Group 2, Episode 2: Greenest in Flames

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Re: Group 2, Episode 2: Greenest in Flames

#61 Post by Computer +1 »

Urth Stormwind

Urth follows after the others happy to deal with kobolds and leave the dragon be for now.
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Re: Group 2, Episode 2: Greenest in Flames

#62 Post by Dram »

Tarq- Dashes off a few seconds behind Catrina taking a opposite approach to the building.

Stealth roll[1d20+7] = 12+7 = 19
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Re: Group 2, Episode 2: Greenest in Flames

#63 Post by Scott308 »

Dureau Sathaos

The cleric follows along, content to keep picking off kobolds, allowing the stealthy members of the party to approach quietly before casting his spell.
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.

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Re: Group 2, Episode 2: Greenest in Flames

#64 Post by dmw71 »

Initiative Order
  • 16: Tarq, Dureau
  • 13: Urth
  • 12: Kobolds
  • 10: Locals
  • 7: Catarina
  • 3: Kañ-Demir, Grimbul

Ransacking
"Are we really heading towards that dragon?" Urth questions; ever aware of the looming threat circling overhead. "If that thing notices us, we're dead."

"Stay low to the grass, then, long-legs!"
Kañ-Demir responds as he begins sprinting forward, towards the building being harassed by kobolds, followed by the rest of the party.

At Grimbul's suggestion, the stealthier members of the group branch off, circling around the large, single-story wooden structure to take position on the far side of the building. Dureau, Grimbul, and Urth take a more direct route and position themselves at the northeast corner, just outside the main entrance. A wooden sign at the main entrance is almost completely engulfed in flames, making it impossible to make out what the sign read. The flames threaten to spread to the structure itself before too long.

Catarina, Kañ-Demir, and Tarq circle around the building to the south, and become aware of a previously unknown second entrance along the far, southern side of the establishment. This scout team continues past this closed southern entrance and position themselves at the southeastern corner of the establishment, where they make visual with the other half of the group just north of them.
G2KH.jpg
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Stifled whimpering sounds can be heard between crashes of what sound like furniture being toppled over, and dishes being tossed and broken. The occasional hushed chirping of the kobold intruders conversing in their native language can barely be heard. Urth and Catrina, familiar with the draconic tongue, are unable to make out the complete conversation, but are able to make out a few words:
  • Coins
    Gold
    Hurry
The crashing sounds continue; almost as if the place is being ransacked.


Beyond this new building of interest, the two groups of townsfolk continue to make their way towards the keep... hesitating, and cowering as the dragon, lazily flapping its large leathery wings, dives towards the keep but pulling up without attacking as it resumes its wide circle over the town.



---


What do you do?

---




Date: 08 Kythorn 1489
Time: 20:38
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • None.
Spells in Effect:
  • None
---

Character Status
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      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.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • 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: Far Traveler
      • Feature: Optional Feature: Dragon Scholar
        • You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
          • Note: This has been modified to limit this study and familiarity to just metallic dragons, not those of the chromatic variety.
  • Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20-5 = 15 (+5) | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No (Devil's Sight to 120-feet) | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 12
      • Insight: 10
      Languages: Common, Draconic
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 2
        • Slot Level: 1st
      Spells Known: 3 Cantrips Known: 2 ( Eldritch Blast, Prestidigitation )
      Invocations Known: 2

      Features: Otherworldly Patron Features:
      • 1st: Dark One's Blessing
        • When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
      • 6th: --
      • 10th: --
      • 14th: --
        ---
      • Fiend Expanded Spells
        • 1st: Burning Hands, Command
        • 2nd: --
        • 3rd: --
        • 4th: --
        • 5th: --
      Background: Soldier
      • Feature: Military Rank
        • Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank.
        • You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use.
        • You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24-5 = 19 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 2 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
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 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.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      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
        • Cook's Utensils, Horn, Mason's Tools
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
          • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
          • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
          • 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.
            • For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: Far Traveler (Dwarf)
      • Feature: All Eyes on You
        • 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 people.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead )
      • Circle of Mortality: Spare the Dying
        • Does not count against the number of cleric cantrips you know.
        • For you, it has a range of 30 feet,
        • It can be cast it as a bonus action.
      Features:
      • 1st: Spellcasting
      • 1st: Divine Domain: Grave Domain
      • 1st: Circle of Mortality
        • When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
        • In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
      • 1st: Eyes of the Grave: 3
        • As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
        • This sense doesn’t tell you anything about a creature’s capabilities or identity.
          • Recovery: Long
      • 2nd: Channel Divinity: Turn Undead: 1
        • As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

          A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
          • Recovery: Short
      • 2nd: Channel Divinity: Path to the Grave
        • Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

          As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
      • 5th: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
        • 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.
        • Those who share your religion will support you (but only you) at a modest lifestyle.
  • Dram | Targarious LongShank | Half-Elf | Rogue (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Elvish, Undercommon, Thieves’ Cant
      Spells: None.

      Features:
      • Fey Ancestry:
        • You have advantage on saving throws against being charmed.
        • Magic can’t put you to sleep.
      • 1st: Expertise (Perception, Stealth)
      • 1st: Sneak Attack (1d6)
      • 2nd: Cunning Action (Bonus Action to Dash, Disengage, or Hide)
      • 3rd: --
      Background: Variant Criminal: Spy
      • Feature: Criminal Contact
        • You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
[/list]


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:?
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Re: Group 2, Episode 2: Greenest in Flames

#65 Post by BearSiren817 »

Stifled whimpering sounds can be heard
...

Does this sound like Villagers? Or Kolbolds dealing with the fire? Or should I roll to see?
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Re: Group 2, Episode 2: Greenest in Flames

#66 Post by dmw71 »

BearSiren817 wrote:Does this sound like Villagers? Or Kolbolds dealing with the fire? Or should I roll to see?
These are not kobold sounds.
:?
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Re: Group 2, Episode 2: Greenest in Flames

#67 Post by BearSiren817 »

Catarina signals to Targ in thieves cant. “Villagers inside”. Realizing Kañ-Dem does not know the unfairly termed sign language (she’s not a thief!) she whispers to him “signal the others” She will enter the door depending on others actions! Feisty kitty always wanting to go go go.
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Re: Group 2, Episode 2: Greenest in Flames

#68 Post by GreyWolfVT »

Grimbul rushes into the house having heard the whimpering sounds and draws his hand axe and hammer as he enters the home.

Initiative [1d20+1] = 4+1 = 5
Last edited by GreyWolfVT on Fri Mar 15, 2019 2:24 pm, edited 1 time in total.
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Re: Group 2, Episode 2: Greenest in Flames

#69 Post by Pulpatoon »

Kañ-Demir begins to communicate by signs to the other group to rush the front door, but shrugs when he realizes that Grimbul is doing so anyway. He then turns and follows Catarina and Tarq to the side door.
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Re: Group 2, Episode 2: Greenest in Flames

#70 Post by Scott308 »

Dureau Sathaos

The cleric follows the more headstrong party members inside, casting Toll the Dead on a kobold, ideally one that has been injured.
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.

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Re: Group 2, Episode 2: Greenest in Flames

#71 Post by dmw71 »

Initiative Order
  • 16: Tarq, Dureau
  • 13: Urth
  • 8: Kañ-Demir
  • 6: Catarina
  • 3: Grimbul

Raiders
"Kontora," Catarina quietly whispers to Tarq positioned next to her; drawing a quizzical look from Kañ-Demir, standing between them. "Lim dodgies amon," the tabaxi continues in the cryptic thieves' cant. Tarq nods his understanding.
"Holdup."
"Five innocents held hostage."
Across the door, Grimbul bursts through the door launching a more hasty intervention!

The dwarf is able to quickly survey the interior of the structure he finds himself in.

The floor is coated in a white, powdery substance and is now littered with small, clawed footprints. The air appears cloudy, and his eyes register on minuscule white particles drifting to the ground after bags of flour were simply torn apart, spilling their contents everywhere!

Mounted shelves line the walls throughout; wooden display cabinets and racks, some now tipped over, are found in either direction; two low, cushioned seating benches back against the wall on either side of the main door; a table with four chairs.

A safe.

Seven kobolds.



Grimbul looks --
  • Straight Ahead
    Just in front of him, maybe 15-feet in front of his position, a portly, middle-aged man wearing an apron huddles on the floor with his arms wrapped around his wife and three children.

    To his left
    Two kobolds are to his left, flanking the door in the southern wall, waiting to ambush anyone unexpected passing through.

    To his right
    A trio of kobolds surround the safe, attempting to pry it open with crude daggers; while another pair of kobolds are stuffing their faces with tasty treats they're ripping from the display cases.

The kobolds stop what they're doing and turn to face their unexpected dwarven guest. They snarl, and appear ready to abandon their current plans in order to eliminate this interruption.




---

I'm updating from work, so no map for this one. I may add one later if 'theater of the mind' is proving to be problematic.

I know others declared general follow-up actions, but I'm halting things after Grimbul's move and setting the scene there. No surprise.



Please declare any movement and/or actions for round 1.

---




Date: 08 Kythorn 1489
Time: 20:39
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • None.
Spells in Effect:
  • None
---

Character Status
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      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.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • 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: Far Traveler
      • Feature: Optional Feature: Dragon Scholar
        • You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
          • Note: This has been modified to limit this study and familiarity to just metallic dragons, not those of the chromatic variety.
  • Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20-5 = 15 (+5) | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No (Devil's Sight to 120-feet) | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 12
      • Insight: 10
      Languages: Common, Draconic
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 2
        • Slot Level: 1st
      Spells Known: 3 Cantrips Known: 2 ( Eldritch Blast, Prestidigitation )
      Invocations Known: 2

      Features: Otherworldly Patron Features:
      • 1st: Dark One's Blessing
        • When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
      • 6th: --
      • 10th: --
      • 14th: --
        ---
      • Fiend Expanded Spells
        • 1st: Burning Hands, Command
        • 2nd: --
        • 3rd: --
        • 4th: --
        • 5th: --
      Background: Soldier
      • Feature: Military Rank
        • Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank.
        • You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use.
        • You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24-5 = 19 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2
        • 2nd: --
      Spells Known: 2 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
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 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.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      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
        • Cook's Utensils, Horn, Mason's Tools
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
          • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
          • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
          • 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.
            • For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: Far Traveler (Dwarf)
      • Feature: All Eyes on You
        • 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 people.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead )
      • Circle of Mortality: Spare the Dying
        • Does not count against the number of cleric cantrips you know.
        • For you, it has a range of 30 feet,
        • It can be cast it as a bonus action.
      Features:
      • 1st: Spellcasting
      • 1st: Divine Domain: Grave Domain
      • 1st: Circle of Mortality
        • When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
        • In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
      • 1st: Eyes of the Grave: 3
        • As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
        • This sense doesn’t tell you anything about a creature’s capabilities or identity.
          • Recovery: Long
      • 2nd: Channel Divinity: Turn Undead: 1
        • As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

          A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
          • Recovery: Short
      • 2nd: Channel Divinity: Path to the Grave
        • Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

          As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
      • 5th: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
        • 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.
        • Those who share your religion will support you (but only you) at a modest lifestyle.
  • Dram | Targarious LongShank | Half-Elf | Rogue (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Elvish, Undercommon, Thieves’ Cant
      Spells: None.

      Features:
      • Fey Ancestry:
        • You have advantage on saving throws against being charmed.
        • Magic can’t put you to sleep.
      • 1st: Expertise (Perception, Stealth)
      • 1st: Sneak Attack (1d6)
      • 2nd: Cunning Action (Bonus Action to Dash, Disengage, or Hide)
      • 3rd: --
      Background: Variant Criminal: Spy
      • Feature: Criminal Contact
        • You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
[/list]


Rolls
  • None
Last edited by dmw71 on Fri Mar 15, 2019 8:16 pm, edited 1 time in total.
Reason: Edit: Three kids, not two.
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Re: Group 2, Episode 2: Greenest in Flames

#72 Post by Pulpatoon »

Kañ-Demir shifts his weight back and forth on his feet, and looks anxiously from Catarin to Tarq. He whispers, "Why do we wait? What should we do?"
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Re: Group 2, Episode 2: Greenest in Flames

#73 Post by GreyWolfVT »

Grimbul with his two weapons in hand decides to rush and attack the two kobolds on his left closest to him. using Two-Weapon Fighting He attempts to swing his axe at one kobold and his hammer at the other.

Light Hammer [1d20+4] = 9+4 = 13 to hit, [1d4+4] = 2+4 = 6 damage
Handaxe [1d20+4] = 11+4 = 15 to hit, [1d6+2] = 6+2 = 8 damage
Last edited by GreyWolfVT on Mon Mar 18, 2019 11:33 pm, edited 1 time in total.
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Re: Group 2, Episode 2: Greenest in Flames

#74 Post by Scott308 »

Dureau Sathaos

The cleric waits for those at the door to enter, following after them.
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Re: Group 2, Episode 2: Greenest in Flames

#75 Post by BearSiren817 »

Sounds like they went in. Let’s go!

(A little down in the initiative so Catarina will wait until the two with her enter and hopefully base a kolbold so she can use her sneak attack).
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Re: Group 2, Episode 2: Greenest in Flames

#76 Post by Computer +1 »

Urth Stormwind
Urth follows the others and too wait for those in front to enter the door. The large crashing sound he attributes to Grimbul and inwardly winces. We can’t leave him alone in there! he shouts to urge those in front on.

As soon as the door is opened he will move in with the others and attack any enemies to be found.

initiative :
[1d20] = 20

Eldrich Blast Attack:
[1d20] = 18
[1d10+3] = 5+3 = 8
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Re: Group 2, Episode 2: Greenest in Flames

#77 Post by BearSiren817 »

Catarina will enter if no one is based that she can use sneak attack with she will shoot her bow.

Shortbow no sneak:
([1d20+5] = 11+5 = 16 [1d6+3] = 4+3 = 7)

Rapier with sneak (minus the extra d6 w/o if she ends up based with someone while entering and they aren’t based with ally):
[1d20+5] = 1+5 = 6 [1d8+3] = 2+3 = 5 ([1d6] = 6)

Using her bonus action if necessary she disengages and steps away from any Kolbolds.
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Re: Group 2, Episode 2: Greenest in Flames

#78 Post by Pulpatoon »

Kañ-Demir enters the space, adopting a defensive posture until he can assess the situation in doors. Dodge action.
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Re: Group 2, Episode 2: Greenest in Flames

#79 Post by Dram »

Tarq- Seeing Dwarf charge in. Tarq follows drawings S.sword.


Atacking any that charge his direction.
S.sword tohit[1d20+5] = 6+5 = 11 to dam[1d6+3] = 3+3 = 6
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Re: Group 2, Episode 2: Greenest in Flames

#80 Post by dmw71 »

Just quickly threw this together. I'm adding it now, for reference, and will include an updated version of it again once I work through the round 1 actions later tonight.
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I will point out, however, that for the group at the corner, it will take a good amount of movement in either direction to reach an entrance.
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