, Shortsword
    Spells
    • None
    Actions:
    • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
    • Shortsword (+6, 1d6+4, Piercing, Properties: Finesse, Light)
    Bonus Actions: Reactions: Racial Traits
    • Lucky
      • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
    • Brave
      • You have advantage on saving throws against being frightened.
    • Halfling Nimbleness
      • You can move through the space of any creature that is of a size larger than yours.
    • Stout Resilience
      • You have advantage on saving throws against poison, and you have resistance against poison damage.
    Class Features
  • ravenn4544 as Tova | Male | Lawful Neutral | Mountain Dwarf | Cleric (1) | HD: 1 (1d8) | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Acolyte
    • Feature: Shelter of the Faithful
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
    Languages: Common, Dwarvish, Goblin, Undercommon
    Weapons: Mace, Warhammer
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2, 1, 0
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
    • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
    • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
    Bonus Actions: Reactions: Other:
    • None
    Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Dwarven Resilience
      • You have advantage on saves against poison and resistance against poison damage.
    • Stonecunning
      • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
    Class Features
    • Spellcasting (Cleric, 1)
    • Divine Domain: Life Domain (Cleric, 1)
      • Disciple of Life (Cleric, 1)
        • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
     
Marching Order
Scout
  • Vinwrick
5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
  • Floki
    Gulnur
    Tova
    Vinwrick
10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
  • Floki | Gulnur
    Tova | Vinwrick
Watch Schedule
  • Watch: Armored
  • Sleep: No medium or heavy armor unless specifically declared.
    Sleeping in Armor
    • Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

      When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
  • First Shift (Three Hours: 21:00-24:00)
    T.B.D.

    Second Shift (Three Hours: 01:00-03:00)
    T.B.D.

    Third Shift (Three Hours: 03:00-06:00)
    T.B.D.
     
Rolls
  • None.

Re: Session 1: Reunion Interrupted

Posted: Tue Aug 04, 2020 3:58 am
by Scott308
Vinwrick Greenbottle

When no projectiles come through the door, Vinwrick will cautiously enter the room.

Re: Session 1: Reunion Interrupted

Posted: Thu Aug 06, 2020 10:34 pm
by dmw71
Door

When no projectiles or other threatening acts become of the door having been opened, Vinwrick cautiously rounds the corner and enters the room.

A dusty blue rug covers the floor, and the walls are plastered and whitewashed, though now covered in grime. The single window in the room is made of stained glass, and shows a robed figure bearing a staff in one hand, and a globe in the other.

Across the room, on a stone altar with a red drape, a many-faceted silver globe, similar to the one held by the image in the mirror, gleams.
Altar.jpg
Altar.jpg (37.26 KiB) Viewed 1631 times

---



Actions?

---


Date: 2 Martius 490
Time: 11:53

Daily Forecast
  • Sunrise: 7:59
  • Sunset: 19:23
  • Temperature: 72°  
    • High: 72°
    • Low: 67°
  • Conditions
    • Wind: Light Breeze
    • Precipitation: None
    • Humidity: Low
    • Visibility: Cloudy
       
Light Sources
  • None
Known Conditions
  • None
Spells in Effect
  • None
Character Details
  • ybn1197 as Gulnur | Male | Lawful Good | Mountain Dwarf | Monk (1) | HD: 1 (1d8) | HP: 10 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No
    Background: Sage
    • Feature: Researcher
    Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
    Languages: Common, Deep Speech, Dwarvish, Undercommon
    Weapons: Dart, Quarterstaff
    Spells:
    • None
    Ki-Points: --

    Actions:
    • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
    • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
    • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    Bonus Actions:
    • Two-Weapon Fighting
    • Unarmed Strike (+5, 1d4+3, Bludgeoning)
      • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
    Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Dwarven Resilience
      • You have advantage on saves against poison and resistance against poison damage.
    • Stonecunning
      • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
    Class Features
    • Unarmored Defense (Monk, 1)
      • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
    • Martial Arts (1d4) (Monk, 1)
      • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
  • Hadarai as Floki | Male | Neutral Good | Moutain Dwarf | Sorcerer (1) | HD: 1 (1d6) | HP: 8-6 = 2 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Soldier
    • Feature: Military Rank
    Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
    Languages: Common, Dwarvish
    Weapons: Battle Axe, Dagger
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 Spells Known: 2 Actions:
    • Battle Axe (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
    • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Shocking Grasp (+6, 1d8, Lightning, Range: Touch)
    • Chromatic Orb (+6, 3d8, Varies, Range: 90')
    Bonus Actions: Reactions: Other: Racial Traits
    • Darkvision
    • Dwarven Resilience
      • You have advantage on saves against poison and resistance against poison damage.
    • Stonecunning
      • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
       
    Class Features
  • Scott308 as Vinwrick | Male | Lawful Good | Stout Halfling | Ranger (1) | HD: 1 (1d10) | HP: 12-10 = 2+7 = 9-4 = 5 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No | Inspiration: No
    Background: Soldier
    • Feature: Military Rank
    Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
    Languages: Common, Halfling, Minotaur
    Weapons: Dagger, Shortbow, Shortsword
    Spells
    • None
    Actions:
    • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
    • Shortsword (+6, 1d6+4, Piercing, Properties: Finesse, Light)
    Bonus Actions: Reactions: Racial Traits
    • Lucky
      • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
    • Brave
      • You have advantage on saving throws against being frightened.
    • Halfling Nimbleness
      • You can move through the space of any creature that is of a size larger than yours.
    • Stout Resilience
      • You have advantage on saving throws against poison, and you have resistance against poison damage.
    Class Features
  • ravenn4544 as Tova | Male | Lawful Neutral | Mountain Dwarf | Cleric (1) | HD: 1 (1d8) | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Acolyte
    • Feature: Shelter of the Faithful
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
    Languages: Common, Dwarvish, Goblin, Undercommon
    Weapons: Mace, Warhammer
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2, 1, 0
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
    • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
    • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
    Bonus Actions: Reactions: Other:
    • None
    Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Dwarven Resilience
      • You have advantage on saves against poison and resistance against poison damage.
    • Stonecunning
      • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
    Class Features
    • Spellcasting (Cleric, 1)
    • Divine Domain: Life Domain (Cleric, 1)
      • Disciple of Life (Cleric, 1)
        • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
     
Marching Order
Scout
  • Vinwrick
5-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
  • Floki
    Gulnur
    Tova
    Vinwrick
10-Foot (Note: Actual order to be established; initial order has characters listed in alphabetical order.)
  • Floki | Gulnur
    Tova | Vinwrick
Watch Schedule
  • Watch: Armored
  • Sleep: No medium or heavy armor unless specifically declared.
    Sleeping in Armor
    • Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

      When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
  • First Shift (Three Hours: 21:00-24:00)
    T.B.D.

    Second Shift (Three Hours: 01:00-03:00)
    T.B.D.

    Third Shift (Three Hours: 03:00-06:00)
    T.B.D.
     
Rolls
  • None.

Re: Session 1: Reunion Interrupted

Posted: Fri Aug 07, 2020 1:00 am
by Scott308
Vinwrick Greenbottle

Not seeing anyone in the room, Vinwrick heads to the door leading to the room to the south. He will listen at the door.

Re: Session 1: Reunion Interrupted

Posted: Fri Aug 07, 2020 1:50 pm
by ybn1197
Without touching the globe, Gulnur will wrap the red drape around the object and place it in his pack for safe keeping.