Group 2, Episode 2: Greenest in Flames

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Group 2, Episode 2: Greenest in Flames

#1 Post by dmw71 »

Greenest, still a few short miles away, is being attacked by a dragon!
Greenest in Flames.jpg
Greenest in Flames.jpg (138.24 KiB) Viewed 2327 times
Clang!

Warning bells.


Catarina, cursed with apocalyptic dreams, has been driven to Greenest.
  • No town. No answers!

Urth, having recently been in a scuffle with a group of ruffians, was told that the Cult of the Dragon never forgets... apparently being the grandson of a renowned dragon slayer doesn't come without incident.
  • Hanging low in Greenest sounded like a good idea -- and maybe still can be?

Targ, having grown up in the area, was recently summoned by his childhood friend, Ontharr Frume, asking him to meet him at Greenest; if he can, he will meet him there.
  • No town; no potential reunion.


Clues as to the potential whereabout of his close childhood friend drive Kañ-Demir to Greenest.
  • She -- and the town -- need to be saved!

Dureau, survivor of an attack which resulted in his family being slaughtered, learned that his attackers were members of the Cult of the Dragon. Seeking vengeance, he has three names on a hit list... the next name is rumored to be, or have been, in Greenest.
  • No one, or nothing, can kill your targets except you!

Seeing the dragon looming overhead is enough to drive Grimbul, the grumpy dwarf, seemingly looking for a reason to release his pent up frustrations.



"To Greenest!"



Hurrying along the Uldoon Trail past the outlying structures leading up to the town proper, the group rushes to the defense of the town, which is just north of the road you've been following.

As you continue your approach, you notice flickering torches in the streets below, flowing towards the keep in the center of town.

Overhead, a massive blue dragon dives at a barracks and slaughters a hoard of emerging guardsmen with its terrifying lightning breath. Its latest bout of damage inflicted, the climbs out of harm's way, and begins a large circle over the town, seemingly surveying the area for its next target.

Throughout the burning town, invaders hunt and, when met with resistance, slaughter.


Greenest, now within yards, not miles, is without walls or a palisade and allows easy access. If there were any guards positioned at this western entrance, they've been pulled away to deal with the many pressing issues.


This western section, at least for now, seems largely unaffected by the ongoing raid, but it's only a matter of time based upon the activity seen during your approach.

Suddenly, without warning, five humans dash out from between a wooden building on your left. A limping man leading three young children race to a four-way intersection and lumber left, heading into town. A woman, carrying a round shield and a broken spear, stops before the intersection and turns back to face the direction from which she came.
Fleeing Family.jpg
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What looks like nine kobolds stream out of the alley on the family’s heels and fan out around the woman, encircling her.

The woman grips her spear tightly, seemingly determined to delay the creatures for as long as possible.



---


Actions!

If those actions involve combat, please also include your initiative roll plus any action/movement.


Notes:
  • It's just after sunset, resulting in a dim light condition. If you don't have darkvision, you will suffer disadvantage on Wisdom (Perception) checks that rely on sight;
  • Where there are multiple creatures using the same token (e.g. dagger, spear, sword), I am adding a different colored circle next to each unique marker. Please use these color/weapon combinations to identify your target, if needed (e.g. red dagger, blue spear, green sword);
  • Monster names appear below the token; their color will appear on the bottom left-hand side of the token (when a token is rotated, the color also rotates its position;
  • Here is the map scale:
    Scale.jpg
    Scale.jpg (33.37 KiB) Viewed 2327 times
    • However, for combat purposes, assume each square is 5-feet.
---[/ooc]



Date: 08 Kythorn 1489
Time: 21:20
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • Dim Lighting
    "In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight."
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 | 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 | 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: 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.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Re: Group 2, Episode 2: Greenest in Flames

#2 Post by Pulpatoon »

Kañ-Demir shudders under the weight of a dragon flying overhead. His people believe that there is special terror to dragons—beyond the animal fear of a powerful predator—because dragons are, fundamentally more real than the world around them. To be in the presence of a dragon is to know that you are little more than a dream.

He loses vital seconds to these thoughts, but what does a monk learn, if not abnegation of the self? If he is a dream, he shall be a dream of valor!

He puts aside his doubts and sprints forward, initially looking for people to rescue from burning buildings, but, as the scene unfolds before him, he quickly changes course to attack the kobolds. He knows that he won't reach them in time to stop their chance to attack, so he stops mid-sprint and bellows an echoing Steppes challenge, hoping to distract some of the kobolds from their intended victim.
Initiative [1d20+2] = 1+2 = 3Lost in thoughts about dragons and the nature of being.
Kañ-Demir runs half the distance to the kobolds, and then Dodges any attacks directed at him until his next turn.

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Re: Group 2, Episode 2: Greenest in Flames

#3 Post by BearSiren817 »

Catarina wants to help the woman in trouble. She shoots her bow at the blue spear Kolbold.

Initiative:
[1d20+3] = 4+3 = 7

Bow:
([1d20+5] = 12+5 = 17 [1d6+3] = 3+3 = 6)

She moves up to the building in front of her and uses her bonus action to try and hide.

Stealth:
[1d20+7] = 14+7 = 21
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Re: Group 2, Episode 2: Greenest in Flames

#4 Post by GreyWolfVT »

Grimbul takes up his bow and aims for a sword wielding kobold near to the mother. Blue sword kobold nearest to the PCs

Initiative [1d20+1] = 2+1 = 3

Longbow [1d20+3] = 2+3 = 5 to hit. [1d8+1] = 3+1 = 4 damage
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Re: Group 2, Episode 2: Greenest in Flames

#5 Post by Dram »

Tarq takes up his bow and moves to the corner of the building.

Initiative roll[1d20+3] = 13+3 = 16

S. bow tohit[1d20+5] = 17, todam[1d6+3] = 7

Using his bonus action-Tarq takes a hiding position behind the building he is standing in front of.

Stealth roll[1d20+7] = 4+7 = 11
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Re: Group 2, Episode 2: Greenest in Flames

#6 Post by Computer +1 »

Urth Stromwind

The sight of the dragon makes Urth’s knees tremble. Urth knows that they cannot face the dragon head on and live. Seeing the town in danger makes Urth put his fear aside and move towards the helpless.

When Urth sees the kobolds he doesn’t think he reacts. He casts Eldrich Blast at the closest target.
[1d10+3] = 3+3 = 6

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Re: Group 2, Episode 2: Greenest in Flames

#7 Post by dmw71 »

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

Round 1
Two kobolds fall, almost immediately, as Tarq with his shortbow and Dureau with his crossbow loose projectiles which strike the unsuspecting targets in their backs with enough force to kill them.

Urth, knees still trembling at the impressive -- and imposing -- sight of a massive dragon circling overhead, advances forward a bit, taking a path behind the wooden building in front of him, and, after quietly speaking a few arcane phrases and gesturing with his hand, he sends a beam of crackling energy streaks toward the nearest kobold, but the creature just happens to coincidentally dip its head at the last moment which causes the burst of arcane energy to flash harmlessly overhead.

The errant blast attacks the attention of a pair of kobolds -- one with a sword, one with a dagger and shield -- which, seeing only a single target, rush at the warlock! Cognizant of potential damage the elongated blade of the sword could cause, Urth focuses all his attention on avoiding its strike -- but does feel a sting in his side as the tip of a dagger sinks into his side (-5), drawing blood which begins to stain his leather armor.

A loose kobold, unable to find an opening to join in on the attack against the woman, spots the arrival of the group, creeps forward a bit, and begins twirling its right arm overhead. Targeting Grimbul, the kobold looses a sling stone with near perfect aim, striking the dwarf in his forehead (-5); a blow that will almost certainly leave a welt. The kobold seeks full cover and dips behind a building.

The woman, facing four kobolds, suffers a spear strike and a dagger strike before eventually succumbing to her injuries. She drops her makeshift staff as she collapses into an unmoving heap. The husband, hearing the screams from his wife, urges his children on as he continues to badly limp out of harms way.


Catarina, wanting to come to the woman's aid, advances to the small wooden building in front of her. Before dipping behind it and gaining full cover, she lets loose an arrow and drops one of the kobolds parading over the woman's body.

Kañ-Demir casts aside any doubts or fears he initially allows to creep into his mind, then sprints forward, stopping at the edge of a larger shop, pinning his back against the wall and preparing to defend himself.

Grimbul, his aim suffering from the swelling beginning to develop above his left eye, sends a wild arrow flying harmlessly overhead all the tiny creatures.
R1.jpg
R1.jpg (125.89 KiB) Viewed 2301 times

The dragon continues to circle overhead.



---



Please declare any Movement and/or Actions for round 2.

---




Date: 08 Kythorn 1489
Time: 20:19
  • 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 | 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: 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
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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

#8 Post by Pulpatoon »

Kañ-Demir completes his sprint to the kobolds, and attacks the nearest one with a staff strike followed quickly by a spinning kick.
He calls to the woman, "What has befallen this town? Can you tell is anything of the enemy?"

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Scott308
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Re: Group 2, Episode 2: Greenest in Flames

#9 Post by Scott308 »

Dureau Sathaos

The cleric points a finger at the kobold Kan-Demir attacked as the sound of a bell rings out nearby. He then utters a few words as he points to the fallen woman.
Toll the Dead (WIS 13): [1d8] = 3; if injured: [1d12] = 12
He will cast Spare the Dying on the woman. He has 30' range on that. I think he is 30' away, if not he will step a bit closer to ensure he is in range.
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Dram
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Re: Group 2, Episode 2: Greenest in Flames

#10 Post by Dram »

Tarq knocks another arrow and moves quickly around the 2 buildings to the south seeing the Red sword Kobold and fires a arrow.

Initiative roll[1d20+3] = 13+3 = 16

S. bow tohit[1d20+5] = 11+5 = 16, todam[1d6+3] = 6+3 = 9

Unless we meet each other around the corner. :o
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Re: Group 2, Episode 2: Greenest in Flames

#11 Post by GreyWolfVT »

Grimbul tucks his bow away and takes up his hammer and charges in to the fight going for the dagger wielding kobold directly in front of him some feet/yards away. I think this is a green dot with a dagger new whomever has the large red X over them.

Light Hammer [1d20+4] = 4+4 = 8 to hit, [1d4+4] = 1+4 = 5 damage
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Re: Group 2, Episode 2: Greenest in Flames

#12 Post by BearSiren817 »

Catarina will pop back out shoot at the nearest target and try and hide again. I trust your rolls for shooting and stealth.
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Re: Group 2, Episode 2: Greenest in Flames

#13 Post by Computer +1 »

Urth Stormwind

Gahhh Urth yells as the kobold stabs him with the dagger. He summons the demonic energy inside himself and angrily casts Hellish Rebuke on the kobold who hurt him.

No atack roll for me, the kobold has to make a saving throw

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Re: Group 2, Episode 2: Greenest in Flames

#14 Post by dmw71 »

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

Continued: Round 1
After feeling the sting of a dagger piercing his side, Urth instantly reacts by unleashing his fury and retaliates against the creature that damaged him, surrounded it with hellish flames! The creature cries in pain, and turns its back, fully intending to flee at its next opportunity.


Round 2
Tarq nocks another arrow as he hurries around the two buildings to his left, hoping to locate the kobold with the sword and sling. Just barely able to reach the corner of the second building, around which he suspects his target his hidden, he peers around and releases his arrow, striking the unsuspecting kobold in the back of the neck -- the creatures falls forward, dead.

Uttering some divine words as he takes a few steps, Dureau points a finger at one of the kobolds standing over the fallen woman. As a bell tolls, the creature, looking as if it is shaking off some unseen attack, seems to overcome whatever was targeting it as it returns to full alertness, and begins scanning the area as if looking for its unknown mental assailant.

A few more divine words and the cleric is able to stabilize the woman, sparing her from death.

Urth, his side still stinging from the dagger prick moments earlier, continues his reign of hellish magic, sending a beam of crackling energy streaking at his sword-wielding opponent, eviscerating it! Then, as the kobold with a dagger does attempt to flee, the warlock quickly switches to his mace and, with a solid thud, extracts his revenge -- successfully eliminating both threats against him.


The kobolds standing over the fallen woman, noticing the tide of the battle quickly turning against them, all turn and flee!

Catarina, watching as her opponents begin to flee, rushes forward, stopping just before the form of the fallen woman, then unleashes an arrow at the group of fleeing menaces -- killing the slowest of the bunch with a near perfect shot.

Kañ-Demir sprints to the kobolds, prepared to unleash a series of martial attacks against the foes, but finds an absence of targets once he arrives. The monk stops at the side of the fallen woman, next to Cat, and feels an urge to fling a dart at the fleeing pests, but resists. Instead, he kneels at the woman's side and, uncorking his waterskin, begins to slowly administer her a few drops of liquid nourishment.

Grimbul tucks his bow away, switching to his hammer, and rushes forward, but his shorter dwarven legs barely allow him to reach the rest where the melee conflict recently ended.
Break.jpg
Break.jpg (210.12 KiB) Viewed 2272 times
With the immediate threat seemingly alleviated, the group is able to take a quick breath and survey the situation.

The town, while small, feels quite large when you're standing within it.

The majority of the group stands at what is essentially a four-way intersection, surrounded by random wooden buildings -- a seeming mixture of homes and shops.

Throughout town, cultists seem intent on trying to set buildings ablaze as they move, but find that thatch isn’t as flammable as it looks, and most of the flames which do sprout up in places appear to come from haystacks and barns, not from homes or shops.

From seemingly all sides except, but mostly in towards the town proper, the sounds of revelry from raiders and looters ring out. The attackers are very present, and in large numbers.

Keep Scatterheart, in the center of town, looms in the not-too-far distance off to the southeast -- with a giant dragon circling overhead.

The unconscious woman lies stable, while the husband and children are not immediately spotted, and appear to have disappeared somewhere deeper into town.



---


Actions?

---




Date: 08 Kythorn 1489
Time: 20:20
  • 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 | 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: 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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Scott308
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Re: Group 2, Episode 2: Greenest in Flames

#15 Post by Scott308 »

Dureau Sathaos

The cleric is content to ignore the fleeing kobolds, he has a more important task to deal with. Hurrying to the fallen woman, he utters a prayer of healing, placing his hands upon her to allow the healing energy to flow through her (11 hp healed). Kelemvor does not claim you this day.
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Re: Group 2, Episode 2: Greenest in Flames

#16 Post by Dram »

Tarq-rushes to to comrades near the wounded woman. If he sees any of the cultist he will fire a arrow trying to wound them. Lets take one of these cultist alive for information.

S. bow tohit[1d20+5] = 2+5 = 7, todam[1d6+3] = 4+3 = 7
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Re: Group 2, Episode 2: Greenest in Flames

#17 Post by GreyWolfVT »

Grimbul "I'd just assume kill em all damned kobold scum." the ranger says showing his distaste for the kobolds.
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Re: Group 2, Episode 2: Greenest in Flames

#18 Post by Pulpatoon »

Kañ-Demir, knowing that the fallen woman is in more capable hands than his, climbs one of the nearby houses in order to get a better look at the array of cultists, in hopes of finding the next group they could tackle.

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Re: Group 2, Episode 2: Greenest in Flames

#19 Post by dmw71 »

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

Round 3
Tarq rushes forward, and seeing the woman already surrounded and being tended to, turns to take aim at the fleeing kobolds. He looses an arrow despite the fact his shot is anything but clear, and curses as his arrow sinks into the branch of a tree the kobolds are just about to duck behind. "Let's take one of these cultists alive for information," he suggests. "I'd just assume kill 'em all; damned kobold scum," Grimbul grumbles.

"Kelemvor does not claim you this day," Dureau says, channeling a dark necrotic energy which staves off death's calling from the woman; who gasps as her breath once again fills her lungs. "Thank you," she says, weakly.

Kañ-Demir, knowing that the fallen woman is in more capable hands than his, makes for the nearest structure, a one-story wooden structure, and attempts to climb to the roof. Reaching for the roof, he feels the thatch give way, but manages to keep his hold. While unable to make it completely to the roof, the monk, from his still elevated position, is able to take in more of the immediate surroundings:
Situation.jpg
Situation.jpg (208.22 KiB) Viewed 2257 times
There are patches of locals, and raiders, with little overlap. The townies appear to be heading further into town, in the general direction of the keep, while the looters seem more interested in harassing those that have remained in their homes or shops. At least here, the numbers of locals and raiders are approximately even.


Suddenly, a looming shadow of a large overhead object glides across your path but continues north. The shadow, created by the giant blue dragon, makes towards the keep -- then stops. Massive, leathery wings flap as the dragon hovers in position, maybe 50-feet in the air. Its frightful effect causes the few townsfolk still out to scream in panic and flee in the most convenient direction away from the giant attacking lizard. The keep guards atop the parapet, maybe 20 or so in total, largely seem to have weathered or overcome this fearful effect, and mount a meager defense.

A pair of guards wheel around a ballista, taking aim.

Then --

A flash, as a bolt of light streaks across the sky, targeting the keep. The stonework begins to weaken where the strike occurs, and rubble tumbles down below, scattering those just beneath it. The handful of guards in the targeted area attempt to dive out of the way of the blast, but two of them get struck -- their bodies sizzle, and their death is swift, and hopefully painless. One of electrocuted falls between a pair of crenelations and tumbles over the ledge face first, ending in a billowing cloud of dust as they contact the ground below.

Twang!

The ballista is fired, and the giant spear just misses as the hovering blue dragon dips out of the way -- then flaps its wings and ascending quickly, relocating out of harm's way and back into its circle pattern.


---

Scott, I'm assuming this is a 'Cure Wounds' spell with your 'Circle of Mortality' feature?

As for the map, now that you're out of combat, I'm reverting to the proper scale (where each square is roughly 20-feet; not 5-feet) since using the full-size tokens really obliterates the scale. Instead, I am going to use the blue circle to represent the PC; the red squares to represent groups of obvious bad guys, and green squares to represent larger groups of townsfolk.



Actions?

---




Date: 08 Kythorn 1489
Time: 20:21
  • 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 | 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
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

BearSiren817
Pathfinder
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Posts: 309
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Re: Group 2, Episode 2: Greenest in Flames

#20 Post by BearSiren817 »

“Let’s keep helping the towns people to safety.” . Catarina will make her way towards the closest group trying to hide along the way.

Stealth
[1d20+7] = 17+7 = 24
Azalea, 1st level Rogue, Dave’s Urban Campaign

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