Group 1, Episode 1: Greenest in Flames

DM: Dave
Message
Author
User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 25492
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: Group 1, Episode 1: Greenest in Flames

#321 Post by Rex »

Strega

Strega will shapechange into a Panther. Once all the townsfolk are out and fleeing she will leap down and act as a rear guard.

If needed roll [1d20] = 8

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

#322 Post by drpete »

Oskar

Oskar stands by the door, watching for end of the villager group.

He will call to the other adventurers, "Help me bar the door behind them!"

At the tail end of the villagers, Oskar would like to spill out his ball bearings into the space behind the door, then join in an effort to slam it, if anyone comes to help.

Does this door open in or out? I seem to have pitons,
but I don't think these are the same thing as the iron spikes used to bar doors, right?


As needed [1d20] = 17
Last edited by drpete on Wed Jul 10, 2019 2:36 pm, edited 1 time in total.

User avatar
Monsieur Rose
Rider of Rohan
Rider of Rohan
Posts: 6099
Joined: Thu Oct 22, 2015 4:26 pm

Re: Group 1, Episode 1: Greenest in Flames

#323 Post by Monsieur Rose »

Rumble

He calls to the half-elf in purple. "Come quickly. Are you Falconmoon? Let's head for the stream, then west."

"I've got spikes Oskar. Let's get this thing closed." He waits until everyone is through, then takes a glance at the opposite doors and the invading force.

If Needed: [1d20] = 20

User avatar
Ahlmzhad
Ranger Knight
Ranger Knight
Posts: 1717
Joined: Tue Jan 29, 2019 9:15 pm

Re: Group 1, Episode 1: Greenest in Flames

#324 Post by Ahlmzhad »

Quaalxor

Will aid the others in getting the citizens to the tunnel entrance. (Sorry for the absence, if I'm still in I am back, if not I understand)

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

#325 Post by dmw71 »

Initiative
  • 19 : Strega
  • 15: Rumble
  • 11: Bren
  • 10: Tannaris (NPC)
  • 3: Oskar
  • 1: Quaalxor

Rear Exit
The fleeing townsfolk consist of a mixture of men and women of all ages, and status, and health; and they continue their flight, refusing to stop for any question. The purple-robed half elf, however, once his flock is safely gone, is quite relieved to notice a collection of capable adventurers in his proximity. "Please," he says, still keeping his composure. "Please help me secure this door." Without hesitation, he passes through to the exterior and quickly moves to slam both doors shut behind him.

"Wait!" shouts Oskar, rushing forward. "Keep the doors open, just for a bit longer," he calls as he fishes a pouch filled with ball bearings from his pack. The priest, still unidentified at this point, immediately processes the dwarf's plan and holds the pair of doors slightly open for Oskar to execute his plan.


From the latest group of invaders, some of the kobolds and the pair of cultists are still working to pass through the partially battered open front door, but the larger individual wearing black leather armor directs a trio of kobolds that have already managed to gain entrance to give pursuit, and the three are now cautiously approaching the altar which occupies the middle of the temple.


Eadyan Falconmoon, the as-yet introduced priest, jumps when a black panther -- Strega, in wild shape form -- pounces down from the ceiling and protectively paws her way towards the wall, in the path of the still fleeing townsfolk.

Oskar recalls spotting pitons in his back while fishing for his ball bearings, and offers them up, but Rumble quickly interjects that he has proper spikes. "Let's get this thing closed!" he roars. "Come quickly. Are you Falconmoon?" he asks the half-elf in purple, who nods affirmation of his identity.

"Let's head for the stream, then west." Rumble continues. "Quickly," Eadyan parrots, echoing Rumble's call for haste.

While the battering ram cultists still struggle to completely gain entrance, and with the ball bearing trap laid just inside the rear door, the group makes a run for it!

Dashing all the way, they successfully reach the tunnel before the temple exit is opened.


Following the tunnel back to the keep, they find the cellar and lower level much more crowded than they last remember. They overhear general chatter from the crowd about the dragon attacking overhead.

A loud crash is heard overhead, and tiny amounts of loose debris fall from the ceiling as the floor and walls all shake around you.

A curse, in a familiar grumpy tone, is overheard; then Escobert the Red, the Castellan of the Keep, is spotted brushing some of the dirt and cement powder from his thick red hair and beard. "Just stay down here! And make sure everyone else does as well!" he's overheard shouting at a random townsperson near the stairs leading back to the main floor of the keep. He points a stubby finger at the man's nose, then, just as he's about to head up the stairs, spots the group, which now also contains the town's cleric. "Aye, Governor Nighthill will be happy to see the lot of you."

You comin'?"
he asks, pausing at the first step.



---

A couple quick notes:
  • Ahlmzhad, glad to have you back, man. Yes, please stick around. :)
  • drpete, please remove the ball bearings from your inventory.



Actions? Please don't forget to include an "if needed" roll.

---




Date: 08 Kythorn 1489
Time: 22:50
  • 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
  • Dodge: Oskar, Quaalxor (Until start of their turns in round 3.)
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 = 11-3 = 8-4 = 4 | 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, 0
      • 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, 0
        • 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 | CR: 1/4 | 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
    • Panther
      • AC: 12 | CR: 1/4 | HP: 13 | Speed: 50' (Climb: 40') | Passive Perception: 14 | Actions: Bite (+4, 1d6+2), Claw (+4, 1d6+2) | Features: Keen Smell, Pounce
  • 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 = 15-7 = 8-5 = 3 | 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 = 9-5 = 4 | 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
Ahlmzhad
Ranger Knight
Ranger Knight
Posts: 1717
Joined: Tue Jan 29, 2019 9:15 pm

Re: Group 1, Episode 1: Greenest in Flames

#326 Post by Ahlmzhad »

Quaalxor

Once back to the tunnel, Quaalxor will make every effort to hide the entrance, and then to secure the gate using his smithing skills.

Hide the entrance (Survival Check): [1d20+3] = 10+3 = 13

Secure the Lock (Craft Check): [1d20] = 17


Once satisfied he'll head up the tunnel to the others. Coming out just in time to see the commander tell us to join him he'll head up the stairs, with the usual amount of Dwarven grace when working his way through a crowd.

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

#327 Post by drpete »

Oskar

Oskar reaches along toward the keep, glad that they finally got the townspeople out, but worried that the situation is so out of their control.

He joins Quaalxor in trying to secure the grate against raiders, trying to jury rig a lock or bar to make it possible for them to go in and out, as needed.

Helping secure the door [1d20+4] = 18+4 = 22

Once they get to the keep, Oskar is all business. As he goes, he inspects the walls and ceiling of the keep, checking for signs that the keep's stability is in jeopardy.

Inspecting the keep (investigation, with advantage) [1d20+4] = 10+4 = 14[1d20+4] = 7+4 = 11

When asked if he's coming, Oskar grunts and follows up the stairs into the keep, still keen to help.

As needed [1d20] = 1

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

#328 Post by dmw71 »

NPC Alert: Bren (07/21 - 07/28)
---

The Dragon
Quaalxor and Oskar, having lagged behind briefly in order to close and conceal the tunnel exit and gate arrive just in time to feel the keep shake, and the grump summons of Escobert the Red, the Castellan.

"Aye, Governor Nighthill will be happy to see the lot of you... you comin'?" he asks.


The dwarves -- Quaalxor and Oskar -- both weave through the mass of townsfolk that have been sequestered into these lower levels and assemble behind Escobert at the bottom of the stairs leading up. "How 'bout the rest of you?" he asks, eyeing the rest of the group lingering behind and seemingly non-committal about the prospect of having to deal with the massive, looming threat.

"Ferget that!" he howls. "Get yer arses over here! You've been summoned by the Governor."

---

I'm going to continue the action making the assumption that everyone agrees. If not, we can fix.

---



Once back to the surface, Escobert moves with purpose and without fear. A shadowy figure passes in front of the moon, temporarily hiding the celestial object from sight. "That piece of shite, overgrown flying lizard is getting on my last nerve!" he curses.

"Any of you dealt with one of these things before?" he asks hopefully; but understands, and isn't surprised, when none have.

The Castellan escorts the group back up to the upper level.

Peering over the parapet, the group is able to see that the conflict almost appears as if it is winding down. At least throughout the town. A larger collection of the raiders appears to be forming near the front of the keep, however. "No idea what those fockers are doing?!" Escobert continues is rant. "But they're pissin' me off, too!"


Governor Nighthill, still nursing his shoulder, spies the group and an expression of hope crosses his weary eyes. "So glad you've returned! And with Eadyan --" he says, moving to embrace the town priest. "The temple?" he asks, nervously. Father Falconmoon simply shakes his head. The Governor bows his head momentarily. "No time," he says, forcing the distressing news from his mind.

"That dragon," he says, studying the night sky and, once locating what he was looking for, points it out.

A large shadowy figure gliding across the sky. It's figure seemingly blotting out the stars, and even the moon, as it passes in front of them.

"It's been here for hours," he continues. "From before you were even here," he adds, addressing the group. "It's been lazy; seemingly disinterested, but it hasn't left."

"We need it to go."

"We can't help but think, if we can somehow manage to drive off that beast, the rest of the ground forces will surely follow."

"We've grazed it a couple times with a ballista, but the thing is smart. It never stays close for long, and is always moving."

"One real good shot might do it?"


"Anyone up for fighting a dragon? Or have any other ideas?"




---


Actions? Please don't forget to include an "if needed" roll.

---




Date: 08 Kythorn 1489
Time: 23:01
  • 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
  • Dodge: Oskar, Quaalxor (Until start of their turns in round 3.)
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 = 11-3 = 8-4 = 4 | 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, 0
      • 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, 0
        • 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 = 15-7 = 8-5 = 3 | 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 = 9-5 = 4 | 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
  • None.
Last edited by dmw71 on Fri Jul 19, 2019 2:53 pm, edited 1 time in total.
Reason: Edit: NPC Bren
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

User avatar
Ahlmzhad
Ranger Knight
Ranger Knight
Posts: 1717
Joined: Tue Jan 29, 2019 9:15 pm

Re: Group 1, Episode 1: Greenest in Flames

#329 Post by Ahlmzhad »

Quaalxor

Well I've been waiting for my chance. Last time I was this close to one of the beasts my Grandfather ordered me below ground with the women and children, even though I was 12. Stand strong get in close then gut'em that's the way you kill them by what I've been told. We need to bait it down here, with meat or gold, then attack it. The more that attack the better. It's a matter of numbers and many will die, but you should be able to kill it, or at least wound it enough it will leave to lick its wounds.

I'm ready to face it.



If Needed Roll: [1d20] = 4
Last edited by Ahlmzhad on Fri Jul 19, 2019 8:22 pm, edited 1 time in total.

ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8030
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Group 1, Episode 1: Greenest in Flames

#330 Post by ravenn4544 »

Bren looks at each of his companions "Fight? A dragon?... Bahamut protect us..."

User avatar
Monsieur Rose
Rider of Rohan
Rider of Rohan
Posts: 6099
Joined: Thu Oct 22, 2015 4:26 pm

Re: Group 1, Episode 1: Greenest in Flames

#331 Post by Monsieur Rose »

Rumble

Rumble laughs. "Ha! I like your optimism. I think. There was a bit in there about 'many will die', so that's less optimistic. But still!" Rumble looks around the group to see how this all plays.

He starts to look pained and squinches up his face "It seems to me that the Dragon wants something. What are you keeping here?"

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

#332 Post by drpete »

Oskar

Oskar scowls at the suggestion they fight the dragon.

"If it's looking for something, or bored... either give it what it wants, or encourage it to go somewhere else...? Too bad we don't have that egg anymore."

"How about bribing it...?"


Oskar looks at Bren as he says this...

If needed [1d20] = 17

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

#333 Post by dmw71 »

NPC Alert: Bren (07/21 - 07/28)
---

The Dragon
"Anyone up for fighting a dragon? Or have any other ideas?"

The words still linger in the air.

"I'm ready to face it," Quaalxor says, commenting on how he's been waiting for his chance after a childhood miss. "We'll need to bait it down here, with meat or gold -- then attack it," the dwarf begins to strategize.

Bren looks at each of his companions "Fight? A dragon?... Bahamut protect us..."

Rumble laughs incredulously, without trying to be disrespectful. "It seems to me that the dragon wants something," the barbarian continues. "What are you keeping here?"




Oskar scowls at the suggestion they fight the dragon. "If it's looking for something, or bored... either give it what it wants, or encourage it to go somewhere else...?" he rants. "How about bribing it...?" the dwarven rogue asks aloud, looking in the direction of Bren, the dragonborn.

He, like most others, seem intent on focusing on the "other ideas" part of the Governor's ask.


Governor Nighthill does not seem phased in the least by some of the initial reluctance his suggestion is being met with. "It's a big ask," he admits. "We're a small community, with a little bit of success due to the volume of trade that passes through, but I can't imagine we'd have something significant enough to attract the interest of that --" he says, pointing out the large, shadowy form that passes over head.

"A bribe is an interesting idea." the Governor mulls the suggestion. "Any of you think you might be able to communicate with the beast?" he says; his gaze shifting to Bren.

Bren, Strega, and Quaalxor all admit to having some familiarity with the draconic tongue.


"Any of you willing to give it a shot?" the Governor asks the three. "It doesn't draw too near very often, but it might be possible to get its attention."



---

If neither Rex nor Ahlmzhad want Strega or Quaalxor to attempt the make contact with the dragon, I'll have Bren (who's being NPC'd) attempt it.



Actions?

---




Date: 08 Kythorn 1489
Time: 23:03
  • 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
  • Dodge: Oskar, Quaalxor (Until start of their turns in round 3.)
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 = 11-3 = 8-4 = 4 | 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, 0
      • 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, 0
        • 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 = 15-7 = 8-5 = 3 | 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 = 9-5 = 4 | 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
  • None.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 25492
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: Group 1, Episode 1: Greenest in Flames

#334 Post by Rex »

Strega

"I am willing to try talking to it. I don't care for the beasts but it seems our only option, unless someone else can think of something better."

User avatar
Ahlmzhad
Ranger Knight
Ranger Knight
Posts: 1717
Joined: Tue Jan 29, 2019 9:15 pm

Re: Group 1, Episode 1: Greenest in Flames

#335 Post by Ahlmzhad »

Quaalxor

While I am ready to treat with the beast, as he spoke first I will yield to Strega.

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

#336 Post by dmw71 »

Actually, Rex and Ahlmzhad, can I have you make Wisdom saving throws for Strega (+4) and Quaalxor (+1), please?
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

User avatar
Ahlmzhad
Ranger Knight
Ranger Knight
Posts: 1717
Joined: Tue Jan 29, 2019 9:15 pm

Re: Group 1, Episode 1: Greenest in Flames

#337 Post by Ahlmzhad »

Quaalxor

Wisdom Check: [1d20+1] = 8+1 = 9


Does this mean I'm unwise enough to go try to talk to a dragon?
Last edited by Ahlmzhad on Thu Jul 25, 2019 2:31 pm, edited 1 time in total.

User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 25492
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: Group 1, Episode 1: Greenest in Flames

#338 Post by Rex »


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

#339 Post by dmw71 »

Thanks, guys. I'll move you guys along here soon.
-- 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

#340 Post by dmw71 »

Strega and the Dragon
While willing, Bren, part metallic dragon, agrees that it's probably best for him to remain back with the others while Strega and Quaalxor be the ones to initiate contact with the chromatic dragon circling overhead. The brass dragonborn can still attempt to also serve as a translator for the rest should he be able to overhear.

While Escobert shuttles Father Falconmoon and the rest of the group down to the relative safety below, Quaalxor and Strega remain up top with Governor Nighthill and the guards that have been braving the huge creature circling somewhere overhead, but currently out of sight.

Then it appears.

The guards, with the ballista loaded, begin attempting to track the dragon with their giant weapon and are halted by Nighthill, who orders a cease fire. "Not another shot!" he commands. "Not until I give my word... or until that thing kills me."


His orders now standing, the Governor urges Strega and Quaalxor forward, to a more advantageous position, but the dwarf, once the dragon begins its formal approach and draws to within bow range, freezes in place, formally frightened and unable to draw nearer to the beast. The Governor, thankful that Strega is still willing to proceed, begins calmly sharing expectations. "It comes in slow, almost like it's bored --" he starts. "Even so, it won't be close for long... and, if it shoots its blasted lighting, it's loud. You're really going to need to yell if you have any hopes of capturing its attention."

"Do you have any idea what you're going to say?"
he asks.


The dragon's hide -- a deep indigo color -- begins to hum and crackle with static electricity, which begins to intensify. "It's gonna attack!" Governor Nighthill yells.

"Now!" he yells at Strega. "Try to stop him NOW!"




---
  • Ahlmzhad, Quaalxor fell victim to the dragon's Frightful Presence feature:
    Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
    You are welcome to make a check each turn... or not. Otherwise, the effect lasts for 1 minute.
  • Rex, this current situation is kind of a one-on-one encounter at the moment. Feel free to publicly post your reaction for Strega here; but be aware that, situation depending, your private forum may come into use as well.



Everyone else is also free to post, or just remain content to wait down below.


---




Date: 08 Kythorn 1489
Time: 23:21
  • 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 = 11-3 = 8-4 = 4 | 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, 0
      • 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, 0
        • 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 | CR: 1/4 | 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
    • Panther
      • AC: 12 | CR: 1/4 | HP: 13 | Speed: 50' (Climb: 40') | Passive Perception: 14 | Actions: Bite (+4, 1d6+2), Claw (+4, 1d6+2) | Features: Keen Smell, Pounce
  • 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 = 15-7 = 8-5 = 3 | 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 = 9-5 = 4 | 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
  • None.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

Post Reply

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