Group 2, Episode 2: Greenest in Flames

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dmw71
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Re: Group 2, Episode 2: Greenest in Flames

#241 Post by dmw71 »

Initiative
  • 21: Zintra
  • 13: Grimbul
  • 12: Dureau
  • 6: Kañ-Demir
  • 6: Cultists
  • 5: Palaeo
    ---
  • TBD: Catarina

Approaching the Mill
The group elects to cross the stream from their current position, and manages to safely approach the mill from the same side of the stream. The mill, standing maybe 50-60 feet ahead of them to the northwest, is still being harassed by the same three humans spotted from a distance. They seem to be tending to the two flames currently burning outside the mill, but which are not affecting the actual mill itself, which is a secret relief to Kañ-Demir.
G2R00.jpg
G2R00.jpg (183.21 KiB) Viewed 1219 times
The group has remained undetected to this point, but you suspect drawing nearer will be risky.


---


I do not have your tokens on the map (yet), but you would be approaching from the southeast corner.


Actions?

---




Date: 08 Kythorn 1489
Time: 22:07
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • None
Spells in Effect:
  • None
Healing Kit (Montero)
  • Catarina: 1, 0 | Grimbul: 1, 0 | Kañ-Demir: 1, 0 | Dureau: 1 | Zintra: 1


---

Character Status
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18-1 = 17-4 = 13-3 = 10-6 = 4+11 = 15 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      Spells: None.

      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Far Traveler
      • Feature: Optional Feature: Dragon Scholar
        • You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
          • Note: This has been modified to limit this study and familiarity to just metallic dragons, not those of the chromatic variety.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24-5 = 19-5 = 14-4 = 10+7 = 17 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spells Known: 2 Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18-4 = 14-4 = 10-6 = 4-3 = 1-3 = 0+8 = 8 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Cook's Utensils, Horn, Mason's Tools
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
          • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
          • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
          • 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.
            • For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: Far Traveler (Dwarf)
      • Feature: All Eyes on You
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead )
      • Circle of Mortality: Spare the Dying
        • Does not count against the number of cleric cantrips you know.
        • For you, it has a range of 30 feet,
        • It can be cast it as a bonus action.
      Features:
      • 1st: Spellcasting
      • 1st: Divine Domain: Grave Domain
      • 1st: Circle of Mortality
        • When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
        • In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
      • 1st: Eyes of the Grave: 3
        • As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
        • This sense doesn’t tell you anything about a creature’s capabilities or identity.
          • Recovery: Long
      • 2nd: Channel Divinity: Turn Undead: 1
        • As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

          A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
          • Recovery: Short
      • 2nd: Channel Divinity: Path to the Grave
        • Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

          As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
      • 5th: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
        • Those who share your religion will support you (but only you) at a modest lifestyle.
  • Faanku as Zintra | Female | Chaotic Good | Gnome (Forest) | Wizard (2) | HD (1d6): 2 | HP: 14 | AC: 13 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No | Background: Far Traveler | Senses: Perception: 13, Investigation: 13, Insight: 13
    Languages: Common, Gnomish, Sylvan
    Weapons: Dagger (+5, 1d4+3)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3
      • 2nd: --
    Spellbook: Prepared Spells: 5 (Intelligence modifier + Wizard level) Cantrips Known: 4 ( Fire Bolt, Mage Hand, Minor Illusion, Toll the Dead )
    Actions: Dagger (+5, 1d4+3), Fire Bolt (+5, 1d10, 120')
    Bonus Actions: Two-Weapon Fighting
    Reactions: Opportunity Attack, Feather Fall, Shield

    Features
    • Familiar: Palaeo | Tiny | Owl | HP: 1 | AC: 11 | SP: 5' (60' Fly) | Initiative: +1 | Darkvision: Yes (120') | Skills: Stealth +3, Perception +3
      • Actions: A familiar can't attack, but it can take other actions as normal.
      • Features:
        • Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
        • Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
        • Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Marching Order
5-Foot
  • Catarina
    Kañ-Demir
    Grimbul
    Zintra (Palaeo)
    Dureau
10-Foot
  • Catarina
    Kañ-Demir | Grimbul
    Dureau | Zintra (Palaeo)

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

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Re: Group 2, Episode 2: Greenest in Flames

#242 Post by Scott308 »

Dureau Sathaos

The cleric will target the cultist in the blue robes with a Toll the Dead spell. The one in blue looks to be a mage. I think we should target that one first.
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Re: Group 2, Episode 2: Greenest in Flames

#243 Post by Pulpatoon »

Kañ-Demir, having learned a lesson about rushing in in, hangs back and allows his comrades to use their ranged attacks.

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Re: Group 2, Episode 2: Greenest in Flames

#244 Post by dmw71 »

Pulpatoon wrote:Kañ-Demir, having learned a lesson about rushing in in, hangs back and allows his comrades to use their ranged attacks.
It may not come into play, but does he want to Dodge? Or maybe Ready an action?
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Re: Group 2, Episode 2: Greenest in Flames

#245 Post by Pulpatoon »

Assuming we're well out of dart-throwing range, I think he'll just Dodge.

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Re: Group 2, Episode 2: Greenest in Flames

#246 Post by GreyWolfVT »

Grimbul takes up hit bow and aims for the robed man in the back (red outlined robe green dot) and fires an arrow.

Longbow [1d20+3] = 15+3 = 18 to hit. [1d8+1] = 8+1 = 9 damage
Ability/Skill/Stat Check/"If Needed" Rolls [1d20] = 8
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

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Re: Group 2, Episode 2: Greenest in Flames

#247 Post by Faanku »

Zintra smiles at Dureau. "Then the rapscallion shall be the first to fall!"

After a brief chant of arcane power, a lance of fire leaps from the seer's finger towards the blue-robed rogue. At the same time, her owl familiar moves swiftly to perch on the roof of the barn, avoiding the flames as best he can.

Fire Bolt critical hit![1d20+3] = 20+3 = 23[1d10] = 7[1d10] = 4
Spare Roll [1d20] = 14
Palaeo will double move to be ready to Aid next turn.

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Re: Group 2, Episode 2: Greenest in Flames

#248 Post by dmw71 »

I still need an action for Catarina.

I'm hoping to move this game again tomorrow (Monday), so I will NPC as needed.
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Re: Group 2, Episode 2: Greenest in Flames

#249 Post by dmw71 »

Initiative
  • 21: Zintra
  • 13: Grimbul
  • 12: Dureau
  • 6: Kañ-Demir
  • 6: Cultists
  • 5: Palaeo
  • 1: Catarina

Round 1
"The one in blue looks to be a mage. I think we should target that one first," Dureau whispers to the group in the moment of last second planning. "Then the rapscallion shall be the first to fall!" Zintra nods in agreement. Then, without hesitation, she begins a brief chant as she begins channeling her arcane power. A lance of fire leaps from the seer's finger towards the blue-robed individual, striking the unsuspecting target with absolute precision -- dropping the robed figure instantly.

Grimbul fans out to his right and feeds an arrow into his long bow while taking aim. The ranger pulls his drawstring taut, then releases his grip... and watches as his arrow sinks into the throat of the second threat, striking him down with a near-perfectly placed strike.

Taking up position behind the tree in the southeast corner of the mill, Dureau calls upon his divine calling and, an instant later, the sound of a distressing bell rings out, filling the air around the remaining cultist, who brings his hands over his ears to tone out the sound.

With the success the ranted attacks have been having, Kañ-Demir intentionally remains behind, defensively.

Against heavy attack and overwhelming odds, the remaining cultist turns and rushes directly for the mill, where he bursts through the doors, seeking shelter in the mill, slamming the doors shut behind him.
G2R01.jpg
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Palaeo swoops down and lands at the edge of the roof at front of the mill.


The group, with all enemies dispatched of, close in on the mill while keeping a safe distance.



---


Actions?

---




Date: 08 Kythorn 1489
Time: 22:08
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • None
Spells in Effect:
  • None
Healing Kit (Montero)
  • Catarina: 1, 0 | Grimbul: 1, 0 | Kañ-Demir: 1, 0 | Dureau: 1 | Zintra: 1


---

Character Status
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18-1 = 17-4 = 13-3 = 10-6 = 4+11 = 15 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      Spells: None.

      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Far Traveler
      • Feature: Optional Feature: Dragon Scholar
        • You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
          • Note: This has been modified to limit this study and familiarity to just metallic dragons, not those of the chromatic variety.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24-5 = 19-5 = 14-4 = 10+7 = 17 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spells Known: 2 Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18-4 = 14-4 = 10-6 = 4-3 = 1-3 = 0+8 = 8 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Cook's Utensils, Horn, Mason's Tools
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
          • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
          • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
          • 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.
            • For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: Far Traveler (Dwarf)
      • Feature: All Eyes on You
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead )
      • Circle of Mortality: Spare the Dying
        • Does not count against the number of cleric cantrips you know.
        • For you, it has a range of 30 feet,
        • It can be cast it as a bonus action.
      Features:
      • 1st: Spellcasting
      • 1st: Divine Domain: Grave Domain
      • 1st: Circle of Mortality
        • When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
        • In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
      • 1st: Eyes of the Grave: 3
        • As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
        • This sense doesn’t tell you anything about a creature’s capabilities or identity.
          • Recovery: Long
      • 2nd: Channel Divinity: Turn Undead: 1
        • As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

          A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
          • Recovery: Short
      • 2nd: Channel Divinity: Path to the Grave
        • Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

          As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
      • 5th: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
        • Those who share your religion will support you (but only you) at a modest lifestyle.
  • Faanku as Zintra | Female | Chaotic Good | Gnome (Forest) | Wizard (2) | HD (1d6): 2 | HP: 14 | AC: 13 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No | Background: Far Traveler | Senses: Perception: 13, Investigation: 13, Insight: 13
    Languages: Common, Gnomish, Sylvan
    Weapons: Dagger (+5, 1d4+3)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3
      • 2nd: --
    Spellbook: Prepared Spells: 5 (Intelligence modifier + Wizard level) Cantrips Known: 4 ( Fire Bolt, Mage Hand, Minor Illusion, Toll the Dead )
    Actions: Dagger (+5, 1d4+3), Fire Bolt (+5, 1d10, 120')
    Bonus Actions: Two-Weapon Fighting
    Reactions: Opportunity Attack, Feather Fall, Shield

    Features
    • Familiar: Palaeo | Tiny | Owl | HP: 1 | AC: 11 | SP: 5' (60' Fly) | Initiative: +1 | Darkvision: Yes (120') | Skills: Stealth +3, Perception +3
      • Actions: A familiar can't attack, but it can take other actions as normal.
      • Features:
        • Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
        • Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
        • Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Marching Order
5-Foot
  • Catarina
    Kañ-Demir
    Grimbul
    Zintra (Palaeo)
    Dureau
10-Foot
  • Catarina
    Kañ-Demir | Grimbul
    Dureau | Zintra (Palaeo)

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

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GreyWolfVT
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Re: Group 2, Episode 2: Greenest in Flames

#250 Post by GreyWolfVT »

Grimbul walks over to the doors standing back a good 10 feet away and calls towards the doors "Open up or we're comin in!" the dwarf still holds his bow with an arrow ready for loading and firing and waits for a reply.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Group 2, Episode 2: Greenest in Flames

#251 Post by dmw71 »

Ed, please submit a roll.

The way you're framing your attempt, I'm guessing you're going for Charisma (Intimidation).
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(Status: Archived)

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Re: Group 2, Episode 2: Greenest in Flames

#252 Post by Faanku »

Zintra keeps Palaeo alert for approaching danger as she lurks off to the side, ready to support the party.

Mystery Roll [1d20] = 17

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Re: Group 2, Episode 2: Greenest in Flames

#253 Post by dmw71 »

Faanku wrote:Zintra... lurks off to the side, ready to support the party.
Which side? What did you have in mind in terms of positioning?
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Re: Group 2, Episode 2: Greenest in Flames

#254 Post by Faanku »

I want to move up here to be vaguely covered but able to act if anything happens.

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Re: Group 2, Episode 2: Greenest in Flames

#255 Post by BearSiren817 »

Catarina will hold her action and dodge if the doors open or if there are any attacks towards her.
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Re: Group 2, Episode 2: Greenest in Flames

#256 Post by GreyWolfVT »

dmw71 wrote:Ed, please submit a roll.

The way you're framing your attempt, I'm guessing you're going for Charisma (Intimidation).
Ability/Skill/Stat Check/"If Needed" Rolls [1d20] = 19
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
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Re: Group 2, Episode 2: Greenest in Flames

#257 Post by dmw71 »

Mill Entrance
While the rest remain in place, Zintra assumes a more advanced position, resting her back against the forward annexed area.

Grimbul approaches the front door. "Open up or we're comin in!" he demands, forcefully, his bow still at the ready.

There is no verbal response to the demand, but a moment later, the front door opens by unseen hands.

The inside of the mill is dark.


---


Actions?

---




Date: 08 Kythorn 1489
Time: 22:09
  • Sunrise: 05:56
  • Sunset: 21:03
Moon: Half
Temperature
  • Low: 57°
  • High: 73°
Conditions
  • Precipitation: None
  • Wind: Still
Light Sources
  • None
Known Conditions
  • None
Spells in Effect:
  • None
Healing Kit (Montero)
  • Catarina: 1, 0 | Grimbul: 1, 0 | Kañ-Demir: 1, 0 | Dureau: 1 | Zintra: 1


---

Character Status
  • BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18-1 = 17-4 = 13-3 = 10-6 = 4+11 = 15 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 16
      • Investigation: 12
      • Insight: 14
      Languages: Common, Draconic, Dwarvish, Thieves’ Cant
      Spells: None.

      Features:
      • Feline Agility: 1
        • When you move on your turn in combat, you can double your speed until the end of the turn.
        • Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Cat’s Claws:
        • Because of your claws, you have a climbing speed of 20 feet.
        • In addition, your claws are natural weapons, which you can use to make unarmed strikes.
          • If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • 1st: Expertise (Perception, Stealth)
        • Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
      • 1st: Sneak Attack (1d6)
        • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
        • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
      • 1st: Thieves’ Cant
        • During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
        • Only another creature that knows thieves’ cant understands such messages.
        • It takes four times longer to convey such a message than it does to speak the same idea plainly.
        • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
      • 2nd: Cunning Action
        • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
      • 3rd: --
      Background: Far Traveler
      • Feature: Optional Feature: Dragon Scholar
        • You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
          • Note: This has been modified to limit this study and familiarity to just metallic dragons, not those of the chromatic variety.
  • GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24-5 = 19-5 = 14-4 = 10+7 = 17 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 11
      • Investigation: 10
      • Insight: 11
      Languages: Common, Dwarvish, Goblin
      Spells
      • Spell Attack: +3
      • Save DC: 11
      • Slots: 2
        • 1st: 2, 1, 0
        • 2nd: --
      Spells Known: 2 Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Brewer's Supplies
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
      • 1st: Natural Explorer: (Forest)
        • Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
        • While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
        • Your group can’t become lost except by magical means
        • You remain alert to danger even when you are engaged in another activity
        • You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
        • You learn the exact number, sizes, and how long ago they passed through the area.
      • 2nd: Fighting Style: (Archery)
        • You gain a +2 bonus to attack rolls you make with ranged weapons.
      • 2nd: Spellcasting
      • 3rd: --
      Background: Clan Crafter (Dwarf)
      • Feature: Respect of the Stout Folk
        • As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
  • Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18-4 = 14-4 = 10-6 = 4-3 = 1-3 = 0+8 = 8 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
    • Passive Senses
      • Perception: 15
      • Investigation: 9
      • Insight: 15
      Languages: Common, Dwarvish, Giant
      Spells None.

      Martial Arts: 1d4
      Ki Points: 2

      Features:
      • Dwarven Resilience
        • You have advantage on saves against poison and resistance against poison damage.
      • Stonecunning:
        • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
      • Tool Proficiency
        • Cook's Utensils, Horn, Mason's Tools
      • Dwarven Toughness:
        • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • 1st: Unarmored Defense
        • While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
      • 1st: Martial Arts
        • You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
          • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
          • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
          • 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.
            • For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
      • 2nd: Ki
        • Flurry of Blows
          • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense
          • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind
          • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
        • Recovery: Short (Rest must include at least 30 minutes of meditation.)
      • 2nd: Unarmored Movement
        • 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
        • 9th: --
      • 3rd: --
      Background: Far Traveler (Dwarf)
      • Feature: All Eyes on You
        • Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

          You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
  • Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
    • Passive Senses
      • Perception: 13
      • Investigation: 9
      • Insight: 15
      Languages: Common, Elvish
      Spells
      • Spell Attack: +5
      • Save DC: 13
      • Slots: 3
        • 1st: 3, 2, 1, 0
        • 2nd: --
      Spells Known: 5(+2) (Wisdom modifier + Cleric level) Cantrips Known: 3(+1) ( Guidance, Light, Toll the Dead )
      • Circle of Mortality: Spare the Dying
        • Does not count against the number of cleric cantrips you know.
        • For you, it has a range of 30 feet,
        • It can be cast it as a bonus action.
      Features:
      • 1st: Spellcasting
      • 1st: Divine Domain: Grave Domain
      • 1st: Circle of Mortality
        • When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
        • In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
      • 1st: Eyes of the Grave: 3
        • As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
        • This sense doesn’t tell you anything about a creature’s capabilities or identity.
          • Recovery: Long
      • 2nd: Channel Divinity: Turn Undead: 1
        • As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

          A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
          • Recovery: Short
      • 2nd: Channel Divinity: Path to the Grave
        • Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

          As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
      • 5th: --
      Background: Acolyte
      • Feature: Shelter of the Faithful
        • As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
        • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
        • Those who share your religion will support you (but only you) at a modest lifestyle.
  • Faanku as Zintra | Female | Chaotic Good | Gnome (Forest) | Wizard (2) | HD (1d6): 2 | HP: 14 | AC: 13 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No | Background: Far Traveler | Senses: Perception: 13, Investigation: 13, Insight: 13
    Languages: Common, Gnomish, Sylvan
    Weapons: Dagger (+5, 1d4+3)
    Spells:
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 3
      • 1st: 3
      • 2nd: --
    Spellbook: Prepared Spells: 5 (Intelligence modifier + Wizard level) Cantrips Known: 4 ( Fire Bolt, Mage Hand, Minor Illusion, Toll the Dead )
    Actions: Dagger (+5, 1d4+3), Fire Bolt (+5, 1d10, 120')
    Bonus Actions: Two-Weapon Fighting
    Reactions: Opportunity Attack, Feather Fall, Shield

    Features
    • Familiar: Palaeo | Tiny | Owl | HP: 1 | AC: 11 | SP: 5' (60' Fly) | Initiative: +1 | Darkvision: Yes (120') | Skills: Stealth +3, Perception +3
      • Actions: A familiar can't attack, but it can take other actions as normal.
      • Features:
        • Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
        • Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
        • Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Marching Order
5-Foot
  • Catarina
    Kañ-Demir
    Grimbul
    Zintra (Palaeo)
    Dureau
10-Foot
  • Catarina
    Kañ-Demir | Grimbul
    Dureau | Zintra (Palaeo)

Rolls
  • None
[/list]
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

BearSiren817
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Re: Group 2, Episode 2: Greenest in Flames

#258 Post by BearSiren817 »

Do the flames seem ritualistic? Should we put them out? Or is there cooking equipment nearby? Catarina asks to the group.

She will investigate the nearest fire.



D20 roll
[1d20] = 6
Last edited by BearSiren817 on Thu Jun 20, 2019 6:30 pm, edited 1 time in total.
Azalea, 1st level Rogue, Dave’s Urban Campaign

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Re: Group 2, Episode 2: Greenest in Flames

#259 Post by Pulpatoon »

Kañ-Demir attempts to sneak around the western side of the building and peer in the window, unobserved.

Stealth: [1d20+2] = 14+2 = 16

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Re: Group 2, Episode 2: Greenest in Flames

#260 Post by GreyWolfVT »

Grimbul doesn't move he merely knocks his arrow and tries to see if he can make anything out with his darkvision while readying his bow. "I said come out."

Ability/Skill/Stat Check/"If Needed" Rolls [1d20] = 16
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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