Session 1: Reunion Interrupted

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RiverGreenForest
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Re: Session 1: Reunion Interrupted

#381 Post by RiverGreenForest »

Talmond

The fighter curses under his breath and swings his long sword at the floating kitchenware.

Longsword [1d20+5]=4+5=9 [1d8+3]=8+3=11

As needed: [1d20]=9

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Re: Session 1: Reunion Interrupted

#382 Post by dmw71 »


I will try to update this game again tomorrow.
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Re: Session 1: Reunion Interrupted

#383 Post by dmw71 »

Initiative
23: Vinwrick (19+4)
22: Talmond (20+2)
20: Tova (19+1)
18: Thrydwulf (15+3)
15: Gulnur (12+3)
11: Flying Meat Cleavers (11+0)
9: Flying Pots (9+0)
NPC: Luthar


Round 2
The reflexive halfling continues to whirl his blades, lashing out against the animated cookware, focusing on the cleaver which presents the nearest threat. Or presented. With his first well-placed strike, Vinwrick knocks it solidly with the broadside of his primary short sword and the damage was enough to dispel any magical enchantment it possessed. It crashes to the ground where it remains unmoving.

The halfling wheels around, and with the short sword in his off-hand, clips the flying pan pestering in Talmond's vicinity, knocking it off course but not out of the air.

The misdirection of the flying pan's flight path caused by Vinwrick results in Talmond's downward strike with his longsword to miss its mark.

Next to act is Thrydwulf who clangs the incoming pot with his own cleaver, knocking the magical properties out of it and turning it into a mundane object lying motionless on the ground at his feet.

His next intention is to shove the animated cleaver he grips in his other hand under a heavy object, but he does feel the object offering resistance to his efforts so, instead, he maintains his tight grip on the blade, controlling it. "You know, would be nice to have these things cut the potatoes and carrots for me. You think there's a magic word if we keep 'em? Abraca-carrot-chopping?" the large man casually ponders aloud as he defends himself from the kitchen tools.

The only remaining threat -- the wobbling airborne pan near Talmond -- clumsily dives in the direction of the well-armored fighter, catching only air.




Outside in the hallway, Gulnur, Tova, and Luthar maintain their vigilant defenses but are not presented with any additional threats... just continued complaints from Rumple.




---

No map update; it's just too cluttered to be useful. There are two remaining animated objects:
  1. Thrydwulf has a secure grip on an animated cleaver; and
  2. A dented and wobbling pan still hovers in the general area near Talmond and Vinwrick.



Actions and Movement for Round 3.

---


Date: 2 Martius 490
Time: 14:40

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 | 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 Flying Pan vs Talmond (18) [1d20]=11, [1d6]=2 -- miss
-- 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

#384 Post by Scott308 »

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

#385 Post by Marullus »

Thrydwulf ponders, asking the others, "Hey... you guys thinkI should take this knife upstairs and throw it in the room with the goblins?"

If the others think that's a bad idea, he smacks it on the counter to knock the magic out of it.

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Re: Session 1: Reunion Interrupted

#386 Post by Scott308 »

Vinwrick Greenbottle

I like that idea, actually. I think it'll be fun to throw it in the room, mess with the goblins.
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

#387 Post by dmw71 »

Still waiting on actions for:

Tova
Talmond
Gulnur



No rush.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Re: Session 1: Reunion Interrupted

#388 Post by ravenn4544 »

Tova is growing anxious at the noise in the next room...

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Re: Session 1: Reunion Interrupted

#389 Post by ybn1197 »

Gulnar continues to cover the doorway should any of the cookware come that way.


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Re: Session 1: Reunion Interrupted

#390 Post by RiverGreenForest »

Talmond

Getting irritated by flying cookware, he strikes at the flying pan with his long sword.

Longsword [1d20+5]=15+5=20 [1d8+3]=1+3=4

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Re: Session 1: Reunion Interrupted

#391 Post by dmw71 »

Master Chamber
Vinwrick is able to quickly make work of the remaining flying pan.

With the animated cleaver under his control, Thrydwulf proposes releasing it into the area above, turning it into a weapon benefiting the group.

I know I haven't been using it, but this was just too clever of an idea to not award you Inspiration.

Well played.



Speaking of the area above, Tova, more than anyone, continues to hear the same boisterous ramblings, and various sounds of activity echoing down the stairwell beyond the final door on the current floor.



Receiving no objections to his plan, Thrydwulf leads the climb up the last flight of the stairwell. Once there, he waits for everyone to ready themselves in position, then quickly --

-- opens the door --

-- takes a step inside, almost slipping on some loose coins --

-- fully extends his arm, and --

-- releases the animated cleaver!

He then quickly steps back into the stairwell, closing the door behind him, and waits.


The barbarian is afforded a quick opportunity to survey the room before withdrawing into the hallway and spies, as expected, notes more than a handful of goblins, spread throughout the much larger area, which spans the entire floor.

Master Chamber.jpg
Master Chamber.jpg (85.51 KiB) Viewed 674 times


This large chamber is paneled in dark wood hung with numerous paintings, most of which are torn or faded.

A large pile of coins and other treasure appear to have spilled out from a large, open, overturned chest just off to the left. One goblin is fiddling with a hinge on the chest.

Behind it, and in the other angled corner on the far side of the room, are wooden wardrobes or dressers. A lone goblin is fishing through items of clothing in the far wardrobe.

A pair of goblins are jumping on a large, four-poster bed which rests centered against the far wall.


Just to the right, four goblins sit around a wood, circular table. They appear to be playing a highly contested game and are arguing with each other.



The noise of multiple goblins scrambling, from all over the room, are heard coming from the other side of the door.




---



While combat isn't immediately imminent, I'm going to request new initiative rolls from everyone. Then, how long will the group wait before entering? What will be the sign that it is time to open the door again?

---


Date: 2 Martius 490
Time: 14:48

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 | 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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Re: Session 1: Reunion Interrupted

#392 Post by ybn1197 »

Initiative: [1d20+3]=1+3=4
Well at least I got the 1 out of its system early.

Goblins aren't known to be quiet in a panic. I think we should listen at the door for sounds of panic as the cleaver does it's work. If we don't hear anything, I think we move right in as the plan failed. Otherwise we wait a minute and then move in to clean up.

ravenn4544
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Re: Session 1: Reunion Interrupted

#393 Post by ravenn4544 »

Tova nods at the suggestion and smirks at the creative move with the cleaver. "Ready when you are.."

As Needed [1d20]=16

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Marullus
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Re: Session 1: Reunion Interrupted

#394 Post by Marullus »

"Yeahhhh goblins," Thrydwulf says, grinning broadly, psyching himself up. "I love clobbering those little stains..." He looks aside at where Gulnur grips Rumple. "Hey, why don't you go in first and say hi to your friends?"

Plan: I agree with ybn's plan to listen for a lull.

GM question: Can I activate Rage on the round before we run in? Or, will it time-out immediately because I didn't hit someone in that round?

Players' question: Any objection to sending/pushing/throwing Rumple into the room ahead of us? I will happily open combat using him as an improvised projectile weapon.


Initiative [1d20+3]=7+3=10

As Needed Roll [1d20]=7[1d20]=17

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dmw71
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Re: Session 1: Reunion Interrupted

#395 Post by dmw71 »

Marullus wrote: Wed Aug 04, 2021 3:42 pm GM question: Can I activate Rage on the round before we run in? Or, will it time-out immediately because I didn't hit someone in that round?
Not the round before, no. You can enter rage as a bonus action, which takes place on your turn.

Your turn takes place during a round.

So, you could activate it before you enter the room, but it would need to happen during your turn, as part of the first round of combat.


As for losing your rage, that is a risk if you don't:
  1. make an attack, or
  2. take damage.




Rules:
Rage wrote: On your turn, you can enter a rage as a bonus action.
...
It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
The Order of Combat wrote:The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative.
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Re: Session 1: Reunion Interrupted

#396 Post by RiverGreenForest »

Talmond

The fighter whistles in surprise at the site of the goblins. Talmond readies his longsword and shield while saying aloud "Brings me back to those patrol days around the castle and through the woods.."

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

As needed: [1d20]=3

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Re: Session 1: Reunion Interrupted

#397 Post by Scott308 »

Vinwrick Greenbottle

The ranger waits outside the room, swords drawn in anticipation of needing to finish off the goblins. Or, finishing off the cleaver if they get lucky.
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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Re: Session 1: Reunion Interrupted

#398 Post by Marullus »

With no objections, Thrydwulf clamps a meaty fist securely around Rumple, taking over the grapple from Gulnur to allow the dwarf to prepare himself for battle.

Waiting for a lull in the commotion inside the door, he waits to enter when the others signal...

Plan for action, if feasible...
  • When it is his turn, (initiative 10) he gives into his rage and excitement [bonus action: Rage]
  • Then he moves into the room 15' (half movement while grappling and bringing with).
  • Action is then using the Rumple as an improvised weapon (proficient per Tavern Brawler) and throwing him at the table of goblins.
    Unarmed (raging) [1d20+6]=4+6=10[1d4+6]=1+6=7
    (I was going to argue that using a goblin AS a weapon is probably 1d8, like a great club, but with that attack roll it seems irrelevant. )
  • Contested Athletics to maintain Grapple assuming Rumple struggles (on Rumples turn, if relevant):
    Maintain Grapple (with advantage) [1d20+6]=8+6=14[1d20+6]=1+6=7


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Re: Session 1: Reunion Interrupted

#399 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 1
After releasing the animated cleaver into the larger, goblin-infested chamber, the ensuing chaos takes maybe a half-minute to fall silent.

Silent.

As in, none of the previous activities heard from the floor below can now be heard.


The party, having been preparing for this moment, puts their plan into motion.


Thrydwulf, still in front, opens the door and begins to tap into his inner rage.

Longsword and shield readied, Talmond leads the group into the room, clearing the entrance by stepping to his right.

No goblins are immediately in sight.

Just inside the door, however, mixed in with the pile of loose treasure from the overturned chest, the once animated cleaver -- and party secret weapon -- lies motionless. The blade presents signs of goblin blood.


Tova, too, bursts into the room. The perceived lack of immediate threat confuses the dwarf, momentarily. Just as he was about to question the barbarian's assessment of the situation, the holy man spots a collection of goblins in hiding, crouched behind the now overturned table just off to the right. "Four of them, there!" the dwarf grumbles, pointing in the direction of the table. "And another one, behind them! By the chest." He, too, clears the entrance, stepping to his left. "And.. YOU!" he bellows, spotting yet another goblin, attempting unsuccessfully to hide behind the overturned chest.

The report of no goblins in the room puzzles Thrydwulf. His rage sets in and he bursts into the room, shoving his way past Talmond and Tova. Rumple firmly in his grasp, the barbarian quickly identifies the quartet of goblins identified by Tova on instant earlier.

"Ahhhhhhhhhh!" Rumble cries out as he becomes an unwilling projectile, hurled in the general direction of the table, crashing into it with a thud. The table is pushed back a foot or two and spins on its edge a half turn. Rumple, still nursing previous wounds from before the party first encountered him, remains lying on the floor, moaning. "You hairy arse!" the former scout cries out in pain.

The four goblins attempting to hide behind the table scatter, revealing their positions.

Vinwrick scampers in, settling alongside Thyrdwulf. From his lower vantage point, the halfling is able to spot yet another goblin hiding beneath the bed straight ahead of him. Then a second, also attempting to hide under the cover of the bed, on the opposite side.

I couldn't waste your natural 20, so using it for a new 'Perception' roll, revealing the two remaining goblins, made sense.


"Two, under the bed!" the rouge shares. "With bows... watch your ankles!" he cautions, half-jokingly.


Their positions betrayed, the goblins assemble, weapons readied.


"Attack!" the perceived leader goblin, near the chest behind those near the table, calls out, pointing at the group.

The last to enter is Gulnur, who positions himself just inside the door, next to Talmond.



MC-01.jpg
MC-01.jpg (57.05 KiB) Viewed 637 times


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






---


Actions and movement for Round 2.

---


Date: 2 Martius 490
Time: 14:53

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 | 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
Goblin Initiative: [1d20+2]=3+2=5
Tova Perception: [1d20+3]=18+3=21 -- success
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Re: Session 1: Reunion Interrupted

#400 Post by Scott308 »

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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