Session 1: Reunion Interrupted

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dmw71
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Re: Session 1: Reunion Interrupted

#421 Post by dmw71 »


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

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Scott308
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Re: Session 1: Reunion Interrupted

#422 Post by Scott308 »

Vinwrick Greenbottle

Anybody understand what he said? Happy that the dragon is not anywhere near as large as he feared it would be, a dragon is still a dragon, and the halfling is none too keen on the idea of tangling with it if he doesn't have to.
Vinwrick will take the Dodge action this round, in case anything decides that he appears too tasty to resist.
As needed: [1d20]=5; Reroll if a 1: [1d20]=19
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

ravenn4544
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Re: Session 1: Reunion Interrupted

#423 Post by ravenn4544 »

Tova stands still - not wanting to be the one to irritate a dragon. He will also try to say "we aren't looking for trouble.." in the languages he knows in hopes to avoid a mess.

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dmw71
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Re: Session 1: Reunion Interrupted

#424 Post by dmw71 »

Dragon!
The creature continues to sniff the room while casually swinging its neck.

"Rumple, you little shit!" Vinwrick hisses. "You didn't mention the hoard was still in possession of the dragon!" The goblin escort doesn't respond from its hiding place.

Unaware that he even switched languages, Thrydwulf utters a phrase that no one else in the group understands:

"Faodaidh tu an fomori ithe ma thogras tu."

The dragon, too, seems to lack comprehension, but turns its head to view the speaking barbarian... who casually points at the bed. The dragon, suspicious of the "casual" manner in which the large human rests on his sword, eventually shifts its focus.

The neck of the majestic beast slowly and deliberately cranes in the direction of the nearby bed, sniffs, places its beak beneath the wooden bedframe, and lifts its head violently, tossing the bed in the air!

Exposing the hiding place of Rumple and the last remaining goblin.

A burst of flame erupts in a 15-foot cone from the dragons' mouth, dousing the goblins in flame and leaving nothing but ashes and bones in its wake.

It raises its neck as it wheels its head around to face the remaining survivors in the room -- the party.



Remaining otherwise motionless, Tova speaks the phrase "We aren't looking for trouble," in the common tongue, dwarvish, Undercommon, and the languages spoken by goblins.

With a sharp draconic accent, the creature responds in fluent common: "Then trouble you won't find."


"Who are you?" the dragon continues. "And what are you doing associating with those foul creatures?" it asks, motioning at the charred remains of the goblins, and the other goblin bodies scattered about the room.






---




Actions?

---


Date: 2 Martius 490
Time: 14:59

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
Scott308
Guy Who Gamed With The Famous People
Posts: 7135
Joined: Thu Oct 02, 2014 3:13 am
Location: Oregon, WI

Re: Session 1: Reunion Interrupted

#425 Post by Scott308 »

Vinwrick Greenbottle

O, Mr. Dragon, sir- or Miss Dragon, ma'am- my name is Vinwrick. We were here, killing these kobolds, he says, pointing to the dead bodies.
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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ybn1197
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Posts: 4088
Joined: Tue Feb 28, 2012 12:24 pm
Location: Baltimore MD

Re: Session 1: Reunion Interrupted

#426 Post by ybn1197 »

Gulnar maintains his position, ready to dodge should the dragon decide to flambeau the group.

JIC: [1d20]=9

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Marullus
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Posts: 18053
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Reunion Interrupted

#427 Post by Marullus »

Thrydwulf leans on his long-handled shovel, the tension visible in the tendons of his neck. It isn't the first time he's had to subdue the giant blood in his veins against instinctual action, but then again, it wouldn't be the first time he failed, either. The pain of the stab wounds and knowing he's not likely to survive another fight certainly helps.

"I was jus' drunk, really," he answers lamely, rambling words falling from his mouth as he visibly exerts physical control over his body, "Jus' makin' dinner and shortfolk came up, thought they were hobbits, an' they drank my beer an'... don't remember too much until I woke up with these smallfolk instead, having fallen down the stairs n' slept it off, but these smallfolk didn't remember me and weren't who I was drinkin' with an' I think it must have, could only've been, these goblins, which is a nasty thought, but, well, that one's an arsehole," he nods to Rumple's charred corpse, "and the dwarves here thought killin' the goblins was a good idea and I's obliged to agree because not much is better than a good brawl, but then they stabbed me an' well I lost my temper, and..." he just trails off and shrugs, indicating the goblin corpses scattered around him. "Tell the truth, I have a headache, and if you don't mind, could use a little." He looks to the dragon for a moment, considering its opinion, then reaches around and pulls a gallon jug free of the ties on his backpack and takes a swig. Then he holds it out to the dragon, wondering if they can sip.

As Needed Roll [1d20]=6[1d20]=3

ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8027
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Session 1: Reunion Interrupted

#428 Post by ravenn4544 »

Tova stands still - completely impressed with the dragon - and the fact they they are still alive and now conversing with it. With others speaking, he adds no further words to the exchange and watches.

As Needed [1d20]=8

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dmw71
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Posts: 19626
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Re: Session 1: Reunion Interrupted

#429 Post by dmw71 »

Dragon Negotiations

"I see no reason to hold you responsible for their wrongdoings," the dragon replies thoughtfully, motioning with a fluid gesture with its neck in the direction of the many goblin bodies scattered throughout the room.

It eyes the mug extended by Thrydwulf curiously, but expresses no interest in accepting the offer.



"Leave now, and you'll have no trouble from me."




---




Actions?

---


Date: 2 Martius 490
Time: 15:00

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: 18053
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Reunion Interrupted

#430 Post by Marullus »

Thrydwulf still struggles inwardly. When the dragon declines his mug, he shrugs and drinks it himself.

He looks around at the assembled smallfolk expectantly for them to make a decision.

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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

#431 Post by dmw71 »

Dragon Negotiations
"Or don't leave, and maybe there will be trouble?" the dragon offers, unsure how to take the party's seeming reluctance to act on its previous offer.




---




What's it going to be? :D

---


Date: 2 Martius 490
Time: 15:01

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)

ravenn4544
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Re: Session 1: Reunion Interrupted

#432 Post by ravenn4544 »

Tova can only but acknowledge the fairness the Dragon has displayed. His lawful nature precludes him from any further hostility. He makes to take his leave of the dragon politely.

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Scott308
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Re: Session 1: Reunion Interrupted

#433 Post by Scott308 »

Vinwrick Greenbottle

Well...we were promised dragon treasure... the ranger says as he drops his sword point first into the floor and deftly removes his bow from his back. Quickly knocking an arrow, he rushes the shot, hitting the target obliquely, sending the projectile skittering off the dragon's scales.
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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Marullus
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Re: Session 1: Reunion Interrupted

#434 Post by Marullus »

As Vinwrick breaks the tension, something else breaks inside of Thrydwulf. His rage flares in his eyes as the giant's blood within him explodes towards its ancient foe...

"Aaaaaaaaaauuuugh!" He lets out a primal scream as he abruptly rushes the dragon, trying to grab its sinuous neck with his arm and twist into a headlock as he bears it to the ground.

Take-down (raging): Shove Prone [1d20+6]=4+6=10[1d20+6]=3+6=9 Grapple: [1d20+6]=1+6=7[1d20+6]=7+6=13
I waited 11 months to roll that macro. :lol: It's wrong, though. I am out of rages, and can't start a rage the same round as a takedown move, anyway, because both use the bonus action. Redo without rage:
Take-down (not raging): Shove Prone [1d20+6]=6+6=12 Grapple: [1d20+6]=17+6=23
If successful at both, it has disadvantage, we have advantage on melee hits, and it can't move/fly as long as he hangs onto it and doesn't die from 2hp damage.

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ybn1197
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Re: Session 1: Reunion Interrupted

#435 Post by ybn1197 »

Like Tova, Gulnur's innate sense of law precludes him from starting a fight where none exists and he makes to leave as well. But Vinwrick and Thrydwulf break the silence with their actions and Gulnur knows:
  1. The dragon will not settle for "we're sorry" and let all pass
  2. He will not let his companions face this alone.
Gripping his staff white knuckle tight, he launches himself at the dragon, swinging his staff and kicking out with his legs.





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dmw71
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Re: Session 1: Reunion Interrupted

#436 Post by dmw71 »

Yes! :lol:


I hope to be able to update again in this game either later today or tomorrow.
-- 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

#437 Post by Marullus »


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dmw71
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Re: Session 1: Reunion Interrupted

#438 Post by dmw71 »

Initiative
20: Wyrmling (20+0)
20: Vinwrick (16+4)
19: Gulnur (16+3)
18: Thrydwulf (15+3)
18: Luthar (14+4)
16: Tova (15+1)
11: Talmond (9+2)




Round 1
"Or don't leave, and maybe there will be trouble?" the dragon offers, unsure how to take the party's seeming reluctance to act on its previous offer.

Tova and Gulnur, at least initially, are resigned to leaving; not wanting to initiate any conflict with a creature that has done them no harm. Tova, already positioned near the exit, easily begins his descent. Gulnur crosses the room and reaches the door.

Suspicious that its treasure still is not safe, especially with the dwarves moving in that direction, the wyrmling stares dutifully at the party, waiting for the rest of them to retreat.

The decision to remain cautious and suspicious turns out to be prudent on the young dragon's part as the party's ranger is reluctant to sacrifice their goals so easily. "Well... we were promised dragon treasure..." Vinwrick says, dropping his sword point-first into the floor and deftly unslinging his bow from his back. In one fluid motion, the ranger knocks an arrow and takes aim.



This is the point where I would call for Initiative.

Note
:
The dragon will be considered a "significant opponent" and will roll for its Initiative each round instead of acting on a fixed number.


Having surveyed the group's positioning and potential capabilities, the wyrmling apparently deems the heavily armored Talmond to be its biggest threat. As soon as Vinwrick begins to pull back the drawstring to his bow, the dragon wheels around and completely bathes its target in flames. (-28)

Pained screams accompany a sizzling sound and the smell of burnt flesh begins to fill the room.

What was once the form of Talmond is no longer recognizable; his sword and shield, the steel now blackened from burns, clank to the ground. His chain armor, now glowing bright red and orange, collapses in on what can only be the skeletal remains of the former human.

The table, also in the path of the breath weapon, bursts into flames.


"You fools!" the wyrmling curses; sparks and smoke spill from its mouth as it vents its fury.


The speed and lethality with which the dragon youth attacked is cause for alarm, and causes Vinwrick's focus on his own attack to lapse. Nearly missing outright, the ranger's arrow deflects harmlessly off the creature's thick scales.


Refusing to let his companions face the beast alone, Gulnur's knuckles turn white as he grips his staff tightly. His battle instincts take over and the dwarf bounds through the piles of treasure between himself at the dragon and launches himself at his foe! He slams his staff into the scaled hide of the youthful dragon; the vibrations from the clank leave his hands stinging from the vibrations... without seeming to have any effect on the dragon. After securing his landing, the monk kicks out with the hard sole of his boot, targeting one of the wyrmling's rear legs, and connects solidly!

"Aaaaaaaaaauuuugh!" Thrydwulf growls, launching himself with reckless abandon at the imposing foe! The barbarian reaches for the wyrmling's sinuous neck with his arm. hoping to twist it into a headlock, but feels the muscles in the young dragon's neck tense, and flex, stopping the wild man in his tracks.

Tavern Brawler wrote:When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Because his unarmed attack (e.g. shove) was unsuccessful, Thrydwulf is unable to use his Tavern Brawler feature to grapple.



An arrow from behind the creature splits a scale and sinks deep into the young dragon's hide! The wyrmling cries out in pain as a well-placed shot from Luthar definitely captures the creature's attention.


R01.png
R01.png (938.98 KiB) Viewed 582 times



Tova is steps away from reaching the floor below when the sign of conflict erupts overhead. The dwarven holy man feels a quick burst of heat overhead, accompanying a pained scream. "Was that Talmond?" he wonders to himself, unsure of the happenings taking place above him.

The cleric must decide whether to continue his escape and guarantee his own personal safety or return to assist his companions that remained behind.





---




Actions for round 2?

---


Date: 2 Martius 490
Time: 15:02

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)
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 = 10-28 = -18 (Instant Death) | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No


> 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


10-Foot
Thrydwulf | Gulnur
Tova | Vinwrick
Luthar


Rolls
Wyrmling Initiative: [1d20]=20
Tova Initiative [1d20+1]=15+1=16
Talmond Initiative [1d20+2]=9+2=11
Luthar Initiative [1d20+4]=14+4=18
Wyrmling Breath Recharge (5–6): [1d6]=6 -- yes
Talmond vs Breath (Dex 13): [1d20+2]=3+2=5 -- fail; full damage
Wyrmling Breath: [7d6]=28 fire -- oof!
Wyrmling vs Thrydwulf's Shove (12): [1d20+4]=11+4=15 -- shove attempt fails
Luthar with Short Bow: [1d20+6]=14+6=20, [1d6+4]=1+4=5 Piercing, [1d6]=5 Sneak Attack -- hit
-- 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

#439 Post by Marullus »

Thrydwulf grins broadly as the dragon tenses up, recognizing an advantage he can use as (literal) leverage. Now close-in, the massive, hairy man kicks his legs up and locks his ankles around the tense muscles of the serpentine neck, dropping his weight and using the dragon's own mass against it to flip the creature onto its back.

The Head-Scissors Maneuver:
Image
Take-down (not-raging): Shove Prone [1d20+6]=13+6=19 Grapple: [1d20+6]=11+6=17
As Needed Roll [1d20]=7[1d20]=3

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ybn1197
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Re: Session 1: Reunion Interrupted

#440 Post by ybn1197 »

Gulnar swings his quarterstaff at the wyrm's midsection, planting it to brace himself for a kick to the dragon's hindquarter.

Quarterstaff Attack: [1d20+5]=4+5=9 Damage [1d6+3]=2+3=5
Unarmed Strike: [1d20+5]=15+5=20 Damage [1d4+3]=2+3=5

JIC: [1d20]=10

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