Session 1: Vanderlandt

dmw71
Message
Author
User avatar
dmw71
POWAH!
POWAH!
Posts: 19629
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Vanderlandt

#141 Post by dmw71 »

Chapel
Wyreth examines the blood trail and isn't able to determine its source, but can't rule out it coming from a person. The blood, along with the overturned benches in the immediate area suggest signs of a struggle. Struggle between people, or struggle to possibly control an animal or beast... you can't tell.

Tharmyr studies the religious artifacts and while none of them appear to be extraordinary in nature, a chalice and a ceremonial rod are high quality items made of silver with inlaid gold etchings.

Moving on to inspect the nearby piles of ash, the gnome is able to determine that they're the remains of a pair of burnt books.

The leather cover of one of the books is still intact and bears the title Parables of Uller. Uller. Seeing the name triggers a memory in those -- Kari, Tharmyr, and Rocco -- who previously examined the broken statue, and Uller is the name of a god of hunting and winter... whose symbol is longbow.

The other book’s cover is burned beyond recognition, but thumbing through fragments of the unburned pages reveals sections of passages detailing government structures.


With his spell still in effect, Loran scans the items recovered from the tent, including those items already collected by other members of the group. The only item other than the longbow that radiates any hint of magical properties is the thin shirt taken by Rocco.

While not directly examined, Loran catches a hint of rotting flesh lingering near the table draped in a dusty cloth serving as a makeshift altar over which the longbow is mounted.

"This place is just causing more questions. Let's hurry up and find a non-creepy place to hole up in." the elven mage urges.



---



Actions?


P.S. Chartered accountancy

---



Date: 1 Martius 989
Time: 16:39

Daily Forecast
  • Sunrise: 7:47
  • Sunset: 19:13
  • Temperature: 81°
    • High: 84°
    • Low: 77°
  • Weather Conditions
    • Wind: Breezy
    • Precipitation: None
    • Humidity: Low
    • Visibility: Clear
Light Sources
  • None
Known Conditions
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
Spells in Effect
  • None
Character Details
  • Rex as Kari | Female | Neutral Good | Half-Orc | Fighter (1) | HD: 1 (1d10) | HP: 13 | AC: 16 | SP: 30' | Initiative: +2 | Darkvision: Yes | Inspiration: No
    Background: Sailor
    • Feature: Ship’s Passage
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 11
    Languages: Common, Orc
    Weapons: Glaive, Handaxe, Longsword
    Spells:
    • None


    Actions:
    • Glaive (+6, 1d10+4, Slashing, Reach: 10', Properties: Heavy, Reach, Two-Handed)
    • Handaxe (+6, 1d6+4, Slashing, Range: 20'/60', Properties: Light, Thrown)
    • Longsword (+6, 1d8+4, Slashing, Properties: Versatile (1d10))
    Bonus Actions: Reactions: Other: 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.
    • Relentless Endurance: 1 (Recover: Long)
      • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
    • Savage Attacks
      • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
    Class Features
    • Fighting Style: Defense (Fighter, 1)
      • While you are wearing armor, you gain a +1 bonus to AC.
    • Second Wind: 1 (Recover: Short) (Fighter, 1)
      • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
  • Monsieur Rose as Rocco | Male | Chaotic Neutral | Variant Human | Bard (1) | HD: 1 (1d8) | HP: 10 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: No | Inspiration: No
    Background: Charlatan
    • Feature: False Identity
    Passive Skills: Perception: 11 | Investigation: 10 | Insight: 9
    Languages: Common, Abyssal
    Weapons: Rapier, Light Crossbow, Dagger
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 0
      • 1st: 2, 1, 0
      • 2nd: --
    Cantrips Known: 2 Spells Known: 5 (Charisma modifier + Bard level)

    Actions:
    • Rapier (+5, 1d8+3, Piercing, Properties: Finesse)
    • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
    • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    Bonus Actions: Reactions: Other: Racial Traits Class Features
  • kalstone as Wyreth | Male | Chaotic Good | Half-Elf | Druid (1) | HD: 1 (1d8) | HP: 11 | AC: 11 | SP: 30' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Outlander
    • Feature: Wanderer
    Passive Skills: Perception: 16 | Investigation: 10 | Insight: 14
    Languages: Common, Druidic, Elvish, Orc, Sylvan
    Weapons: Quarterstaff, Sling, Spear
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2. 1
      • 1st: 2, 1
      • 2nd: --
    Cantrips Known: 2 Spells Known: 5 (Wisdom modifier + Druid level) Actions:
    • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
    • Sling (+3, 1d4+1, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
    • Spear (+3, 1d6+1, Piercing, Range: 20'/60', Properties: Thrown, Versatile (1d8))
    Bonus Actions: 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.
    • Fey Ancestry
      • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
    Class Features
  • Darklin2 as Loran | Female | Chaotic Good | High Elf | Wizard (1) | HD: 1 (1d6) | HP: 7 | AC: 13 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: No
    Background: Folk Hero
    • Feature: Rustic Hospitality
    Passive Skills: Perception: 13 | Investigation: 14 | Insight: 11
    Languages: Common, Dwarvish, Elvish
    Weapons: Dagger, Quaterstaff, Sling
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 (3+1) Actions:
    • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Quarterstaff (+2, 1d6, Bludgeoning, Properties: Versatile (1d8))
    • Sling (+5, 1d4+3, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
      ---
    • Chill Touch (+6, 1d8, Necrotic, Range: 120')
    • Fire Bolt (+6, 1d10, Fire, Range: 120')
    • Ray of Frost (+6, 1d8, Cold, Range: 60')
    Bonus Actions: Reactions: Other: Racial Traits
    • Darkvision
    • Fey Ancestry
      • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
    • Trance
      • Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
    • Cantrip: Fire Bolt
    Class Features
  • Enoch as Qilynn | Male | Chaotic Neutral | Half-Elf | Paladin (1) | HD: 1 (1d10) | HP: 13 | AC: 17 | SP: 30' | Initiative: +4 | Darkvision: Yes | Inspiration: No
    Background: Noble
    • Feature: Position of Privilege
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 13
    Languages: Common, Elvish, Halfling, Sylvan
    Weapons: Rapier, Sickle
    Spells:
    • None
    Actions:
    • Rapier (+6, 1d10+4, Piercing, Properties: Finesse)
    • Sickle (+1, 1d4-1, Slashing, Properties: Light)
      ---
    • Divine Sense
    • Lay on Hands: 5, 4
    Bonus Actions: 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.
    Class Features
    • Divine Sense: 3 (Recover: Long) (Paladin, 1)
      • Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.
    • Lay on Hands: 5 hp (Recover: Long) (Paladin, 1)
      • As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
  • Marullus as Tharmyr | Male | Neutral | Rock Gnome | Storm Sorcerer (1) | HD: 1 (1d6) | HP: 5 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Sage
    • Feature: Researcher
    Passive Skills: Perception: 10 | Investigation: 13 | Insight: 12
    Languages: Common, Deep Speech, Draconic, Gnomish, Primordial (Aquan, Auran, Ignan, and Terran)
    Weapons: Quarterstaff, Light Crossbow, Dagger
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 Spells Known: 2 Actions:
    • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
    • Light Crossbow (+3, 1d8+1, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
    • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    Bonus Actions: 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.
    • Gnome Cunning
      • You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
    • Artificer’s Lore
      • Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
    • Tinker
      • Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning).
    Class Features

Marching Order
Scout
  • T.B.D.
5-Foot (initial)
  • Qilynn
    Rocco
    Loran
    Tharmyr
    Wyreth
    Kari
10-Foot (initial)
  • Rocco | Qilynn
    Loran | Tharmyr
    Wyreth | Kari
Watch Schedule
  • Watch: Armored
  • Sleep: No medium or heavy armor unless specifically declared.
    Sleeping in Armor
    • Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

      When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
  • First Shift (Three Hours: 21:00-24:00)
    T.B.D.

    Second Shift (Three Hours: 01:00-03:00)
    T.B.D.

    Third Shift (Three Hours: 03:00-06:00)
    T.B.D.
     
Rolls
  • None.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

User avatar
Darklin2
Ranger Lord
Ranger Lord
Posts: 2441
Joined: Mon Sep 30, 2019 4:15 pm
Location: Mountains of North Carolina
Contact:

Re: Session 1: Vanderlandt

#142 Post by Darklin2 »

Loran

Some one watch the door while I try to remove this long bow. I can't in good conscience leave it here to deteriorate with time. It is a work of art and It will serve me well.

She moves to the alter and examines the area where the dead flesh smell is coming from before climbing onto the table and trying to slide the long bow out of it's mounts on the wall.


As Needed roll-> [1d20] = 14
Last edited by Darklin2 on Tue Aug 04, 2020 4:12 pm, edited 2 times in total.
All things are possible through Magic.
Darklin Sylvanas- Fighter/Magic-User - Big Shiny Island (1E)
Sai Eranthor - Cleric / Fighter/Mage - Hedge's Greyhawk Adventures (2E)

User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 25608
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: Session 1: Vanderlandt

#143 Post by Rex »

Kari

Kari will move to the door and keep an eye on the outside just in case. "We should find a place to rest for the night."

As needed roll [1d20] = 8

User avatar
Monsieur Rose
Rider of Rohan
Rider of Rohan
Posts: 6112
Joined: Thu Oct 22, 2015 4:26 pm

Re: Session 1: Vanderlandt

#144 Post by Monsieur Rose »

Rocco

Rocco sidles up next to Tharmyr and notes the inlaid religious objects. "Government structures, huh? Looks like good bedtime reading." He remarks on the now revealed god. "Uller. So they had a book about Uller, and an altar. Then something disrupted things and burned it? It may be that our lost settlers have indeed been run off involuntarily."

He handles the chalice and rod, appraising them and keeping them for preservation. "But they left these. So it was more about desecration than profit. I've never liked zealots."

He watches as Loran climbs on the table and stretches to reach the longbow. His mind wanders for a bit, then snaps back to the present. "Good idea. But let's hurry and go check out that log cabin."

If Needed: [1d20] = 17

User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18103
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Vanderlandt

#145 Post by Marullus »

"Indeed," replies the learned gnome in a sage tone, "the motives are much revealed. I never expected these islands to be uninhabited or devoid... the settlers believe they came to a place both remote and new, but it is in face the center of the sunken continent. There are older -- much older -- gods here that may be a factor." He tucks the inlaid religious objects into his satchel, his nimble hands wrapping them deftly for safe-keeping.

"But rest we must. Tomorrow is a new day, and the trail will not be appreciably colder when we are well-rested and thinking more clearly." His curiousity for the objects assuaged for the moment, he urges the others towards the cabin and follows. He is ready to get about cooking dinner and sprucing things up there for a needed long rest.

User avatar
kalstone
Ranger Knight
Ranger Knight
Posts: 1326
Joined: Sun Apr 05, 2015 9:49 pm
Location: Virginia

Re: Session 1: Vanderlandt

#146 Post by kalstone »

Wyreth

"I agree. We should rest up. But in the morning we should go far away from this place. Too much evil has happened here, I fear." He shudders from the recollection of long repressed memories.

User avatar
Darklin2
Ranger Lord
Ranger Lord
Posts: 2441
Joined: Mon Sep 30, 2019 4:15 pm
Location: Mountains of North Carolina
Contact:

Re: Session 1: Vanderlandt

#147 Post by Darklin2 »

Loran

Loran struggles with the Long bow but catches a glimpse of Rocca stairing at her back side.

Rocco instead of starring at my a** could you give me a hand. This thing is stuck here and I want it. I haven't had a good bow for several years since my last one was broken. Get up here and help me.
All things are possible through Magic.
Darklin Sylvanas- Fighter/Magic-User - Big Shiny Island (1E)
Sai Eranthor - Cleric / Fighter/Mage - Hedge's Greyhawk Adventures (2E)

User avatar
Monsieur Rose
Rider of Rohan
Rider of Rohan
Posts: 6112
Joined: Thu Oct 22, 2015 4:26 pm

Re: Session 1: Vanderlandt

#148 Post by Monsieur Rose »

Rocco

Rocco smiles as he walks over to Loran. "Why can't I do both? I'll steady you while you grab it." He winks at the wizard but quickly realizes that she's serious. "Oh. Can you see how it's attached?" Rocco climbs up beside her and tries to help remove the bow.

User avatar
dmw71
POWAH!
POWAH!
Posts: 19629
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Vanderlandt

#149 Post by dmw71 »

Chapel
"Some one watch the door while I try to remove this long bow," Loran says, moving towards the makeshift altar. While the alure of the magical bow is strong, the elven mage stops to first investigate the source of the foul smell emanating from the draped table. A simple visual inspection doesn't reveal any hints, but if the drape is lifted, what was thought to be a table isn't actually a table with four legs, but is instead is constructed more like a large cargo box with religious carvings on the front face.

Kari moves to the door to keep watch while Rocco and Tharmyr inspect the religious items. The pair suspect the items, if sold, would fetch a decent price... assuming the sale of such items wouldn't be considered sacrilege.

The neighboring L-shaped building is agreed to be the next destination, after the investigations of this current area are complete.


---

A few notes:
  • For clarification purposes, the chapel you're currently in (5) is the cabin-style building. The neighboring building (4) is an L-shaped building is made of mud bricks on a wooden frame. See here.
    Chapel.jpg
    Chapel.jpg (42.99 KiB) Viewed 1007 times
  • Both Rocco and Tharmyr indicated they're taking the religious items (e.g. chalice, ceremonial rod). Please clarify who is taking what.
  • Finally, please try to limit your responses to a single action. For example, inspecting the altar for the source of the smell and retrieving the shortbow mounted about the altar are two different steps. The order in which things are attempted can make a difference.



Actions?


P.S. Chartered accountancy

---



Date: 1 Martius 989
Time: 16:40

Daily Forecast
  • Sunrise: 7:47
  • Sunset: 19:13
  • Temperature: 81°
    • High: 84°
    • Low: 77°
  • Weather Conditions
    • Wind: Breezy
    • Precipitation: None
    • Humidity: Low
    • Visibility: Clear
Light Sources
  • None
Known Conditions
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
Spells in Effect
  • None
Character Details
  • Rex as Kari | Female | Neutral Good | Half-Orc | Fighter (1) | HD: 1 (1d10) | HP: 13 | AC: 16 | SP: 30' | Initiative: +2 | Darkvision: Yes | Inspiration: No
    Background: Sailor
    • Feature: Ship’s Passage
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 11
    Languages: Common, Orc
    Weapons: Glaive, Handaxe, Longsword
    Spells:
    • None


    Actions:
    • Glaive (+6, 1d10+4, Slashing, Reach: 10', Properties: Heavy, Reach, Two-Handed)
    • Handaxe (+6, 1d6+4, Slashing, Range: 20'/60', Properties: Light, Thrown)
    • Longsword (+6, 1d8+4, Slashing, Properties: Versatile (1d10))
    Bonus Actions: Reactions: Other: 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.
    • Relentless Endurance: 1 (Recover: Long)
      • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
    • Savage Attacks
      • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
    Class Features
    • Fighting Style: Defense (Fighter, 1)
      • While you are wearing armor, you gain a +1 bonus to AC.
    • Second Wind: 1 (Recover: Short) (Fighter, 1)
      • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
  • Monsieur Rose as Rocco | Male | Chaotic Neutral | Variant Human | Bard (1) | HD: 1 (1d8) | HP: 10 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: No | Inspiration: No
    Background: Charlatan
    • Feature: False Identity
    Passive Skills: Perception: 11 | Investigation: 10 | Insight: 9
    Languages: Common, Abyssal
    Weapons: Rapier, Light Crossbow, Dagger
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 0
      • 1st: 2, 1, 0
      • 2nd: --
    Cantrips Known: 2 Spells Known: 5 (Charisma modifier + Bard level)

    Actions:
    • Rapier (+5, 1d8+3, Piercing, Properties: Finesse)
    • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
    • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    Bonus Actions: Reactions: Other: Racial Traits Class Features
  • kalstone as Wyreth | Male | Chaotic Good | Half-Elf | Druid (1) | HD: 1 (1d8) | HP: 11 | AC: 11 | SP: 30' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Outlander
    • Feature: Wanderer
    Passive Skills: Perception: 16 | Investigation: 10 | Insight: 14
    Languages: Common, Druidic, Elvish, Orc, Sylvan
    Weapons: Quarterstaff, Sling, Spear
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2. 1
      • 1st: 2, 1
      • 2nd: --
    Cantrips Known: 2 Spells Known: 5 (Wisdom modifier + Druid level) Actions:
    • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
    • Sling (+3, 1d4+1, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
    • Spear (+3, 1d6+1, Piercing, Range: 20'/60', Properties: Thrown, Versatile (1d8))
    Bonus Actions: 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.
    • Fey Ancestry
      • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
    Class Features
  • Darklin2 as Loran | Female | Chaotic Good | High Elf | Wizard (1) | HD: 1 (1d6) | HP: 7 | AC: 13 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: No
    Background: Folk Hero
    • Feature: Rustic Hospitality
    Passive Skills: Perception: 13 | Investigation: 14 | Insight: 11
    Languages: Common, Dwarvish, Elvish
    Weapons: Dagger, Quaterstaff, Sling
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 (3+1) Actions:
    • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Quarterstaff (+2, 1d6, Bludgeoning, Properties: Versatile (1d8))
    • Sling (+5, 1d4+3, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
      ---
    • Chill Touch (+6, 1d8, Necrotic, Range: 120')
    • Fire Bolt (+6, 1d10, Fire, Range: 120')
    • Ray of Frost (+6, 1d8, Cold, Range: 60')
    Bonus Actions: Reactions: Other: Racial Traits
    • Darkvision
    • Fey Ancestry
      • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
    • Trance
      • Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
    • Cantrip: Fire Bolt
    Class Features
  • Enoch as Qilynn | Male | Chaotic Neutral | Half-Elf | Paladin (1) | HD: 1 (1d10) | HP: 13 | AC: 17 | SP: 30' | Initiative: +4 | Darkvision: Yes | Inspiration: No
    Background: Noble
    • Feature: Position of Privilege
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 13
    Languages: Common, Elvish, Halfling, Sylvan
    Weapons: Rapier, Sickle
    Spells:
    • None
    Actions:
    • Rapier (+6, 1d10+4, Piercing, Properties: Finesse)
    • Sickle (+1, 1d4-1, Slashing, Properties: Light)
      ---
    • Divine Sense
    • Lay on Hands: 5, 4
    Bonus Actions: 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.
    Class Features
    • Divine Sense: 3 (Recover: Long) (Paladin, 1)
      • Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.
    • Lay on Hands: 5 hp (Recover: Long) (Paladin, 1)
      • As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
  • Marullus as Tharmyr | Male | Neutral | Rock Gnome | Storm Sorcerer (1) | HD: 1 (1d6) | HP: 5 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Sage
    • Feature: Researcher
    Passive Skills: Perception: 10 | Investigation: 13 | Insight: 12
    Languages: Common, Deep Speech, Draconic, Gnomish, Primordial (Aquan, Auran, Ignan, and Terran)
    Weapons: Quarterstaff, Light Crossbow, Dagger
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 Spells Known: 2 Actions:
    • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
    • Light Crossbow (+3, 1d8+1, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
    • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    Bonus Actions: 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.
    • Gnome Cunning
      • You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
    • Artificer’s Lore
      • Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
    • Tinker
      • Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning).
    Class Features

Marching Order
Scout
  • T.B.D.
5-Foot (initial)
  • Qilynn
    Rocco
    Loran
    Tharmyr
    Wyreth
    Kari
10-Foot (initial)
  • Rocco | Qilynn
    Loran | Tharmyr
    Wyreth | Kari
Watch Schedule
  • Watch: Armored
  • Sleep: No medium or heavy armor unless specifically declared.
    Sleeping in Armor
    • Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

      When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
  • First Shift (Three Hours: 21:00-24:00)
    T.B.D.

    Second Shift (Three Hours: 01:00-03:00)
    T.B.D.

    Third Shift (Three Hours: 03:00-06:00)
    T.B.D.
     
Rolls
  • None.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 25608
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: Session 1: Vanderlandt

#150 Post by Rex »

Kari

"Are we ready to move on?"


Once everyone is ready Kari will head for the next building.

As needed roll [1d20] = 16

User avatar
Darklin2
Ranger Lord
Ranger Lord
Posts: 2441
Joined: Mon Sep 30, 2019 4:15 pm
Location: Mountains of North Carolina
Contact:

Re: Session 1: Vanderlandt

#151 Post by Darklin2 »

Loran

Loran will step up on the sheet covered cargo Box and try to remove the long bow. She pulls and tried to slide it out of it's mounts. If that doesn't work she will use a dagger to try and pry it loose from the mount.

This thing is coming with me if I have to widdle the damn wall away.


OOC- Just so you know I realize the Cargo box probably has a dead body in it, but I just burned Detect magic to see if this bow was magic so that is my priority. Elf with the opportunity to get a magic bow like a kid in a candy store.
All things are possible through Magic.
Darklin Sylvanas- Fighter/Magic-User - Big Shiny Island (1E)
Sai Eranthor - Cleric / Fighter/Mage - Hedge's Greyhawk Adventures (2E)

User avatar
Monsieur Rose
Rider of Rohan
Rider of Rohan
Posts: 6112
Joined: Thu Oct 22, 2015 4:26 pm

Re: Session 1: Vanderlandt

#152 Post by Monsieur Rose »

Rocco

"Whoa. That's a crate. And something in there smells awful. Hurry up with the bow so we can break the crate open."

Rocco calls the others over to take a look at the crate now that he's pulled the cover back. "Anyone know these symbols?"

Rocco suggests splitting the relics, he'll take the rod.

User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18103
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Vanderlandt

#153 Post by Marullus »

Tharmyr agrees and tucks away the chalice while Rocco takes the rod. As symbols on th crate are mentioned the wizened little gnome pops over and takes a look.

Religious Symbols (Disadvantage again) [1d20+5] = 10+5 = 15[1d20+5] = 10+5 = 15

User avatar
dmw71
POWAH!
POWAH!
Posts: 19629
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Vanderlandt

#154 Post by dmw71 »

Can everyone please roll initiative?
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18103
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Vanderlandt

#155 Post by Marullus »


User avatar
kalstone
Ranger Knight
Ranger Knight
Posts: 1326
Joined: Sun Apr 05, 2015 9:49 pm
Location: Virginia

Re: Session 1: Vanderlandt

#156 Post by kalstone »


User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 25608
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: Session 1: Vanderlandt

#157 Post by Rex »


User avatar
Darklin2
Ranger Lord
Ranger Lord
Posts: 2441
Joined: Mon Sep 30, 2019 4:15 pm
Location: Mountains of North Carolina
Contact:

Re: Session 1: Vanderlandt

#158 Post by Darklin2 »

All things are possible through Magic.
Darklin Sylvanas- Fighter/Magic-User - Big Shiny Island (1E)
Sai Eranthor - Cleric / Fighter/Mage - Hedge's Greyhawk Adventures (2E)

User avatar
Monsieur Rose
Rider of Rohan
Rider of Rohan
Posts: 6112
Joined: Thu Oct 22, 2015 4:26 pm

Re: Session 1: Vanderlandt

#159 Post by Monsieur Rose »


User avatar
dmw71
POWAH!
POWAH!
Posts: 19629
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Vanderlandt

#160 Post by dmw71 »

Initiative
17: Rocco (14+3)
13: Tharmyr (12+1), Wyreth (12+1)
10: Kari (8+2)
9: Attacker (7+2)
5: Loran (2+3)


Round 1 (Surprise)
Rocco and Tharmyr agree to split the ceremonial items, with the bard taking the rod and the sorcerer claiming the chalice.
Please make sure to add these items to your character sheets if you haven't already.
Kari, still standing watch near the front door, seems eager to press on. "Are we ready to move on?" the half-orc grunts.

"Woah, that's a crate," Rocco comments once the dressing is lifted from the altar. "And something in there smells awful... hurry up with the bow so we can break the crate open." The symbols on the front of the crate catch the attention of Tharmyr, the wizened gnome, who ambles over and examines them, determing them to be entertwined shapes of longbows -- an obvious pattern designed and used in reverence of Uller, the deity whose name was mentioned on the cover of the otherwise burnt book.

"This thing is coming with me if I have to widdle the damn wall away," Loran says. The mage determinedly climbs atop the makeshift altar and begins to reach for the bow... however, the instant Loran's hand makes contact with the bow --

-- a definite chill or disturbance in the air is momentarily felt.

With no one or nothing appearing to touch it, one of the wooden benches lifts off the ground, seemingly of its own volition.

In a flash, this floating bench hurls itself at the unsuspecting elven mage gripping the bow but crashes against the side of the altar instead.


---

Feel free to ask any questions you may have, otherwise...


Actions?


P.S. Chartered accountancy

---



Date: 1 Martius 989
Time: 16:41

Daily Forecast
Sunrise: 7:47
Sunset: 19:13
Temperature: 81°
High: 84°
Low: 77°
Weather Conditions
Wind: Breezy
Precipitation: None
Humidity: Low
Visibility: Clear


Light Sources: None
Known Conditions
Tharmyr: Exhaustion 1
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.

Spells in Effect: None


Character Details
* Rex as Kari | Female | Neutral Good | Half-Orc | Fighter (1) | HD: 1 (1d10) | HP: 13 | AC: 16 | SP: 30' | Initiative: +2 | Darkvision: Yes | Inspiration: No
Background: Sailor
  • Feature: Ship’s Passage
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 11
Languages: Common, Orc
Weapons: Glaive, Handaxe, Longsword
Spells:
  • None


Actions:
  • Glaive (+6, 1d10+4, Slashing, Reach: 10', Properties: Heavy, Reach, Two-Handed)
  • Handaxe (+6, 1d6+4, Slashing, Range: 20'/60', Properties: Light, Thrown)
  • Longsword (+6, 1d8+4, Slashing, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other: 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.
  • Relentless Endurance: 1 (Recover: Long)
    • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
  • Savage Attacks
    • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Class Features
  • Fighting Style: Defense (Fighter, 1)
    • While you are wearing armor, you gain a +1 bonus to AC.
  • Second Wind: 1 (Recover: Short) (Fighter, 1)
    • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

* Monsieur Rose as Rocco | Male | Chaotic Neutral | Variant Human | Bard (1) | HD: 1 (1d8) | HP: 10 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: No | Inspiration: No
Background: Charlatan
  • Feature: False Identity
Passive Skills: Perception: 11 | Investigation: 10 | Insight: 9
Languages: Common, Abyssal
Weapons: Rapier, Light Crossbow, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 0
    • 1st: 2, 1, 0
    • 2nd: --
Cantrips Known: 2 Spells Known: 5 (Charisma modifier + Bard level)

Actions:
  • Rapier (+5, 1d8+3, Piercing, Properties: Finesse)
  • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
Bonus Actions: Reactions: Other: Racial Traits Class Features

* kalstone as Wyreth | Male | Chaotic Good | Half-Elf | Druid (1) | HD: 1 (1d8) | HP: 11 | AC: 11 | SP: 30' | Initiative: +1 | Darkvision: Yes | Inspiration: No
Background: Outlander
  • Feature: Wanderer
Passive Skills: Perception: 16 | Investigation: 10 | Insight: 14
Languages: Common, Druidic, Elvish, Orc, Sylvan
Weapons: Quarterstaff, Sling, Spear
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2. 1
    • 1st: 2, 1
    • 2nd: --
Cantrips Known: 2 Spells Known: 5 (Wisdom modifier + Druid level) Actions:
  • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
  • Sling (+3, 1d4+1, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
  • Spear (+3, 1d6+1, Piercing, Range: 20'/60', Properties: Thrown, Versatile (1d8))
Bonus Actions: 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.
  • Fey Ancestry
    • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Class Features

* Darklin2 as Loran | Female | Chaotic Good | High Elf | Wizard (1) | HD: 1 (1d6) | HP: 7 | AC: 13 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: No
Background: Folk Hero
  • Feature: Rustic Hospitality
Passive Skills: Perception: 13 | Investigation: 14 | Insight: 11
Languages: Common, Dwarvish, Elvish
Weapons: Dagger, Quaterstaff, Sling
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Actions:
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Quarterstaff (+2, 1d6, Bludgeoning, Properties: Versatile (1d8))
  • Sling (+5, 1d4+3, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
    ---
  • Chill Touch (+6, 1d8, Necrotic, Range: 120')
  • Fire Bolt (+6, 1d10, Fire, Range: 120')
  • Ray of Frost (+6, 1d8, Cold, Range: 60')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • Fey Ancestry
    • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Trance
    • Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
  • Cantrip: Fire Bolt
Class Features

* Enoch as Qilynn | Male | Chaotic Neutral | Half-Elf | Paladin (1) | HD: 1 (1d10) | HP: 13 | AC: 17 | SP: 30' | Initiative: +4 | Darkvision: Yes | Inspiration: No
Background: Noble
  • Feature: Position of Privilege
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 13
Languages: Common, Elvish, Halfling, Sylvan
Weapons: Rapier, Sickle
Spells:
  • None
Actions:
  • Rapier (+6, 1d10+4, Piercing, Properties: Finesse)
  • Sickle (+1, 1d4-1, Slashing, Properties: Light)
    ---
  • Divine Sense
  • Lay on Hands: 5, 4
Bonus Actions: 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.
Class Features
  • Divine Sense: 3 (Recover: Long) (Paladin, 1)
    • Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.
  • Lay on Hands: 5 hp (Recover: Long) (Paladin, 1)
    • As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

* Marullus as Tharmyr | Male | Neutral | Rock Gnome | Storm Sorcerer (1) | HD: 1 (1d6) | HP: 5 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 10 | Investigation: 13 | Insight: 12
Languages: Common, Deep Speech, Draconic, Gnomish, Primordial (Aquan, Auran, Ignan, and Terran)
Weapons: Quarterstaff, Light Crossbow, Dagger
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
  • Light Crossbow (+3, 1d8+1, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
Bonus Actions: 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.
  • Gnome Cunning
    • You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Artificer’s Lore
    • Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
  • Tinker
    • Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning).
Class Features

Marching Order
Scout
T.B.D.

5-Foot (initial)
Qilynn
Rocco
Loran
Tharmyr
Wyreth
Kari

10-Foot (initial)
Rocco | Qilynn
Loran | Tharmyr
Wyreth | Kari


Watch Schedule (Note: Characters do not sleep in medium or heavy armor unless specifically declared.
Sleeping in Armor
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.

First Shift (Three Hours: 21:00-24:00)
T.B.D.

Second Shift (Three Hours: 01:00-03:00)
T.B.D.

Third Shift (Three Hours: 03:00-06:00)
T.B.D.


Rolls
Initiative: Attacker: [1d20+2] = 7+2 = 9
Round 1: Bench vs Loran (13): [1d20+4] = 6+4 = 10, [1d20+4] = 6+4 = 10 | [2d4] = 5 (20: [2d4] = 2) -- miss
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

Post Reply

Return to “Adventures in Aberdeen (5e)”