Group 1, Episode 1: Greenest in Flames

DM: Dave
Message
Author
User avatar
Ahlmzhad
Ranger Knight
Ranger Knight
Posts: 1716
Joined: Tue Jan 29, 2019 9:15 pm

Re: Group 1, Episode 1: Greenest in Flames

#281 Post by Ahlmzhad »

Quaalxor waits for someone to come in range, and will then step forward and swing with his Great Axe.

Great Axe to hit: [1d20+5] = 8+5 = 13

Damage: [1d12+3] = 12+3 = 15


If Needed Roll: [1d20] = 8

User avatar
Monsieur Rose
Rider of Rohan
Rider of Rohan
Posts: 6098
Joined: Thu Oct 22, 2015 4:26 pm

Re: Group 1, Episode 1: Greenest in Flames

#282 Post by Monsieur Rose »

Rumble

Rumble continues his quest for an alternate entrance. He'll settle for a section of roof that seems in disrepair that he could break through. :D
He'll move over to the left slope to look.

If Needed: [1d20] = 7

ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8026
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Group 1, Episode 1: Greenest in Flames

#283 Post by ravenn4544 »

Bren waits for coming storm... silently whispering praise and gratitude to Bahamut the Bold. He will use his fire magic upon encroaching enemies.

User avatar
dmw71
POWAH!
POWAH!
Posts: 19626
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Group 1, Episode 1: Greenest in Flames

#284 Post by dmw71 »

ravenn4544 wrote:Bren waits for coming storm... silently whispering praise and gratitude to Bahamut the Bold. He will use his fire magic upon encroaching enemies.
Fire Bolt? Buring Hands? Chromatic Orb using fire?

Also, can you supply your rolls?
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8026
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Group 1, Episode 1: Greenest in Flames

#285 Post by ravenn4544 »

Bren will use fire bolt (sorry - also, I don't think we've had a rest enough where he's recovered any spells yet).

Fire Bolt Attack [1d20+5] = 6+5 = 11
Fire Bolt Damage [1d10] = 10

User avatar
dmw71
POWAH!
POWAH!
Posts: 19626
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Group 1, Episode 1: Greenest in Flames

#286 Post by dmw71 »

ravenn4544 wrote:Bren will use fire bolt (sorry - also, I don't think we've had a rest enough where he's recovered any spells yet).
Maybe I missed something, but I still show him with one 1st level spell slot remaining.

If I'm wrong... my bad is your gain. ;)
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

User avatar
drpete
Rider of Rohan
Rider of Rohan
Posts: 4492
Joined: Tue May 28, 2013 2:40 am

Re: Group 1, Episode 1: Greenest in Flames

#287 Post by drpete »

Oskar

Oskar tries to race over to the tree line south of the building without being seen by the roving patrol.

Once he sees the patrol nearing the corner (hopefully once he gets to the trees) he will call out to the patrol, hoping to draw their attention to *himself*...

"Over here! They're getting away!"

His goal is to distract the patrol, get them to move away from the back of the temple, etc. Hopefully it'll get them out of position, at least...

Stealth [1d20+4] = 19+4 = 23 That went well...

Charisma [1d20-1] = 2-1 = 1 Oof!

As needed [1d20] = 6

Edit:
Charisma [1d20-1] = 11-1 = 10 (inspiration)
Last edited by drpete on Wed Jun 05, 2019 6:32 pm, edited 1 time in total.

User avatar
dmw71
POWAH!
POWAH!
Posts: 19626
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Group 1, Episode 1: Greenest in Flames

#288 Post by dmw71 »

drpete wrote: Charisma [1d20-1] = 2-1 = 1 Oof!
Inspiration?

I know that's now how it's supposed to be used, but I'll allow it. (And your "as needed" roll will remain an "as needed" roll so if you re-roll your Deception check, whatever that new result is will be what's used.)
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

User avatar
dmw71
POWAH!
POWAH!
Posts: 19626
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Group 1, Episode 1: Greenest in Flames

#289 Post by dmw71 »

Patrol
"We are going to have company soon." Strega words still ring in everyone's ears as they anxiously await the arrival of the circling patrol.

They wait.

During this prelude, Oskar races towards the collection of trees between the southwest corner of the temple and the short, almost decorative wall. He takes up a position there with a plan to deceive circulating in his mind.

Back at the rear door of the temple, Tannaris presses his back against it, and begins working through the practiced words and gestures behind his Fire Bolt cantrip, preparing to use it as needed. Just to his left, partially hidden behind the propped up body of the killed cultist, Bren does the same.

While Strega, in spider-form, climbs to the top corner of L-shape abutment in the outer wall and hides, Quaalxor positions himself at the corner of the bumped out southwest corner of the temple and grips his axe tight, ready.


Oskar can almost feel the approaching presence of the incoming patrol. The growling from the four-legged creatures that made up a fraction of the patrol's number increases as they near -- as if they've detected a scent, or some other hint of something off, and are eager to investigate -- or worse.

The yipping of kobolds increases as well, until they're shushed by an unseen human, by the sound.


The first to reach the corner is a cultist in blue robes, with a loaded crossbow in his hands that is pointed in the groups' general direction. He moves cautiously, attempting to scan between and around the trees to make out whatever has captured their "dogs" attention. Something is not right.

"Over here! They're getting away!" Oskar says, still adorned in the ill-fitting robes removed from the unconscious cultist, as he springs out from behind his hiding spot behind the trees. "They're getting away!" he repeats, pointing further south of the temple, towards the stream.


Rumble, moving towards the peak in the roof, peers over to the opposite, western side of the slanted covering. Still looking for an alternate point of entry, the barbarian spies what looks like could be a wooden hatch centered in the western slope. This maybe 3-foot square raised area is half way down the slope, and he guesses is 40-50 feet away from his current position --

-- but the tabaxi finds his attention being drawn towards the situation taking place down below in the southern yard.

The blue cloaked cultist, momentarily startled by Oskar's ploy, cocks his head and studies the unexpected fellow "cultist" shouting the call.

A bearded dwarf.

"Nice try," the cultist quips without looking back in the direction Oskar was hoping to direct them towards. A menacing grin crossing his face.

"What are you trying to hide?" he continues, rhetorically. He holds up a hand behind him, signalling for the rest of the patrol to remain in position, out of view of everyone behind the trees... except Rumble, who cringes from overhead as he takes in the size of the force they're facing -- the leader; two other cultists, each barely restraining some sort of large, scaled dragon dog; and at least two handfuls of kobolds.
G1R00.jpg
G1R00.jpg (215.05 KiB) Viewed 1632 times
As the cultist leader begins to step away from the corner, he swings his crossbow around and points it directly at the only known target -- Oskar.

"Your friends" he demands, momentarily pointing his crossbow towards the rear exit of the temple, where Tannaris and Bren are clearly visible. "Have them step out here, now."

"Is it just you three?"


"Three?" Oskar thinks, quickly looking over his shoulder and spying Bren and Tannaris, the dragonborn and elf. Quaalxor and Strega are out of sight, and he knows Rumble is on the roof.




---


Okay, we're not in combat yet, but let's have everyone roll initiative along with declaring your normal actions and movement. Also, please continue to supply the "if needed" roll.

---




Date: 08 Kythorn 1489
Time: 22:44
  • 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: No | 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
-- 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

#290 Post by Gerrin »

Tannaris Galanodel

Initiative [1d10] = 10

Fire bolt attack [1d20+5] = 17+5 = 22
Fire bolt [1d10] = 9

Tannaris aims at the cultist and hurls the fire bolt at him.


[1d20] = 3 roll as needed

User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 25448
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: Group 1, Episode 1: Greenest in Flames

#291 Post by Rex »

Strega

Initiative [1d20+2] = 17+2 = 19

Strega will try to find a spot on the roof where she will have cover from below, can change back to a half-orc and throw fire at the patrol below. If she can't she will remain hidden until she can surprise attack someone as a spider.

Produce Flame [1d20+4] = 20+4 = 24 to hit [1d8] = 5 damage
Critical hit [1d8] = 1

Spider Bite [1d20+3] = 11+3 = 14 to hit [1d6+1] = 2+1 = 3 damage Poison [2d6] = 6 damage

If needed roll [1d20] = 14

ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8026
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Group 1, Episode 1: Greenest in Flames

#292 Post by ravenn4544 »

Bren follows the lead of the group and launches a fire bolt at the cultist as well.

Initiative [1d20+2] = 9+2 = 11
Fire Bolt Attack [1d20+5] = 11+5 = 16
Fire Bolt Damage [1d10] = 1

User avatar
drpete
Rider of Rohan
Rider of Rohan
Posts: 4492
Joined: Tue May 28, 2013 2:40 am

Re: Group 1, Episode 1: Greenest in Flames

#293 Post by drpete »

Oskar

His attempt a failure, Oskar will dash to the southeast, hopping over the wall and making a spectacle of himself, hoping to draw opponents toward him.

Init: [1d20+2] = 1+2 = 3
Actions:
Dodge and moving southeast, screaming
Cunning Action: Dash to get some more distance between me and whomever


Charisma (drawing attention) [1d20-1] = 5-1 = 4
As Needed: [1d20] = 19

User avatar
dmw71
POWAH!
POWAH!
Posts: 19626
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Group 1, Episode 1: Greenest in Flames

#294 Post by dmw71 »

Just need actions from Quaalxor and Rumble.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

User avatar
Monsieur Rose
Rider of Rohan
Rider of Rohan
Posts: 6098
Joined: Thu Oct 22, 2015 4:26 pm

Re: Group 1, Episode 1: Greenest in Flames

#295 Post by Monsieur Rose »

Rumble

Rumble is unable to get it up for this latest fight, feeling a bit less ragey than usual. This does allow him to process the scene a bit more than usual.

He groans inwardly as he sees the mass of combatants below and thinks to himself "Good. Now that you have their attention, run off. Time to fight another day."

Rumble drops to his stomach and keeps out of sight while peering down on the proceedings.

If Needed: [1d20] = 12

User avatar
dmw71
POWAH!
POWAH!
Posts: 19626
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Group 1, Episode 1: Greenest in Flames

#296 Post by dmw71 »

Last call for Quaalxor.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

User avatar
dmw71
POWAH!
POWAH!
Posts: 19626
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Group 1, Episode 1: Greenest in Flames

#297 Post by dmw71 »

Initiative
  • 19: Strega
  • 19: Dogs
  • 15: Rumble
  • 11: Bren
  • 10: Tannaris
  • 7: Kobolds
  • 4: Cultists
  • 3: Oskar
  • 1: Quaalxor
Round 1
""Is it just you three?" the cultist repeats, with no response.

With a flick of his wrist, the two powerful dragon hounds are released from somewhere out of view, bound over the short divider fence, and assemble at Oskar's side -- one in front of him, one behind. The hounds, with long ears, distorted smiles, and furless skin come up to the dwarf's waist, and seem to grin dopily at the rogue. The goblin-mutt hybrids sniff curiously at Oskar, paying an unwanted amount of time sniffing the rogue's crotch, but don't make any overtly threatening gestures.

Strega, while still in spider form, climbs unnoticed to the roof, positioning herself a short distance away from Rumble. The druid drops her wild shape and magically begins to transform back into her native, half-orc self. Without hesitation, she produces the familiar, flickering flame in her hand, which she hurls at the nearest goblin dog, probably the only adversary within her range. With a perfect strike, the dopey goblin dog with a reddish tint to its skin, briefly erupts into flame, yelps, then tumbles over onto its side where it remains unmoving.

Almost immediately, as if it had been instructed to wait for any sign of trouble, the remaining dog bounds at Oskar, lunging with its jaws for the rogue's throat! The powerful jaws do snap shut, and do issue a painful bite after catching skin (-5), but fail to clamp down on anything vital. The force of the springing dog threatens to topple Oskar over, but the dwarf simply twists his body and allows the momentum of the beast to cause it to sail just past him while he remains firmly fixed in place.

Rumble drops to his stomach on the roof and keeps out of sight while peering down on the proceedings.

Bren, electing to not step forward, and not identify himself, instead hurls a mote of flame at the lead cultist, which singes its robes near its right color after a glancing strike. In a similar rebellious response, Tannaris duplicates the mote of flame, but his effort strikes more solidly. The cultist begins to quickly fan the flames away, but it proves to be a losing battle as the leader screams in pain as he topples over, dead.

There's a flurry of activity, out of view to the west, ending with a handful of kobolds seemingly working their way around the trees in the yard, and two other cultists climbing and standing on the short fence made of stone. The cultist with the red cloak is barking out orders to the kobold passing in front of him, while the dark cloaked cultist, standing at the corner of the fence, appears to produce a whistle and bring it to his lips... but doesn't blow it, yet.

Oskar... either attempts to lure the rest of the patrol away, or attacks the dog.

Quaalxor, still hidden, remains with his back pressed against the wall, waiting for something to come into view.
G01R01.jpg
G01R01.jpg (244.14 KiB) Viewed 1555 times
It seems any hope of a civil resolution are lost as the group finds themselves steeped in what will almost certainly be a challenging battle.


---


drpete, I'm going to need you to make a Constitution saving throw (DC 12) for Oskar. Failure indicates the goblin dog managed to knock him prone. Disregard, I used your "if needed" roll which was a success. But... I will give you a chance to alter the narrative of your action, considering what has transpired. You can use your cunning action to disengage and still attempt your distraction attempt, or stay and fight. In either case, the roll you supplied will be used, which wasn't very good, but it will determine where Oskar is positioned leading into round 2.

Everyone, please declare any actions and/or movement for round 2, along with supplying the "if needed" roll.

---




Date: 08 Kythorn 1489
Time: 22:45
  • Sunrise: 05:57
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • Dim Lighting
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 = 16-5 = 11 | AC: 13 | SP: 25' | Initiative: +2 | Darkvision: Yes | Inspiration: No | 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.
[/list]


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


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

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

User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 25448
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: Group 1, Episode 1: Greenest in Flames

#298 Post by Rex »

Strega

Strega will toss Produce Flame at the other dragon dog on Oskar.

Produce Flame [1d20+4] = 10+4 = 14 to hit [1d8] = 7 damage

If needed roll [1d20] = 18

ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8026
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Group 1, Episode 1: Greenest in Flames

#299 Post by ravenn4544 »

Bren notices the figure with the whistle and understands the threat. He fires his last remaining spell - and the last one that can cover the distance - at him.

Magic Missile [1d4+1] = 1+1 = 2
Magic Missile [1d4+1] = 2+1 = 3
Magic Missile [1d4+1] = 2+1 = 3

As needed: [1d20] = 6
Last edited by ravenn4544 on Thu Jun 13, 2019 10:56 pm, edited 1 time in total.

User avatar
drpete
Rider of Rohan
Rider of Rohan
Posts: 4492
Joined: Tue May 28, 2013 2:40 am

Re: Group 1, Episode 1: Greenest in Flames

#300 Post by drpete »

Oskar will shake off the dog, and retreat to the southeast, as he had previously intended, but focusing more on trying not to be eaten by the dog, now...

Can I make it just dodge and move, with bonus action disengage, since the dog is on me and I'm not super likely to get away before it tries to bite me again? I guess I would rather run/dodge than scream & shout for attention, if you know what I mean... Oskar is basically trying draw the enemies across Bren and Tannaris' field of fire.

He will continue to present himself as a dodging target, moving to the area south of the fence, opposite the door, still hoping to draw some of the enemy away from Bren and Tannaris.

As Needed: [1d20] = 2

Post Reply

Return to “Tyranny of Dragons - Group 1 (5e)”