Session 1: Reunion Interrupted

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Marullus
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Re: Session 1: Reunion Interrupted

#401 Post by Marullus »

Thrydwulf roars joyously, pleased with a proper fight, and rushes southeast to engage the goblin at the end of the table.

He still holds the bloodied cleaver he pulled from the last goblin corpse and swings it, then he snatches the goblin with his other hand - his beefy fist catching the goblin by his neck and lifting him.

"Hey Rumple! What's this guy's name?" He yells, currently unaware of volume control.

Unarmed (raging) [1d20+6]=4+6=10[1d4+6]=2+6=8

Grapple (bonus action) [1d20+6]=20+6=26
Grapple (bonus action) [1d20+6]=4+6=10
(Rolled twice because Advantage from Raging)

As Needed Roll [1d20]=10[1d20]=14

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ybn1197
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Re: Session 1: Reunion Interrupted

#402 Post by ybn1197 »

Gulnur uses his quarterstaff as a vaulting pole and will vault over the table to land in front of the middle goblin.
Acrobatics: [1d20+3]=11+3=14

Assuming he lands it, he will strike the goblin in the middle with his quarterstaff and kick the goblin to the right as a bonus action.
Quarterstaff Attack: [1d20+5]=12+5=17 Damage [1d6+3]=6+3=9
Unarmed Strike: [1d20+5]=18+5=23 Damage [1d4+3]=2+3=5


JIC: [1d20]=18

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dmw71
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Re: Session 1: Reunion Interrupted

#403 Post by dmw71 »


Anything for Talmond or Tova?
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

ravenn4544
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Re: Session 1: Reunion Interrupted

#404 Post by ravenn4544 »

Tova fires a sacred bolt towards the goblin in the northern part of the room.

Sacred Flame [1d8]=1
As Needed [1d20]=5

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dmw71
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Re: Session 1: Reunion Interrupted

#405 Post by dmw71 »

Initiative
19: Talmond (17+2)
17: Tova (16+1)
10: Thrydwulf (7+3)
6: Vinwrick (2+4)
5: Goblins (3+2)
4: Gulnur (1+3)
NPC: Luthar


Round 2
Talmond rushes south, engaging with the nearest goblin from the mix at the table, and finds little resistance as he jabs his long sword at -- and through -- his goblin target. The minuscule creature slides off his blade and falls to rest in an unmoving, bloody mess.

One down.

Noting the lingering goblin along the left wall, Tova hurls a Sacred Flame at the creature (red), barely singing it as it does its best to duck out of the way.

"Hey, Rumple! What's this guy's name?" Thrydwulf yells as he snatches up the nearest goblin (purple) by his neck and lifting him and shaking him, violently. Rumple doesn't respond. For a moment, the creature in the large man's grasp remains motionless, before gasping. The vermins spews black blood as it continues to cough, but clings to life.

I was a little confused what was happening here, between the blade and the grappling, but ultimately you did 8 points of damage... which was not quite enough.


Spying the ranged threats attempting to hide beneath the bed, Vinwrick quickly crosses the room and slashes twice at the one nearest him, but the small and nimble creature is able to successfully roll out of the way of each strike.

Seizing their opportunity, the goblins mount their attacks!

The slightly-singed goblin at the top of the room raises its curved scimitar and rushes at Tova, seeking revenge for the earlier singeing... but finds the scale armor worn by the cleric too difficult to penetrate.

An arrow from beneath the bed sails harmlessly between Vinwirck's legs.

The quartet of goblins that scattered from the overturned table brandish goblin blades and rush at their chosen opponents. Lacking armor, Thrydwulf presents the easiest target and is rushed by three (green, yellow, and orange) of the four pests. Perhaps distracted by the grappled goblin that was seemingly dead... then wasn't... two of the three are successful! The raging barbarian feels a new cut get opened on his right thigh (-3) and his left calf (-4) leaving him hobbling, and dangerously close to losing consciousness.

The fourth goblin (pink) hesitantly approaches the heavily armored Talmond but finds its blade clank against the fighting man's shield.

Then, just as quickly as they mounted their attacks, the goblins scatter and retreat just out of melee range.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
With the goblins scattering, Gulnur observes how they seem to be retreating to the wall be behind them. He rushes towards the nearest, jabbing at one (orange) with the end of his quarterstaff... then forcefully planting the heel of his boot into another (pink)! Both attacks result in bones crunching, and goblins gasping one last time before dying.


I loved the visual of a dwarven monk vaulting over the table... but doing this would require an acrobatics check, which would be his action... not leaving him the ability to attack (which is coupled with a bonus attack).


MC-02.jpg
MC-02.jpg (60.83 KiB) Viewed 588 times


Luthar remains in the hallway, keeping watch to make sure nothing sneaks up on the group from behind.



Five goblins remain.




---


Actions and movement for Round 3.

---


Date: 2 Martius 490
Time: 14:54

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions:
  1. Lutharin suffers from level 1 Exhaustion after being knocked unconscious. (Ends: Long Rest)
  2. Thrydwulf in Rage. (Ends: Round 11)
Spells in Effect: None

Character Details
> Scott308 as Vinwrick | Male | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11-7 = 4 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
Languages: Common, Halfling, Minotaur
Weapons: Dagger, Shortbow, Shortsword
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Shortsword (+6, 1d6+4(-1), Piercing, Properties: Finesse, Light)
Bonus Actions: Reactions: Racial Traits
  • Lucky
    • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave
    • You have advantage on saving throws against being frightened.
  • Halfling Nimbleness
    • You can move through the space of any creature that is of a size larger than yours.
  • Stout Resilience
    • You have advantage on saving throws against poison, and you have resistance against poison damage.
Class Features

> ravenn4544 as Tova | Male | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • 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.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

> Marullus as Thrydwulf | Male | Variant Human | Barbarian (1) | HD (1d12): 1 | HP: 14-5 = 9-3 = 6-4 = 2 | AC: 15 | SP: 30' | Initiative: +3 | Darkvision: No
Background: Folk Hero
  • Feature: Rustic Hospitality.
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Primordial
Weapons: Glaive, Light Crossbow, Shovel as Mining Pick (Improvised)
Spells
  • None
Actions:
  • Glaive (+6, 1d10+4(-1), Slashing, Properties: Heavy, Two-Handed, Reach (10'))
  • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Long-Handled Shovel (+6, 1d6+4 (1d8+4), Bludgeoning, Properties: Improvised, Versatile)
  • Mining Pick (+6, 1d8+4, Piercing, Properties: Improvised)
Bonus Actions: Reactions: Racial Traits Class Features

> RiverGreenForest as Talmond | Male | Human | Fighter (1) | HD (1d10): 1 | HP: 12-2 = 10 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 9 | Insight: 11
Languages: Common, Dwarvish
Weapons: Longsword, Dagger, Light Crossbow
Spells
  • None
Actions:
  • Longsword (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Light Crossbow (+4, 1d8+2, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
Bonus Actions: Reactions: Racial Traits
  • None. 
Class Features

> ybn1197 as Gulnur | Male | Mountain Dwarf | Monk (1) | HD (1d8): 1-1 = 0 | HP: 10-8 = 2-3 = 0+8 = 8 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
Languages: Common, Deep Speech, Dwarvish, Undercommon
Weapons: Dart, Quarterstaff
Spells:
  • None
Ki-Points: --

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • 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.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
---

> NPC Darklin2 as Lutharin | Male | High Elf | Rogue (1) | HD (1d8): 1 | HP: 9-10 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +4 | Darkvision: Yes
Background: Criminal (Spy)
  • Feature: Criminal Contact
Passive Skills: Perception: 12 | Investigation: 15 | Insight: 10
Languages: Common, Dwarvish, Elvish, Thieves’ Cant
Weapons: Rapier, Dagger, Shortbow, Handaxe
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Rapier (+6, 1d8+4, Piercing, Properties: Martial, Finesse)
Bonus Actions: Reactions: Racial Traits
  • 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.
  • Cantrip
    • You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Class Features



Marching Order
Scout: Thrydwulf


5-Foot
Thrydwulf
NPC: Luthar
Tova
Vinwrick
Talmond
Gulnur


10-Foot
Thrydwulf | Luthar
Tova | Vinwrick
Talmond | Gulnur


Rolls
R01: Talmond with longsword (13): [1d20+5]=9+5=14, [1d8+3]=8+3=11 -- hit
R01 Goblin saves vs Tova's Sacred Flame (Dex 13): [1d20+2]=9+2=11 -- fail
R01: Goblin (red) vs Tova (AC 17): [1d20+4]=9+4=13, [1d6+2]=2+2=4 Slashing -- miss
R01: Goblin (blue) vs Vinwrick (AC 15): [1d20+4]=4+4=8, [1d6+2]=5+2=7=2+2=4 Piercing -- miss
R01: Goblin (green) vs Thrydwulf (AC 15): [1d20+4]=10+4=14, [1d6+2]=2+2=4 Slashing -- miss
R01: Goblin (yellow) vs Thrydwulf (AC 15): [1d20+4]=19+4=23, [1d6+2]=4+2=6 Slashing -- hit (-6 /2 = -3)
R01: Goblin (orange) vs Thrydwulf (AC 15): [1d20+4]=19+4=23, [1d6+2]=6+2=8 Slashing -- hit (-8 /2 = -4)
R01: Goblin (pink) vs Talmond (AC 19): [1d20+4]=13+4=17, [1d6+2]=5+2=7 Slashing -- miss
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Marullus
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Re: Session 1: Reunion Interrupted

#406 Post by Marullus »

Yikes! They did a lot of damage! :surprised:

You know, he had really been having fun. Then they stabbed him in the knee. Leave it to a goblin to ruin a good bar fight.

Thrydwulf's anger is explosive as the pain of their stab wounds fuels his rage. "Waaaaaauuuuugh!" he bellows, gripping the blood-spitum goblin that he already has lifted off the ground with both hands by both ankles and swings him in a horrifying arc to smack the stabby goblin with him and keeping the grappled goblin between him and the archers. (Holding purple, hitting yellow with him as an improvised great club, 23 to hit, 12 damage)

Improvised Greatclub (raging) [1d20+6]=17+6=23[1d8+6]=6+6=12
Grapple (bonus action, Rage advantage) [1d20+6]=12+6=18[1d20+6]=7+6=13
If purple is still alive, the grapple is against his escape. If purple is killed on impact, he could grab yellow with the bonus action. If both are dead, he'll keep wielding purple. He only got an 18 with advantage, so its possible a goblin rolling acrobatics could win. His goal is to keep one of the goblins in-hand - It allows that other people can be used as cover and since the grappled goblin us moved and positioned by him, he can use it to shield against the archers.

As Needed Roll [1d20]=8[1d20]=12
Last edited by Marullus on Thu Sep 09, 2021 1:22 am, edited 1 time in total.

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ybn1197
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Re: Session 1: Reunion Interrupted

#407 Post by ybn1197 »

dmw71 wrote: Tue Sep 07, 2021 10:19 pm
I loved the visual of a dwarven monk vaulting over the table... but doing this would require an acrobatics check, which would be his action... not leaving him the ability to attack (which is coupled with a bonus attack).

Sorry, my bad. My face-to-face group house ruled a successful acrobatics roll was a move action.
Gulnar
Gulnar quickly pivots to place himself between two of the goblins (purple and yellow) striking the one with his quarterstaff (purple) and kicking the other (yellow).

Quarterstaff Attack: [1d20+5]=11+5=16 Damage [1d6+3]=2+3=5
Unarmed Strike: [1d20+5]=7+5=12 Damage [1d4+3]=3+3=6

JIC: [1d20]=10

ravenn4544
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Re: Session 1: Reunion Interrupted

#408 Post by ravenn4544 »

Tova looses another bolt of holy flame at the slippery little buggers (red)

Sacred Flame [1d8]=5
As Needed [1d20]=3

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Scott308
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Re: Session 1: Reunion Interrupted

#409 Post by Scott308 »

Vinwrick Greenbottle

Blades flashing, Vinwrick skewers the goblin hiding under the bed (blue). If it does not survive the first attack, he will cross the bed and attack the other goblin archer (green).
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson

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dmw71
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Re: Session 1: Reunion Interrupted

#410 Post by dmw71 »

Initiative
19: Talmond (17+2) (NPC)
17: Tova (16+1)
10: Thrydwulf (7+3)
6: Vinwrick (2+4)
5: Goblins (3+2)
4: Gulnur (1+3)
Last: Luthar (NPC)


Round 3
With no enemy in the immediate area, Talmond moves to secure Rumple, who's still reeling from having been tossed into the room and overturning the table.

To the left of the entrance, Tova looses another bolt of holy flame at the slippery little buggers attempting to hide behind the chest. And while having cover doesn't actually protect against the effects of the spell, the goblin believes that it does as it successfully withstands any damaging effects.

"Waaaaaauuuuugh!" Thrydwulf explodes in anger, reacting to the pain inflicted by the successful stab wounds against him moments earlier. With a firm grip on the goblin immediately in front of him (purple), the raging barbarian swings the grappled goblin like a club, crushing the pesky nuisance next in his path (yellow). The sound of snapping bones accompanies the impact as the two goblins collide with one other... killing both instantly. So enraged is Thrydwulf that he keeps a firm grip on the weaponized-goblin with plans on continuing to use it as a bashing implement.


Blades flashing, Vinwrick skewers the goblin nearest him, then leaps onto the bed and does the same with the second goblin archer -- easily killing the pair.



Leaving just the one, "hiding" from Tova.



"Me give up!" it cries, stepping out from behind the chest, tossing its sword to the floor in front of it and raising its bony arms above its head. "Me give up. You win."


MC-03.jpg
MC-03.jpg (62.27 KiB) Viewed 565 times



"Take," it squawks, gently kicking a few loose coins near its feet. "You take all."





---


Actions and movement for Round 4.

---


Date: 2 Martius 490
Time: 14:55

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions:
  1. Lutharin suffers from level 1 Exhaustion after being knocked unconscious. (Ends: Long Rest)
  2. Thrydwulf in Rage. (Ends: Round 11)
Spells in Effect: None

Character Details
> Scott308 as Vinwrick | Male | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11-7 = 4 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
Languages: Common, Halfling, Minotaur
Weapons: Dagger, Shortbow, Shortsword
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Shortsword (+6, 1d6+4(-1), Piercing, Properties: Finesse, Light)
Bonus Actions: Reactions: Racial Traits
  • Lucky
    • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave
    • You have advantage on saving throws against being frightened.
  • Halfling Nimbleness
    • You can move through the space of any creature that is of a size larger than yours.
  • Stout Resilience
    • You have advantage on saving throws against poison, and you have resistance against poison damage.
Class Features

> ravenn4544 as Tova | Male | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • 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.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

> Marullus as Thrydwulf | Male | Variant Human | Barbarian (1) | HD (1d12): 1 | HP: 14-5 = 9-3 = 6-4 = 2 | AC: 15 | SP: 30' | Initiative: +3 | Darkvision: No
Background: Folk Hero
  • Feature: Rustic Hospitality.
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Primordial
Weapons: Glaive, Light Crossbow, Shovel as Mining Pick (Improvised)
Spells
  • None
Actions:
  • Glaive (+6, 1d10+4(-1), Slashing, Properties: Heavy, Two-Handed, Reach (10'))
  • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Long-Handled Shovel (+6, 1d6+4 (1d8+4), Bludgeoning, Properties: Improvised, Versatile)
  • Mining Pick (+6, 1d8+4, Piercing, Properties: Improvised)
Bonus Actions: Reactions: Racial Traits Class Features

> RiverGreenForest as Talmond | Male | Human | Fighter (1) | HD (1d10): 1 | HP: 12-2 = 10 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 9 | Insight: 11
Languages: Common, Dwarvish
Weapons: Longsword, Dagger, Light Crossbow
Spells
  • None
Actions:
  • Longsword (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Light Crossbow (+4, 1d8+2, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
Bonus Actions: Reactions: Racial Traits
  • None. 
Class Features

> ybn1197 as Gulnur | Male | Mountain Dwarf | Monk (1) | HD (1d8): 1-1 = 0 | HP: 10-8 = 2-3 = 0+8 = 8 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
Languages: Common, Deep Speech, Dwarvish, Undercommon
Weapons: Dart, Quarterstaff
Spells:
  • None
Ki-Points: --

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • 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.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
---

> NPC Darklin2 as Lutharin | Male | High Elf | Rogue (1) | HD (1d8): 1 | HP: 9-10 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +4 | Darkvision: Yes
Background: Criminal (Spy)
  • Feature: Criminal Contact
Passive Skills: Perception: 12 | Investigation: 15 | Insight: 10
Languages: Common, Dwarvish, Elvish, Thieves’ Cant
Weapons: Rapier, Dagger, Shortbow, Handaxe
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Rapier (+6, 1d8+4, Piercing, Properties: Martial, Finesse)
Bonus Actions: Reactions: Racial Traits
  • 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.
  • Cantrip
    • You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Class Features



Marching Order
Scout: Thrydwulf


5-Foot
Thrydwulf
NPC: Luthar
Tova
Vinwrick
Talmond
Gulnur


10-Foot
Thrydwulf | Luthar
Tova | Vinwrick
Talmond | Gulnur


Rolls
R02 Goblin saves vs Tova's Sacred Flame (Dex 13): [1d20+2]=11+2=13 -- success
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Marullus
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Re: Session 1: Reunion Interrupted

#411 Post by Marullus »

Thrydwulf looks around wild-eyed, it taking a moment to register that there's no threats left. He visibly begins to calm down, letting out a groan at the should-have-been-fatal wounds through his shirt. "Balls... I'll need a new shirt, too," he curses as he unceremoniously drops the limp goblin in his hands and instead turns to wadding up torn pieces of shirt to hold against the bleeding.

He shows little interest in the surrendered goblin, leaving such matters to the dwarves leading this expedition. "Hey..." he asks absently, his voice still too loud as he nods in Rumple's direction, "didn't he tell you there's a dragon or hoard or somethin'?" The large man looks dubiously at the gigantic bed. "Looks like a slumber party and he's just mad he didn't get invited."

As Needed Roll [1d20]=15[1d20]=10

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Scott308
Guy Who Gamed With The Famous People
Posts: 7136
Joined: Thu Oct 02, 2014 3:13 am
Location: Oregon, WI

Re: Session 1: Reunion Interrupted

#412 Post by Scott308 »

Vinwrick Greenbottle

Ah, Rumple, this doesn't exactly look like a dragon's hoard. Is this all the treasure? he asks, keeping an eye on the surrendering goblin, swords still in his hands. Where is the chief?
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson

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dmw71
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Posts: 19626
Joined: Tue Jan 24, 2012 7:18 pm
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Re: Session 1: Reunion Interrupted

#413 Post by dmw71 »

Treasure!
"Yeees!" Rumple cheers, moving towards the overturned chest and stepping into the pile of coins already spilled onto the floor.

"If you don't want --" the goblin chides, picking up two handfuls of coins and letting them slip through his remaining fingers, allowing them to trickle back into the pile. "-- Rumple keep all for himself?" The goblin guide excitedly begins rummaging through the collection of coins and other goodies.

Before the group can react to Rumple, or further address the surrendering goblin, the ceiling above booms and the foundational planks creak and shudder, seemingly under the pressure of a heavy weight. Debris from the ceiling begins to fall and get tossed by a sudden rush of wind that fills the room.

A brief moment of stunned silence is then interrupted by an ear-splitting roar!!!

"The dragon!" the goblins chirp. "The dragon has returned!"


Both Rumple and the surviving goblin dive quickly under the cover of the bed.


Roar.jpg
Roar.jpg (54.86 KiB) Viewed 544 times


The thundering commotion is enough to cause Luthar to enter the room and stare up.



---


Everyone, please roll for a new Initiative and declare any actions and/or movement.




Actions?

---


Date: 2 Martius 490
Time: 14:57

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions:
  1. Lutharin suffers from level 1 Exhaustion after being knocked unconscious. (Ends: Long Rest)
  2. Thrydwulf in Rage. (Ends: Round 11)
Spells in Effect: None

Character Details
> Scott308 as Vinwrick | Male | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11-7 = 4 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
Languages: Common, Halfling, Minotaur
Weapons: Dagger, Shortbow, Shortsword
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Shortsword (+6, 1d6+4(-1), Piercing, Properties: Finesse, Light)
Bonus Actions: Reactions: Racial Traits
  • Lucky
    • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave
    • You have advantage on saving throws against being frightened.
  • Halfling Nimbleness
    • You can move through the space of any creature that is of a size larger than yours.
  • Stout Resilience
    • You have advantage on saving throws against poison, and you have resistance against poison damage.
Class Features

> ravenn4544 as Tova | Male | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • 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.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

> Marullus as Thrydwulf | Male | Variant Human | Barbarian (1) | HD (1d12): 1 | HP: 14-5 = 9-3 = 6-4 = 2 | AC: 15 | SP: 30' | Initiative: +3 | Darkvision: No
Background: Folk Hero
  • Feature: Rustic Hospitality.
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Primordial
Weapons: Glaive, Light Crossbow, Shovel as Mining Pick (Improvised)
Spells
  • None
Actions:
  • Glaive (+6, 1d10+4(-1), Slashing, Properties: Heavy, Two-Handed, Reach (10'))
  • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Long-Handled Shovel (+6, 1d6+4 (1d8+4), Bludgeoning, Properties: Improvised, Versatile)
  • Mining Pick (+6, 1d8+4, Piercing, Properties: Improvised)
Bonus Actions: Reactions: Racial Traits Class Features

> RiverGreenForest as Talmond | Male | Human | Fighter (1) | HD (1d10): 1 | HP: 12-2 = 10 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 9 | Insight: 11
Languages: Common, Dwarvish
Weapons: Longsword, Dagger, Light Crossbow
Spells
  • None
Actions:
  • Longsword (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Light Crossbow (+4, 1d8+2, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
Bonus Actions: Reactions: Racial Traits
  • None. 
Class Features

> ybn1197 as Gulnur | Male | Mountain Dwarf | Monk (1) | HD (1d8): 1-1 = 0 | HP: 10-8 = 2-3 = 0+8 = 8 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
Languages: Common, Deep Speech, Dwarvish, Undercommon
Weapons: Dart, Quarterstaff
Spells:
  • None
Ki-Points: --

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • 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.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
---

> NPC Darklin2 as Lutharin | Male | High Elf | Rogue (1) | HD (1d8): 1 | HP: 9-10 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +4 | Darkvision: Yes
Background: Criminal (Spy)
  • Feature: Criminal Contact
Passive Skills: Perception: 12 | Investigation: 15 | Insight: 10
Languages: Common, Dwarvish, Elvish, Thieves’ Cant
Weapons: Rapier, Dagger, Shortbow, Handaxe
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Rapier (+6, 1d8+4, Piercing, Properties: Martial, Finesse)
Bonus Actions: Reactions: Racial Traits
  • 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.
  • Cantrip
    • You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Class Features



Marching Order
Scout: Thrydwulf


5-Foot
Thrydwulf
NPC: Luthar
Tova
Vinwrick
Talmond
Gulnur


10-Foot
Thrydwulf | Luthar
Tova | Vinwrick
Talmond | Gulnur


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

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ybn1197
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Posts: 4095
Joined: Tue Feb 28, 2012 12:24 pm
Location: Baltimore MD

Re: Session 1: Reunion Interrupted

#414 Post by ybn1197 »

Gulnar will move to the wall away from any windows and prepare himself.

Initiative: [1d20+3]=10+3=13

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Marullus
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Posts: 18065
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Reunion Interrupted

#415 Post by Marullus »

Thrydwulf startles and looks up as the ceiling shakes above him. "Well, THAT figures..." he grumbles, looking down at the blood-soaked rags he is trying to staunch his bleeding with. He asks Tova and the others, "You guys have any potions or anything? Hopes and prayers, maybe?"

He then drops the rags and pulls out his light crossbow, waiting to see what emerges THIS time...

Initiative [1d20+3]=7+3=10
As Needed Roll [1d20]=13[1d20]=4

Ready action: Shoot any hostile thing that shows up.
Crossbow (80') [1d20+5]=4+5=9[1d8+3]=4+3=7
Or, at least, the wall next to it.

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Scott308
Guy Who Gamed With The Famous People
Posts: 7136
Joined: Thu Oct 02, 2014 3:13 am
Location: Oregon, WI

Re: Session 1: Reunion Interrupted

#416 Post by Scott308 »

Vinwrick Greenbottle

Rumple, you little shit! The ranger hisses. You didn't mention the hoard was still in possession of the dragon! He quickly crouches in the space between the dresser and the north side of the bed, sheathing one of his swords as he does so.
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson

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dmw71
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Posts: 19626
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
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Re: Session 1: Reunion Interrupted

#417 Post by dmw71 »

Anything for Tova?
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

ravenn4544
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Posts: 8031
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Session 1: Reunion Interrupted

#418 Post by ravenn4544 »

Tova backs up to the threshold of the door and readies his weapon. All thoughts of treasure, for the moment, forgotten.

As Needed [1d20]=12

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dmw71
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Re: Session 1: Reunion Interrupted

#419 Post by dmw71 »

Dragon!
The commotion overhead draws everyone's attention to the ceiling.

Those in observance witness one clawed hand break through the surface, then a second. As the hands are withdrawn, a small section of the ceiling gets ripped away causing debris to spill into the room.

A mass of bright, glossy scarlet-colored scales goes airborne above the ceiling as a pair of wings unfurl, spanning a distance of at least a dozen feet, casting shadows into the room.

The form abruptly reverses course, diving towards the roof and crashing through the hole previously opened, widening it.

Landing, gracefully, in the center of the room is a small red dragon.

Dragon.jpg
Dragon.jpg (50.95 KiB) Viewed 518 times


Evidently, a very young specimen as its body is barely larger than the gaming table overturned earlier; each of its wings matches its body length measuring at least six feet.

The majestic beast is still quite imposing despite its relatively diminutive stature.

Bouts of smoke seem to continuously vent from its beaked snout as it surveys the room.

red dragon wyrmling.jpeg
red dragon wyrmling.jpeg (443.96 KiB) Viewed 518 times


A crossbow bolt clanks harmlessly off its scales, demonstrating their thickness, and the creature lazily turns its head in the direction of Thrydwulf.

It bears its teeth and snarls... a flicker of flame escapes through its rows of teeth in what is clearly meant as a warning.


"Si mi ti tenpiswo ihk wux..." the creature speaks, in a deep, throaty voice that is a bit squeaky.


Confused looks all around as it quickly becomes evident no one understands.


The creature begins to sniff, as if trying to catch a scent, and slowly begins to swing its neck as if looking for something.




---




Actions?

---


Date: 2 Martius 490
Time: 14:58

Daily Forecast
Sunrise: 7:59
Sunset: 19:23
Temperature: 72°
High: 72°
Low: 67°
Light Sources: None
Known Conditions:
  1. Lutharin suffers from level 1 Exhaustion after being knocked unconscious. (Ends: Long Rest)
  2. Thrydwulf in Rage. (Ends: Round 11)
Spells in Effect: None

Character Details
> Scott308 as Vinwrick | Male | Stout Halfling | Ranger (1) | HD (1d10): 1-1 = 0 | HP: 12-10 = 2+7 = 9-4 = 5+6 = 11-7 = 4 | AC: 15 | SP: 25' | Initiative: +4 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 11 | Insight: 13
Languages: Common, Halfling, Minotaur
Weapons: Dagger, Shortbow, Shortsword
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Shortsword (+6, 1d6+4(-1), Piercing, Properties: Finesse, Light)
Bonus Actions: Reactions: Racial Traits
  • Lucky
    • When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave
    • You have advantage on saving throws against being frightened.
  • Halfling Nimbleness
    • You can move through the space of any creature that is of a size larger than yours.
  • Stout Resilience
    • You have advantage on saving throws against poison, and you have resistance against poison damage.
Class Features

> ravenn4544 as Tova | Male | Mountain Dwarf | Cleric (1) | HD (1d8): 1 | HP: 11 | AC: 17 | SP: 15' | Initiative: +1 | Darkvision: Yes
Background: Acolyte
  • Feature: Shelter of the Faithful
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 15
Languages: Common, Dwarvish, Goblin, Undercommon
Weapons: Mace, Warhammer
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2, 1, 0
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Prepared Spells: 4 (Wisdom modifier + Cleric level) Actions:
  • Mace (+4, 1d6+2, Bludgeoning, Properties: None)
  • Warhammer (+4, 1d8+2, Bludgeoning, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other:
  • None
Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • 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.
Class Features
  • Spellcasting (Cleric, 1)
  • Divine Domain: Life Domain (Cleric, 1)
    • Disciple of Life (Cleric, 1)
      • Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

> Marullus as Thrydwulf | Male | Variant Human | Barbarian (1) | HD (1d12): 1 | HP: 14-5 = 9-3 = 6-4 = 2 | AC: 15 | SP: 30' | Initiative: +3 | Darkvision: No
Background: Folk Hero
  • Feature: Rustic Hospitality.
Passive Skills: Perception: 12 | Investigation: 9 | Insight: 10
Languages: Common, Primordial
Weapons: Glaive, Light Crossbow, Shovel as Mining Pick (Improvised)
Spells
  • None
Actions:
  • Glaive (+6, 1d10+4(-1), Slashing, Properties: Heavy, Two-Handed, Reach (10'))
  • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Long-Handled Shovel (+6, 1d6+4 (1d8+4), Bludgeoning, Properties: Improvised, Versatile)
  • Mining Pick (+6, 1d8+4, Piercing, Properties: Improvised)
Bonus Actions: Reactions: Racial Traits Class Features

> RiverGreenForest as Talmond | Male | Human | Fighter (1) | HD (1d10): 1 | HP: 12-2 = 10 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No
Background: Soldier
  • Feature: Military Rank
Passive Skills: Perception: 13 | Investigation: 9 | Insight: 11
Languages: Common, Dwarvish
Weapons: Longsword, Dagger, Light Crossbow
Spells
  • None
Actions:
  • Longsword (+5, 1d8+3, Slashing, Properties: Versatile (1d10))
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Light Crossbow (+4, 1d8+2, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
Bonus Actions: Reactions: Racial Traits
  • None. 
Class Features

> ybn1197 as Gulnur | Male | Mountain Dwarf | Monk (1) | HD (1d8): 1-1 = 0 | HP: 10-8 = 2-3 = 0+8 = 8 | AC: 15 | SP: 25' | Initiative: +3 | Darkvision: Yes
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 12 | Investigation: 10 | Insight: 12
Languages: Common, Deep Speech, Dwarvish, Undercommon
Weapons: Dart, Quarterstaff
Spells:
  • None
Ki-Points: --

Actions:
  • Dart (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Thrown)
  • Quarterstaff (+5, 1d6+3, Bludgeoning, Properties: Versatile (1d8))
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
Bonus Actions:
  • Two-Weapon Fighting
  • Unarmed Strike (+5, 1d4+3, Bludgeoning)
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • 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.
Class Features
  • Unarmored Defense (Monk, 1)
    • While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
  • Martial Arts (1d4) (Monk, 1)
    • While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
---

> NPC Darklin2 as Lutharin | Male | High Elf | Rogue (1) | HD (1d8): 1 | HP: 9-10 = 0+1 = 1 | AC: 15 | SP: 30' | Initiative: +4 | Darkvision: Yes
Background: Criminal (Spy)
  • Feature: Criminal Contact
Passive Skills: Perception: 12 | Investigation: 15 | Insight: 10
Languages: Common, Dwarvish, Elvish, Thieves’ Cant
Weapons: Rapier, Dagger, Shortbow, Handaxe
Spells
  • None
Actions:
  • Dagger (+6, 1d4+4, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Shortbow (+6, 1d6+4, Piercing, Range: 80'/320', Properties: Ammunition, Range, Two-Handed)
  • Rapier (+6, 1d8+4, Piercing, Properties: Martial, Finesse)
Bonus Actions: Reactions: Racial Traits
  • 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.
  • Cantrip
    • You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Class Features



Marching Order
Scout: Thrydwulf


5-Foot
Thrydwulf
Tova
Vinwrick
Gulnur
NPC: Luthar
NPC: Talmond


10-Foot
Thrydwulf | Gulnur
Tova | Vinwrick
Talmond | Luthar


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

User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18065
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Reunion Interrupted

#420 Post by Marullus »

"Nope, don't understand that there, little dragon," Thrydwulf answers in common. But something deep within him stirs... the same place that his rage boils out of, the place that his mother said was the old place, the place of Ymir and the giants, the desire for battle from the beginning of the world, placed in his soul. He rumbles a response in a deep baritone, not consciously aware that he's switched languages as he does so. "Faodaidh tu an fomori ithe ma thogras tu," he points casually at the bed.

He drops his crossbow, flexing his open hand. His other hand reaches back and loosens the long-handled shovel, bringing it forward to lean on it, intentionally casual. The inner pull of it on him is intense. The primordial rivalry between the giant-blooded and the dragons. Even though he is a few breaths from death with no hope of receiving healing in the present moment, his brain formulates plans... how to place a full nelson on that sinuous neck, how to take it to the floor and prevent its flight... ideas not fully his own, but more like he's bubbling up deep memories, things from the beginning of time. The wrestling of dragons. This is what he was meant for. Not drinking is hard. Not tackling this scaly challenger is harder.

"Looking casual" (Deception) [1d20+1]=6+1=7

As Needed Roll [1d20]=7[1d20]=12

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