Group 1, Episode 1: Greenest in Flames

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Monsieur Rose
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Re: Group 1, Episode 1: Greenest in Flames

#261 Post by Monsieur Rose »

Rumble

Rumble looks up the side of the temple, hoping for a higher entryway. "I'm going up to find a way in. Don't be afraid to name drop when you ask them to open up."

Rumble jumps up and starts trying to climb up the temple.

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Re: Group 1, Episode 1: Greenest in Flames

#262 Post by Gerrin »

Tannaris Vethykos

Staring at the crumpled bodies of the final kobolds.

"They had surrendered. Why did you kill them?"

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Re: Group 1, Episode 1: Greenest in Flames

#263 Post by ravenn4544 »

Bren looks at the two skeptically while agreeing with Tannaris, "Bahamut preaches mercy for the weak and powerless. They indeed were trying to surrender and you slew them...."

He'll stand by the door and peer in. He'll call out quietly, hailing the lord of the keep and asking if the temple occupants are in need of help.

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Re: Group 1, Episode 1: Greenest in Flames

#264 Post by drpete »

Oskar will examine the downed cultists. How easy/difficult will it be to move the unconscious guy back to the keep? Do the cultists have anything notable, like cult robes or unholy symbols, or anything that might indicate what cult they are in, or might give us a chance to disguise ourselves as cultists?

If Bren is able to get someone's attention inside the keep, Oskar will add his voice to Bren's, letting the people inside know "We're from the Governor Nighthill, we're here to rescue you!"

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Re: Group 1, Episode 1: Greenest in Flames

#265 Post by Monsieur Rose »

Rumble

Rumble calls back from the side of the temple. "We don't have time for chatting. They are enemies. It's not more complicated than that."

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Re: Group 1, Episode 1: Greenest in Flames

#266 Post by dmw71 »

Bren and Oskar, can you give me Charisma (Persuasion) rolls?
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Re: Group 1, Episode 1: Greenest in Flames

#267 Post by ravenn4544 »

Bren

Charisma (16) [1d20] = 10

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Re: Group 1, Episode 1: Greenest in Flames

#268 Post by drpete »


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Re: Group 1, Episode 1: Greenest in Flames

#269 Post by dmw71 »

Rear Door
"They had surrendered. Why did you kill them?" Tannaris wonders aloud as he stares at the crumbled bodies of the final kobolds. "They are enemies. It's not more complicated than that," Rumble offers, taking a brief moment as he comes off his rage to entertain the query. "No time for chatting," the barbarian continues as he scans the structure of the temple exterior.

The temple is a large, square building constructed of fieldstone with a peaked slate roof. With the exterior walls reaching a height of a dozen feet or so, it is taller than most other buildings in town, but Rumble makes his way over to the corner of the inset section of the structure the back door is set into. "Don't be afraid to name drop when you ask them to open up," he adds, settling on the best available hand and footholds in preparation for his ascent.


Bren, in moral agreement with Tannaris, shakes off the debate over the slaughter, at least for the time being. Edging up to the rear door, he attempts to peer in between the vertical wood slats, but finds the gaps are narrow enough, with some sort of paste applied to them in sections in an apparent attempt at insulation, and is unable to make out little more than brief glimpses of darkness moving against the light background. "Hail there," the sorcerer quietly calls, looking to capture someone's attention, but seemingly without result.

Now that the choas of combat has subsided, a loud, banging sound can be heard from the far side of the temple. Maybe ten seconds later, another. Ten seconds later, yet another. A few muffled, panicked cries can heard after each repetition.

The bashing sound must be the improvised battering ram being used on the front door! No saying how much longer the temple's main doors will be able to withstand the still determined efforts. Potentially not much longer.


Oskar suggests to the dragonborn he mention Governor Nighthill's name once contact is hopefully established before quickly turning his attention to the downed cultists, both of which are human.

The deceased cultist, wrapped in an older brown robe, lies further away from the sorcerer's current position, but is estimated to have stood maybe five and a half feet tall. He was definitely more frail than his companion.

The unconscious cultist, in Bren's immediate area of focus, is wearing a weathered, dark blue robes with tattered ends. While only a few inches taller than his deceased companion, he is far more stocky. Pulling back the hood of this unconscious cultist reveals the man to have a darker complexion with short, curled brown hair a full beard and moustache.

Edit:
Oskar's inspection reveals, beneath their robes, the cultists were wearing leather armor. The unconscious cultist, which is the form being inspected by the rogue, also wears a belt with a small leather pouch with a fold-over top beneath his robes. Aside from the robes, the appearance of the cultist lacks any distinguishing marks or features and seems to be no different from anyone else.



While moving either man won't be overly difficult, doing so for a long distance won't necessarily be a easy task. But possible.


As Strega slinks to the middle of the group, seeking cover in the masses as she labors from her injuries, notes the handful of kobold bodies scattered throughout the area.
Rear Door.jpg
Rear Door.jpg (79.22 KiB) Viewed 1556 times
She guesses the patrolling group of cultists should be set to be making their return circle around this southern entrance soon -- maybe a minute from now.





---

A few notes:
  • drpete, can you please provide me an Intelligence (Investigation) check for Oskar?
  • Monsieur Rose, it'll be a relatively simple task (DC: 8), but can you please make me a Strength (Athletics) check (with Advantage due to your Cat's Claws feature) to scale the wall (rule) since there is a slight chance for failure?
  • No immediate map update. I will try to add one later, from home. Or in my next update. -- Added



Actions?

---




Date: 08 Kythorn 1489
Time: 22:30
  • Sunrise: 05:57
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions Spells in Effect:
  • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 09 Kythorn @ 5:04
Healing Kit (Montero)
  • Oskar: 1, 0 | Bren: 1 | Strega: 1, 0 | Tannaris: 1, 0 | Rumble: 1 | Quaalxor: 1
---

Character Status
  • drpete as Oskar Loderr | Male | Lawful Good | Dwarf (Mountain) | Rogue (2) | HD (1d8): 2 | HP: 20+1-5 = 16 | AC: 13 | SP: 25' | Initiative: +2 | Darkvision: Yes | Inspiration: Yes | Background: Clan Crafter | Senses: Perception: 15, Investigation: 14, Insight: 13
    Languages: Common, Dwarvish, Thieves' Cant
    Weapons: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2)
    Spells:
    • None.
    Actions: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2) Bonus Actions: Two-Weapon Fighting, Cunning Action (Dash, Disengage, or Hide)
    Reactions: Opportunity Attack

    Features
    • Dwarven Resilience: Poison (Dwarf)
    • Tool Proficiency: Mason's Tools (Dwarf)
    • Stonecunning: Intelligence (History) on Stonework. (Dwarf)
    • Dwarven Armor Training: Medium armor (Mountain Dwarf)
    • Expertise: Perception, Thieves' Tools (Rogue, 1)
    • Sneak Attack (1d6) (Rogue, 1)
    • Thieves' Cant (Rogue, 1)
    • Cunning Action: Dash, Disengage, or Hide (Rogue, 2)
  • ravenn4544 as Brenzavur Fyrebrand | Male | Lawful Good | Dragonborn (Brass) | Sorcerer (2) | HD (1d8): 2 | HP: 18-4 = 14-5 = 9 | AC: 15 | SP: 30' | Inspiration: Yes | Background: | Acolyte | Senses: Perception: 9, Investigation: 9, Insight: 11
    Languages: Common, Draconic
    Weapons: Quarterstaff (+2, 1d6|1d8)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3, 2, 1
      • 2nd: --
    Spells Known: 3 Cantrips Known: 4 (Fire Bolt, Light, Mage Hand, Prestidigitation)
    Actions: Quarterstaff (+2, 1d6|1d8), Fire Bolt (+5, 1d10, 120'), Chromatic Orb (+5, 3d8, 90'), Breath Weapon (2d6, Dex DC 12 for half, 30' line), Sorcery Points
    Bonus Actions: Two-Weapon Fighting, Convert Sorcery Points
    Reactions: Opportunity Attack

    Features
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19-8 = 11-5 = 6-6 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )
      Features:
      • Relentless Endurance: 1, 0
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2, 1, 0 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20-10 = 10-9 = 1-4 = 0+9 = 9+6 = 15 | AC: 13 (Mage Armor: 16) | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3+1 ( Fire Bolt, Ray of Frost, True Strike ) Features:
      • Fey Ancestry
        • You have advantage on saves against being charmed, and magic can’t put you to sleep.
      • Trance
        • You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind: 1, 0
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24-1 = 23-3 = 20-3 = 17-7 = 10 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      Spells: None
      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • 1st: Rage: 2, 1, 0
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
        • You can also end your rage on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
    • Daisy | Draft Horse | AC: 10 | HP: 22-3 = 19-8 = 11(-5) (-5) = 1 | SP: 40'
      • STR: 18 (+4), DEX: 10 (0), CON: 12 (+1), INT: 2 (-4), WIS: 11 (0), CHA: 7 (-2)
      • Passive Perception: 10 | Attack (Hooves): +6 to hit (5-foot reach), 2d4+4 (bludgeoning)
  • Ahlmzhad | Quaalxor | Dwarf (Mountain) | Fighter (2) | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d10) | HP: 20-4 = 16-6 = 10+9 = 19-10 = 9 | AC: 16 | SP: 25' | Initiative: +1 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 13
      Languages: Common, Draconic, Dwarvish

      Spells: None

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Smith's Tools
      • 1st: Fighting Style: Great Weapon Fighting
        • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
        • The weapon must have the two-handed or versatile property for you to gain this benefit.
      • 1st: Second Wind: 1
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Long
      • 2nd: Action Surge: 1
        • On your turn, you can take one additional action.
          Recovery: Short
      • 3rd: --
      Background: Guild Artisan / Guild Merchant
      • Feature: Guild Membership
        • As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

          Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

          You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

Marching Order
  • 5-Foot
    Oskar
    Quaalxor
    Rumble
    Strega
    Bren
    Tannaris


    10-Foot
    Rumble | Tannaris
    Bren | Oskar
    Strega | Quaalxor

Rolls
  • None
Last edited by dmw71 on Thu May 30, 2019 5:46 pm, edited 4 times in total.
Reason: Edit: Adding map, Edit 2: Updated footer for Oskar and Bren
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Re: Group 1, Episode 1: Greenest in Flames

#270 Post by Monsieur Rose »

Rumble

Strength check: [1d20] = 18

Rumble starts his ascent. When he reaches the roofline, he climbs over and starts looking for another entrance. A window, a bell tower, a hatch.

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Re: Group 1, Episode 1: Greenest in Flames

#271 Post by Rex »

Strega

Whispering to the others, "We are going to have company soon."

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Re: Group 1, Episode 1: Greenest in Flames

#272 Post by drpete »

Oskar

After checking out the bodies, Oskar will go over to the door and try to get it open, if the people inside won't help...

Oskar will pull off the unconscious cultist's robe, and put it on, in an attempt to disguise himself as one of the cultists. He suggests that Tannaris do the same...

I don't have a disguise kit, but maybe guy with beard in a robe is enough...? Should I make a roll, maybe intelligence without an equipment modifier to try to make it look convincing from a distance?

Investigation: [1d20+4] = 15+4 = 19 - Requested investigation roll.

Attempting to get the door open...
Door opening: [1d20+4] = 6+4 = 10
Last edited by drpete on Mon Jun 03, 2019 2:50 pm, edited 1 time in total.

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Re: Group 1, Episode 1: Greenest in Flames

#273 Post by dmw71 »

drpete wrote:Investigation: [1d20+4] = 15+4 = 19 - Requested investigation roll.
See 'Edit' above. Also check private forum.
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Re: Group 1, Episode 1: Greenest in Flames

#274 Post by ravenn4544 »

Bren will grab a cultist against the wall - A second one if he can - to try to gain some surprise on the incoming patrol. He whispers sharply, “They are coming. Be ready!”

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Re: Group 1, Episode 1: Greenest in Flames

#275 Post by Rex »

Strega

Feeling like she is in a bad place to fight it out shape changes (including equipment) into a Giant Wolf Spider.

https://www.dndbeyond.com/monsters/giant-wolf-spider

If I read her ability correctly she now has 11 HP.

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Re: Group 1, Episode 1: Greenest in Flames

#276 Post by Gerrin »

Tannaris Vethykos

Tannaris sheathes a sword and watches what his companions do as he prepares for the patrol.

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Re: Group 1, Episode 1: Greenest in Flames

#277 Post by Ahlmzhad »

Quaalxor readies his weapon, and takes up a position he thinks is best to attack the roving patrol from.

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Re: Group 1, Episode 1: Greenest in Flames

#278 Post by dmw71 »

Awaiting the Patrol
"We are going to have company soon," Strega whispers.


As the group awaits the arrival of the circling patrol, Rumble almost effortlessly bounds up the side of the temple and begins to move carefully around the edge of the peaked slate roof, looking for some sign of an alternate entrance -- but, none, at least on the right slope, are detected.

Back on the ground, Oskar hastily begins to pull off the weathered, dark blue robes off the unconscious cultist, leaving the unmoving form in its worn leather armor. The rogue suggests Tannaris do the same as he begins to quickly wrap himself in the robes, finding the attire of a taller human a poor fit for his dwarven frame.

Bren looks to conceal himself behind the deceased form of the second cultist, whom he grabs and props up in front of himself, keeping his back against the fieldstone surface of the temple's outer wall. "They are coming. Be ready!" he whispers sharply.

Her landborne companions watch in shock as the pale, half-orc form of Strega begins to magically transform into a giant, black and brown wolf spider with eight hairy legs and an equal number of eyes. The creature, lacking the flashy appearance of many other spiders, creeps into the corner and attempts to use its bland coloration to blend into the wall.


Tannaris and Quaalxor ready their weapons and step back, out of view a bit, positioning themselves in front of the still securely closed rear door.
Patrol.jpg
Patrol.jpg (66.66 KiB) Viewed 1497 times

There, they wait.






---
drpete wrote:"I don't have a disguise kit, but maybe guy with beard in a robe is enough...? Should I make a roll, maybe intelligence without an equipment modifier to try to make it look convincing from a distance?"
Let's go with a Charisma (Deception) check, which mentions "pass yourself off in a disguise" as one of the attempts.
Rex wrote:"If I read her ability correctly she now has 11 HP."
Correct, as a spider. As a druid, she's still down to 1 hit point. :shock:


I will pause here to make sure everyone is positioned how they want, and to see if anyone has any other requests before the expected circling patrol returns to your area. If/when the patrol does arrive... what do you do?


Also, please include the "if needed" roll.


Actions?

---




Date: 08 Kythorn 1489
Time: 22:42
  • Sunrise: 05:57
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions Spells in Effect:
  • Caster: Gerrin, Spell: Mage Armor, Target: Self, Expires: 09 Kythorn @ 5:04
Healing Kit (Montero)
  • Oskar: 1, 0 | Bren: 1 | Strega: 1, 0 | Tannaris: 1, 0 | Rumble: 1 | Quaalxor: 1
---

Character Status
  • drpete as Oskar Loderr | Male | Lawful Good | Dwarf (Mountain) | Rogue (2) | HD (1d8): 2 | HP: 20+1-5 = 16 | AC: 13 | SP: 25' | Initiative: +2 | Darkvision: Yes | Inspiration: Yes | Background: Clan Crafter | Senses: Perception: 15, Investigation: 14, Insight: 13
    Languages: Common, Dwarvish, Thieves' Cant
    Weapons: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2)
    Spells:
    • None.
    Actions: Rapier (+4, 1d8+2), Dagger (+4, 1d4+2) Bonus Actions: Two-Weapon Fighting, Cunning Action (Dash, Disengage, or Hide)
    Reactions: Opportunity Attack

    Features
    • Dwarven Resilience: Poison (Dwarf)
    • Tool Proficiency: Mason's Tools (Dwarf)
    • Stonecunning: Intelligence (History) on Stonework. (Dwarf)
    • Dwarven Armor Training: Medium armor (Mountain Dwarf)
    • Expertise: Perception, Thieves' Tools (Rogue, 1)
    • Sneak Attack (1d6) (Rogue, 1)
    • Thieves' Cant (Rogue, 1)
    • Cunning Action: Dash, Disengage, or Hide (Rogue, 2)
  • ravenn4544 as Brenzavur Fyrebrand | Male | Lawful Good | Dragonborn (Brass) | Sorcerer (2) | HD (1d8): 2 | HP: 18-4 = 14-5 = 9 | AC: 15 | SP: 30' | Inspiration: Yes | Background: | Acolyte | Senses: Perception: 9, Investigation: 9, Insight: 11
    Languages: Common, Draconic
    Weapons: Quarterstaff (+2, 1d6|1d8)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3, 2, 1
      • 2nd: --
    Spells Known: 3 Cantrips Known: 4 (Fire Bolt, Light, Mage Hand, Prestidigitation)
    Actions: Quarterstaff (+2, 1d6|1d8), Fire Bolt (+5, 1d10, 120'), Chromatic Orb (+5, 3d8, 90'), Breath Weapon (2d6, Dex DC 12 for half, 30' line), Sorcery Points
    Bonus Actions: Two-Weapon Fighting, Convert Sorcery Points
    Reactions: Opportunity Attack

    Features
  • Rex | Strega "the Pale" | Half-Orc | Druid (2) | Alignment: Neutral Good | Gender: Female | HD: 2 (1d8) | HP: 19-8 = 11-5 = 6-6 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +2 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 14
      • Investigation: 9
      • Insight: 12
      Languages: Common, Draconic, Druidic, Orc
      Spells
      • Spell Attack: +4
      • Save DC: 12
      • Slots: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 4 (Wisdom modifier + Druid level) Cantrips Known: 2 ( Druidcraft, Produce Flame )
      Features:
      • Relentless Endurance: 1, 0
        • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
          Recovery: Long
      • Savage Attacks:
        • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
      • 1st: Spellcasting
      • 1st: Druidic
        • You know Druidic, the secret language of druids.
        • You can speak the language and use it to leave hidden messages.
        • You and others who know this language automatically spot such a message.
        • Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
      • 2nd: Wild Shape: 2, 1
        • Recovery: Short
        • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
        • Your druid level determines the beasts you can transform into:
          Beast Shapes (Forest )
          • 2nd
            • Max. CR: 1/4
            • Limitations: No flying or swimming speed
            • Example: Wolf
          • 4th
            • Max. CR: 1/2
            • Limitations: No flying speed
            • Example: Crocodile
          • 8th:
          While you are transformed, the following rules apply:
          • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
          • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
          • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
          • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
          • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • 2nd: Druid Circle (Circle of Dreams)
        • Circle of Dreams Features
          • 2nd: Balm of the Summer Court
            • Fey Energy Pool (d6): 2, 1, 0 (Druid Level)
            • As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
            • Roll the spent dice and add them together.
            • The target regains a number of hit points equal to the total.
            • The target also gains 1 temporary hit point per die spent.
              Recovery: Long
          • 6th: --
          • 10th: --
          • 14th: --
      Background: Hermit
      • Feature: Discovery (Details)
        • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
    • Wild Shape(s)
    • Giant Wolf Spider
      • AC: 13 | HD: 2 | HP: 11 | Speed: 40' (Climb: 40') | Blindsight (10'), Darkvision (60'), Passive Perception: 13 | Actions: Bite (+3, 1d6+1, Poison: 2d6 (Half on DC 11 CON save)) | Features: Spider Climb, Web Sense, Web Walker
  • Gerrin | Tannaris Vethykos | Elf (High) | Fighter (1), Wizard (1) | Alignment: Chaotic Good | Gender: Male | HD: 1 (1d10), 1 (1d6) | HP: 20-10 = 10-9 = 1-4 = 0+9 = 9+6 = 15 | AC: 13 (Mage Armor: 16) | SP: 30' | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 15
      • Insight: 12
      Languages: Common, Elvish, Giant, Orc
      Spells
      • Spell Attack: +3
      • Save DC: 13
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3+1 ( Fire Bolt, Ray of Frost, True Strike ) Features:
      • Fey Ancestry
        • You have advantage on saves against being charmed, and magic can’t put you to sleep.
      • Trance
        • You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
      • Fighter 1st: Fighting Style: Two-Weapon Fighting
        • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
      • Fighter 1st: Second Wind: 1, 0
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Short
      • Fighter 2nd: --
      • Wizard 1st: Spellcasting
      • Wizard 1st: Arcane Recovery
        • Once per day when you finish a short rest, you can choose expended spell slots to recover.
        • The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
      • Wizard 2nd: --
      Background: Far Traveler
      • Feature:
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
  • Monsieur Rose | Rumbling "Rumble" Mountain | Tabaxi | Barbarian (2) | Alignment: Chaotic Neutral | Gender: Male | HD: 2 (1d12) | HP: 24-1 = 23-3 = 20-3 = 17-7 = 10 | AC: 17 | SP: 30' (Climb: 20') | Initiative: +3 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 12
      • Investigation: 9
      • Insight: 10
      Languages: Common, Giant
      Spells: None
      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
          Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws
        • You have a climbing speed of 20 ft.
        • You deal slashing damage equal to 1d4 + your Strength modifier (1d4-1).
      • 1st: Rage: 2, 1, 0
        • On your turn, you can enter a rage as a bonus action.
        • While raging, you gain the following benefits if you aren’t wearing heavy armor:
          • You have advantage on Strength checks and Strength saving throws.
          • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
          • You have resistance to bludgeoning, piercing, and slashing damage.
          • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
        • Your rage lasts for 1 minute.
        • It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
        • You can also end your rage on your turn as a bonus action.
          Recovery: Long
      • 1st: Unarmored Defense
        • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
        • You can use a shield and still gain this benefit.
      • 2nd: Reckless Attack
        • When you make your first attack on your turn, you can decide to attack recklessly.
        • Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
      • 2nd: Danger Sense
        • You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
        • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
        • To gain this benefit, you can’t be blinded , deafened, or incapacitated.
      • 3rd: --
      Background: Gladiator
      • Feature: By Popular Demand
        • You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
    • Daisy | Draft Horse | AC: 10 | HP: 22-3 = 19-8 = 11(-5) (-5) = 1 | SP: 40'
      • STR: 18 (+4), DEX: 10 (0), CON: 12 (+1), INT: 2 (-4), WIS: 11 (0), CHA: 7 (-2)
      • Passive Perception: 10 | Attack (Hooves): +6 to hit (5-foot reach), 2d4+4 (bludgeoning)
  • Ahlmzhad | Quaalxor | Dwarf (Mountain) | Fighter (2) | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d10) | HP: 20-4 = 16-6 = 10+9 = 19-10 = 9 | AC: 16 | SP: 25' | Initiative: +1 | Proficiency Bonus: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 13
      Languages: Common, Draconic, Dwarvish

      Spells: None

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Smith's Tools
      • 1st: Fighting Style: Great Weapon Fighting
        • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
        • The weapon must have the two-handed or versatile property for you to gain this benefit.
      • 1st: Second Wind: 1
        • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
          Recovery: Long
      • 2nd: Action Surge: 1
        • On your turn, you can take one additional action.
          Recovery: Short
      • 3rd: --
      Background: Guild Artisan / Guild Merchant
      • Feature: Guild Membership
        • As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

          Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

          You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

Marching Order
  • 5-Foot
    Oskar
    Quaalxor
    Rumble
    Strega
    Bren
    Tannaris


    10-Foot
    Rumble | Tannaris
    Bren | Oskar
    Strega | Quaalxor

Rolls
  • None
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

Gerrin
Pathfinder
Pathfinder
Posts: 329
Joined: Wed Dec 19, 2018 3:15 am

Re: Group 1, Episode 1: Greenest in Flames

#279 Post by Gerrin »

Tannaris Vethykos

The elf presses himself back against the wall and waits.
Once the patrol is in sight he prepares himself, at the first sign of trouble he will throw a fire bolt at the closest member of the enemy patrol.

Fire bolt attack [1d20+5] = 9+5 = 14
Fire bolt [1d10] = 10

If needed [1d20] = 6

User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 25457
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: Group 1, Episode 1: Greenest in Flames

#280 Post by Rex »

Strega

Strega will try to hide. If we are attacked she will try to ambush a lone opponent and bite them.

Spider Bite [1d20+3] = 14+3 = 17 to hit [1d6+1] = 5+1 = 6 damage Poison [2d6] = 7 damage

If needed roll [1d20] = 8

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