Session 1: Reunion Interrupted

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ybn1197
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Re: Session 1: Reunion Interrupted

#41 Post by ybn1197 »

Gulnar's muscles spring into action when he hears the commotion from the other room and he runs in, staff at the ready.

Initiative: [1d20+3] = 20+3 = 23

Roll JIC: [1d20] = 15

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Hadarai
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Re: Session 1: Reunion Interrupted

#42 Post by Hadarai »

Floki grabs Rumble by the arm and states "We're needed..." and rushes the two of them toward the tower axe in and and ready to strike at whatever may come.

Initiative: [1d20+1] = 4+1 = 5 JiC: [1d20] = 1

Oof! :oops:

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dmw71
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Re: Session 1: Reunion Interrupted

#43 Post by dmw71 »

Initiative
  • 23: Gulnar (20+3)
    20: Tova (19+1)
    14: Vinwrick (10+4)
    8: Goblins (6+2)
    5: Floki (4+1)

Round 4
Without pause, Gulnar bursts into the room once he hears the commotion!

The immediate area he steps into is small, with a bad stench of maybe rot, or mildew, or wet dog. Possibly all the above. This foyer area is maybe 20-feet wide, angling out to reach maybe 35-feet wide where it reaches a new wall maybe 10-feet in the distance.

To his right, three old, dust-covered chairs are grouped together.

In the far left corner of this cramped area, a goblin with an arrow piercing its throat lies bleeding on the floor.


A more pressing detail quickly captures his attention:

A wooden door set into the center of the opposing wall lies open, and a pair of wolves -- one white and the other brown -- can be seen wrestling at the doorway, struggling for their chance to enter this foyer area first.


An even more pressing detail demands his immediate attention:

Directly to his left, a third wolf with black fur pins Vinwrick to the ground; the snarling beast has its jaws locked into the halfling's upper right arm!
E02, R04.jpg
E02, R04.jpg (29.6 KiB) Viewed 2057 times
"HEEEELLLP!" Vinwrick cries in pain, somewhat weakly, with blood spilling out from his wound.



---

Okay, everyone is caught up. This is the start of round 4. With Gulnar going first, I painted the scene for him and the rest of the group, but everyone is free to post actual movement and actions for this current round.
Scott, I will carry over the actions and rolls from your private forum, so nothing is required at this time.

Please note that the immediate foyer area is quite cramped, so it's possible you might not be able to gain physical entrance into the tower yet if those in front of you don't move to create space.


Actions?
Also, please don't forget to include your 'if needed' roll.

---


Date: 2 Martius 490
Time: 11:37

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 | 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 | 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
      • 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
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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ybn1197
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Re: Session 1: Reunion Interrupted

#44 Post by ybn1197 »

Without skipping a beat, Gulnar moves into the room and swipes the quarterstaff at wolf attacking Vinwrick.
Quarterstaff Attack: [1d20+5] = 6+5 = 11 Damage [1d6+3] = 3+3 = 6
He then kicks out at the white wolf.
Unarmed Strike: [1d20+5] = 13+5 = 18 Damage [1d4+3] = 2+3 = 5

JIC: [1d20] = 10

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dmw71
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Re: Session 1: Reunion Interrupted

#45 Post by dmw71 »

ybn1197 wrote:Gulnar moves into the room...
Moves... where, exactly?

Given the cramped quarters, and with space being an issue, can you let me know which square on the map you're hoping to reach?
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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ybn1197
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Re: Session 1: Reunion Interrupted

#46 Post by ybn1197 »

dmw71 wrote:Moves... where, exactly?

Given the cramped quarters, and with space being an issue, can you let me know which square on the map you're hoping to reach?
Move up one square on the map. Placing the white wolf directly in front of me and the black wolf directly to the left.

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Hadarai
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Re: Session 1: Reunion Interrupted

#47 Post by Hadarai »

Floki will walk forward, stop behind Gulnur and cast true strike on the white wolf.

Just in case roll: [1d20] = 16

ravenn4544
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Re: Session 1: Reunion Interrupted

#48 Post by ravenn4544 »

Tova will launch a bolt of prayer and power into the attacking wolves that he can see.

Guiding Bolt [1d20+5] = 17+5 = 22 / Damage [4d6] = 18

Note for Guiding Bolt: On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then

OOC: I'll add 'Shield of Faith' and 'Protection from Evil' to my prepared spells.

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dmw71
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Re: Session 1: Reunion Interrupted

#49 Post by dmw71 »

Initiative
  • 23: Gulnar (20+3)
    20: Tova (19+1)
    14: Vinwrick (10+4)
    5: Floki (4+1)
    4: Wolves (2+2)

Round 4
Acting on instinct, Gulnar swipes at the black-furred wolf (red) attacking Vinwrick, but the creature, wrestling with the pinned halfling, tips to the side and avoids the brunt of the attack. Undeterred, the dwarven monk kicks out at the white wolf (green) fighting to enter the area and grazes its snout.

Without actually entering the foyer, Tova quickly peers inside to survey the situation. Spying Vinwrick in a bit of a predicament, the holy man summons his divine energy and causes a flash of blue light to streak towards the unsuspecting beast. A pained howl erupts from its jaws as the creature's fur gets singled and it tumbles over, rolling towards the far corner of the room.

Now freed, Vinwrick shuffles backward as he clutches his short sword and presses his back against the wall. Favoring the shoulder that was gnawed on moments earlier, he waits for a new opponent to approach.
Ready action.
Then, just to his right, Floki emerges. The dwarven sorcerer focuses intensely and points at white wolf. "Not point at," Rumple ignorantly chides the sorcerer from his position of safety well outside the tower. "Use a stick. Use a blade. Hit the thing!"

The injured white wolf (green) emerges victorious in its contest against its brown-furred counterpart (blue) and is the first to face Gulnar, now blocking their entrance.

The monk almost gags on impossibly bad breath as a mouthful of sharp, wolf teeth clamp down just in front of his face.
E02, R04.jpg
E02, R04.jpg (30.82 KiB) Viewed 1972 times
Two angry, snarling wolves continue to display their discontent on the opposite side of the door.


---

Floki, remember you have advantage on at attack against the white wolf this round.


Actions/Movement for Round 5?
Also, please don't forget to include your 'if needed' roll.

---


Date: 2 Martius 490
Time: 11:37

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 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 | 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 | 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
      • 1st: 2, 1
      • 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
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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ybn1197
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Re: Session 1: Reunion Interrupted

#50 Post by ybn1197 »

Gulnar tumbles through the hex occupied by the white wolf.
Acrobatics: [1d20+3] = 16+3 = 19 vs. wolf's Dexterity (Acrobatics) check (DMG 272)
If successful, he swings his staff at the white wolf, followed by a kick to the brown wolf.
Quarterstaff Attack: [1d20+5] = 9+5 = 14 Damage [1d6+3] = 6+3 = 9
Unarmed Strike: [1d20+5] = 14+5 = 19 Damage [1d4+3] = 1+3 = 4

JIC: [1d20] = 17

ravenn4544
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Re: Session 1: Reunion Interrupted

#51 Post by ravenn4544 »

Tova will try to launch a lesser spell into the breach.

Sacred Flame [1d8] = 8
As Needed [1d20] = 11

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Re: Session 1: Reunion Interrupted

#52 Post by Scott308 »

Vinwrick Greenbottle

Grimacing with pain, Vinwrick steps forward into the space Gulnur vacated. Slashing at the wolf with his sword, he draws his dagger and stabs at his lupine adversary as well.
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dmw71
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Re: Session 1: Reunion Interrupted

#53 Post by dmw71 »

Initiative
  • 23: Gulnur (20+3)
    20: Tova (19+1)
    14: Vinwrick (10+4)
    5: Floki (4+1)
    4: Wolves (2+2)

Round 5
In a surprising feat of dexterity, Gulnur lunges towards the doorway, successfully tumbling past the white wolf and landing in the adjoining room. A loud crack is heard echoing throughout the room as the dwarven monk, after quickly springing to his feet, lands a powerful blow against the wolf's skull with his quarterstaff, silencing it -- forever.

Tova, needing to gain a vantage point on the remaining opponent, creeps into the room, positioning himself amongst the grouping of chairs, and peers through a crack in the open door leading to the area beyond. Spying the brown wolf, the dwarven cleric watches proudly as a flame-like radiance descends on the snarling adversary, scorching it and eliciting a pained yelp.

Before the creature has a chance to turn and flee, Vinwrick, fighting through his painful wound, skewers the beast with his short sword!
E02, R05.jpg
E02, R05.jpg (30.19 KiB) Viewed 1951 times
This new area Gulnur tumbled into appears to be set up as a goblin sitting room. The floor of this room is covered with rubble, plaster and old wood. The walls and ceiling are torn and dirty, and the air is full of dust. Several filthy old rugs have been bunched up in one corner.

This area contains three doors. In addition to the door Gulnur burst through, a similar wooden door, centered on the opposite wall to the north, lies mostly closed. The third door, of similar construction, lies in the wall to the right, or east.

While the sounds of battle in this sitting room have ceased, a wild commotion -- furious shuffling sounds mixed with squawking sounds -- is heard coming from just beyond this door in the right wall. Loud bangs or raps are heard being made against this door in the eastern wall.


Vinwrick notes that the second goblin he was facing, which fled before the rest of the group arrived, is nowhere to be seen.



---

I mistakenly had you guys add your characters to campaign id 806, which is for my other game. The campaign id for this game is 808. Flokie is probably okay, but can everyone please double-check this and update in your die roller characters as necessary? Thanks!


Actions?
Also, please don't forget to include your 'if needed' roll.

---


Date: 2 Martius 490
Time: 11:39

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 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 | 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 | 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
      • 1st: 2, 1
      • 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
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

User avatar
Hadarai
Ranger
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Posts: 516
Joined: Sun Dec 01, 2019 8:32 pm

Re: Session 1: Reunion Interrupted

#54 Post by Hadarai »

Floki will try to make his way past Vinwrick tobwhere the white wolf fell and reach out with his right hand, surging light through it and into the black wolf.


Just in case roll: [1d20] = 11

Shocking Grasp: [1d20+6] = 13+6 = 19 Damage: [1d8] = 3

User avatar
dmw71
POWAH!
POWAH!
Posts: 19629
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
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Re: Session 1: Reunion Interrupted

#55 Post by dmw71 »

I forgot to x it on the map, but all the wolves are dead.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Scott308
Guy Who Gamed With The Famous People
Posts: 7140
Joined: Thu Oct 02, 2014 3:13 am
Location: Oregon, WI

Re: Session 1: Reunion Interrupted

#56 Post by Scott308 »

Vinwrick Greenbottle

There's another goblin...somewhere. Moving his arm around, he looks at the bite wound in his shoulder. I guess that's what I get for trying to be nice and not just sticking her with an arrow. Well, if there's anyone else around, they know we're here. And whatever's next door definitely knows something's going on.
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson

ravenn4544
Rider of Rohan
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Posts: 8039
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Session 1: Reunion Interrupted

#57 Post by ravenn4544 »

Tova will tend to the wounds of Vinwrick. "That's a nasty bite - let's see if we can get that mended". A quite prayer leads a warm blue glow surrounding the wound...

Cure Wounds [1d8+3] = 4+3 = 7

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ybn1197
Rider of Rohan
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Posts: 4108
Joined: Tue Feb 28, 2012 12:24 pm
Location: Baltimore MD

Re: Session 1: Reunion Interrupted

#58 Post by ybn1197 »

Gulnar quietly approaches the door to the east; yes they know we're here but they don't need to know I am just outside the door he thinks to himself. Pressing his ear to the door, he tries to get a good idea of the number of opponents are in the room and what exactly they are doing.

Stealth: [1d20+5] = 8+5 = 13
Perception: [1d20+2] = 20+2 = 22 Whoop! Nat 20
JIC: [1d20] = 16

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Scott308
Guy Who Gamed With The Famous People
Posts: 7140
Joined: Thu Oct 02, 2014 3:13 am
Location: Oregon, WI

Re: Session 1: Reunion Interrupted

#59 Post by Scott308 »

Vinwrick Greenbottle

Thank you, Tova, Vinwrick says quietly. He then retrieves his arrow from the dead goblin before heading through the door and backing up Gulnar, with an eye to the door in the northern wall.
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson

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Hadarai
Ranger
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Posts: 516
Joined: Sun Dec 01, 2019 8:32 pm

Re: Session 1: Reunion Interrupted

#60 Post by Hadarai »

Floki

"They'll get there's in due time, Rumple! Over here!" the dwarf grabs the goblin and places him to the side of the door, to Gulnar's left. Floki positions himself behind the goblin, "What else could they have waiting for us?" he whispers to the Rumple.

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