Session 1: Vanderlandt

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Monsieur Rose
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Re: Session 1: Vanderlandt

#181 Post by Monsieur Rose »

Rocco

"Quit it! We're only trying to figure out what's going on." Rocco calls to the air. "Help me with this crate."

Rocco will try to remove the cover of the crate.

If Needed: [1d20] = 19

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Rex
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Re: Session 1: Vanderlandt

#182 Post by Rex »

Kari

Kari helps Rocco try and remove the cover, using her glaive as a pry bar if necessary.

As needed roll [1d20] = 19

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Marullus
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Re: Session 1: Vanderlandt

#183 Post by Marullus »

"Yes, yes, that's it!" encourages Tharmyr helpfully to Kari and Rocco.

As the bench plank comes careening at him, he is glad he is short, but he looks with concern at Wyreth. "Ouch! You okay?" he asks as the druid gets clocked. Tharmyr stays out of the way, but does watch the druid's eyes a moment to make sure there's no signs of a concussion.

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kalstone
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Re: Session 1: Vanderlandt

#184 Post by kalstone »

Wyreth

"I'm fine. Let's just get this thing out of here." He takes another swing at the unseen entity.

Quarterstaff w/ Disadvantage: [1d20+3] = 19+3 = 22 [1d20+3] = 16+3 = 19: Damage [1d6 + 1] = 4+1 = 5

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Re: Session 1: Vanderlandt

#185 Post by dmw71 »

Just waiting on an action for Loran.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Re: Session 1: Vanderlandt

#186 Post by Darklin2 »

LORAN

Holding my action until they get out.
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Re: Session 1: Vanderlandt

#187 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 5
"Quit it!," Rocco calls to the air. "We're only trying to figure out what's going on." Without little hesitation, he requests for Kari, his half-orcish companion, to assist in opening the crate. Quickly lifting the dusty white cloth off the makeshift altar, the pair detects a secret sliding panel on the back of the crate, which the pair easily slide off to the side.

The room quickly begins to reek of it, but Rocco and Kari are the first to be struck by the pungent odor as a rotting corpse spills out of the cramped compartment! The dead form, dressed in a brown tunic and matching cloak, appears to be that of a male farmer.

A creepy, bone-chilling howl or moaning sound fills the room.


"Ouch! You okay?" Tharmyr rhetorically asks Wyreth as he keeps a watchful eye on the druid after witnessing him get struck by a flying object. "I'm fine!" Wyreth responds. "Let's just get this thing out of here." he continues; his statement now possibly directed at the reeking farmer, the unseen entity, or both? The half-elf slams out angrily with his quarterstaff and, while his weapon passes through the attack space without making physical contact, he druid senses his strike was accurate.

Another noticeably angry screeching sound fills the air. The group watches as a chunk of what was once a sturdy leg of a pew lifts from a pile of distressed furniture, presumably by the invisible attacker, and again targets Wyreth. The watchful eyes of Tharmyr grow wide as the druid gets smashed once again (-5).


Loran continues to wait, somewhat impatiently, at the lone entrance of the chapel the group now occupies. Thoughts of cleansing the place in flame plan still occupy her thoughts.





---



Actions for round 6?


P.S. Chartered accountancy

---



Date: 1 Martius 989
Time: 16:44

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: 11-4 = 7-5 = 2 | 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

* Marullus as Tharmyr | Male | Neutral | Rock Gnome | Storm Sorcerer (1) | HD: 1 (1d6) | HP: 5-2 = 3 | 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
Round 3: Pew Leg vs Wyreth (11): [1d20+4] = 10+4 = 14, [1d20+4] = 7+4 = 11 | [2d4] = 5 -- hit (-5)
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Rex
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Re: Session 1: Vanderlandt

#188 Post by Rex »

Kari

Is the body undead? Determine if undead [1d20] = 4

If she thinks it is she will attack, if not she attempts to get the chest outside.

Glaive [1d20+6] = 15+6 = 21 to hit [1d10+4] = 2+4 = 6 damage

As needed roll [1d20] = 19

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Marullus
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Re: Session 1: Vanderlandt

#189 Post by Marullus »

Tharmyr steels himself against both injury and exhaustion, narrowing his eyes and pursing his lips as he contemplates the body.

Religion [1d20+5] = 11+5 = 16[1d20+5] = 8+5 = 13 If needed [1d20] = 7

He tries his best to understand the ritual and significance of the dead farmer in the crate both to understand its purpose and to disrupt its current effect. If he thinks he can disrupt it in some way, he then moves to do so.

Edit to add:
His primary goal is to disrupt the ritual significance of whatever is going on. However...
If the best way to disrupt it is to kill the undead thing, or if the undead thing comes at him threateningly, he zaps it with storm energy. (Giving rolls in case)
Bolt [1d20+5] = 2+5 = 7 damage [1d10] = 10
Last edited by Marullus on Mon Oct 26, 2020 8:37 pm, edited 1 time in total.

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Darklin2
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Re: Session 1: Vanderlandt

#190 Post by Darklin2 »

Loran

Getting impassionate at all the waiting. Fires a Ray of Frost towards where the Pew Leg Came from.

[1d20+6] = 3+6 = 9 Ray of Frost

(I assume that misses.) (Now She is just plain pissed off.)

Get out, Get out now!!!! It's going to burn!!!!!
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)

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Monsieur Rose
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Re: Session 1: Vanderlandt

#191 Post by Monsieur Rose »

Rocco

He's not sure what he was expecting in the altar/crate, but a dead farmer wasn't it.

He stands shocked for a moment, staring at the corpse on the ground. "Time to go!" Rocco starts moving to leave the building, staying only long enough to make sure Tharmyr and Wyreth are able to make it out in their hurt condition.

As he is standing near Tharmyr, he will try to get in the way of any objects flying towards the Gnome.

If Needed: [1d20] = 7
Last edited by Monsieur Rose on Tue Oct 27, 2020 8:41 pm, edited 1 time in total.

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kalstone
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Re: Session 1: Vanderlandt

#192 Post by kalstone »

Wyreth

Wyreth tries to disengage and leave the building.

As Needed: [1d20] = 10

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dmw71
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Re: Session 1: Vanderlandt

#193 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 6
Rocco stands shocked for a moment, staring at the corpse on the ground. "Time to go!" says the bard, scampering around Tharmyr and a set of benches towards the lone, doorless exit... just in time to notice a trio of armed goblins stealthily approaching from behind Loran!


Back inside, Tharmyr steels himself against both injury and exhaustion, the gnome wracks his brain, attempting to discern the meaning of what is taking place, managing only to note that whatever unseen entity has been attacking them seemed to become more audible once the corpse was released from the altar... so it's possible there's a connection there? Unable to draw any definitive conclusions, however, the sorcerer creates a mote of lightning energy and hurls it into an area he suspects their attacker may be... but suspects his effort was fruitless.

Wyreth, following Rocco's lead, wraps around the other set of benches and meets at the entrance, where he is halted by Rocco, who motions for the half-elf to halt. The windowless room prevents the druid from seeing the reason for stopping, but suspects something to his left is the cause based upon the bard's non-verbal cues.


At the altar, Kari holds her breath as she moves to examine the form of the corpse that spilled out of the altar moments earlier. By all indications, the man died of a few stab wounds, but the body is not significantly mutilated. After the body shows no signs of animating as an undead, the half-orc quickly slides the back panel of the large box closed and, hopefully using it as partial cover, grabs hold of its sides and tests its weight and stability, trying to determine how easily it could be dragged out of the room -- ultimately suspecting it will likely be possible with, but with some considerable effort.


Another noticeably angry screeching sound fills the air. A previously thrown bench lifts from where it last fell and begins hurling towards Tharmyr, one of the remaining group members still in the vicinity of the corpse, but the large projectile crashes against the altar instead, causing Kari to momentarily pull her hands away.

Chapel, R06.jpg
Chapel, R06.jpg (258.32 KiB) Viewed 989 times


Back at the entrance, Loran, growing increasingly impatient by all the waiting, causes a frigid beam of blue-white light to streak from her hand towards where she suspects the unseen entity might be, but the ray strikes harmlessly against the far wall instead. "Get out, Get out now!!!! It's going to burn!!!!!" the elf yells. Rocco, sensing his initial warning to the wizard may have fallen on deaf ears, again cautions Loran, who quickly turns to look over her right shoulder and immediately spots the impending threat.




---


I quickly put together a map (which I probably should have been using from the beginning?) now that there is another potential threat looming. Unfortunately, the room decorations (e.g. benches, box/altar, etc...) are part of the image itself and not individual images of their own, so their positions may vary depending upon if/when they've been thrown.



Actions for round 7?


P.S. Chartered accountancy

---



Date: 1 Martius 989
Time: 16:45

Daily Forecast
Sunrise: 7:48
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: 11-4 = 7-5 = 2 | 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

* Marullus as Tharmyr | Male | Neutral | Rock Gnome | Storm Sorcerer (1) | HD: 1 (1d6) | HP: 5-2 = 3 | 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)
Rocco
Loran
Tharmyr
Wyreth
Kari

10-Foot (initial)
Rocco
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
Round 6: Bench vs Wyreth (11): [1d20+4] = 3+4 = 7, [1d20+4] = 1+4 = 5 | [2d4] = 8 -- miss
Last edited by dmw71 on Sun Nov 15, 2020 11:06 pm, edited 1 time in total.
Reason: Removing Qilynn from marching orders.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Marullus
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Re: Session 1: Vanderlandt

#194 Post by Marullus »

As a refresher... what's that stuff adjacent to Tharmyr along the south wall?

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dmw71
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Re: Session 1: Vanderlandt

#195 Post by dmw71 »

Marullus wrote: Mon Nov 02, 2020 8:27 pm As a refresher... what's that stuff adjacent to Tharmyr along the south wall?
Those are, at least in part, the "assorted objects related to public worship" mentioned in the introductory post:

"Scattered throughout the room are assorted objects related to public worship, such as a chalice and a ceremonial rod."



The noteworthy items have already been claimed.
-- Project --
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-- DM --
Greyhawk Campaign: Sandbox (1e)
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Rex
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Re: Session 1: Vanderlandt

#196 Post by Rex »

Kari

Hearing the get out from Loran assumes the worst and heads for the door.

As needed roll [1d20] = 18

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kalstone
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Re: Session 1: Vanderlandt

#197 Post by kalstone »

Wyreth

Wyreth casts Entangle trying to slow down the approaching goblins.

As Needed: [1d20] = 6

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Darklin2
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Re: Session 1: Vanderlandt

#198 Post by Darklin2 »

Loran

Irritated with the fumbling of the party with the stupid bench and not being able to remove the bow, looks for somewhere to vent her anger and the arriving goblins fill that void. She steps out on to the front stoop and casts Burning hands.

[3d6] = 11 Burning Hands
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)

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Marullus
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Re: Session 1: Vanderlandt

#199 Post by Marullus »

His overtired iritability waxing, Tharmyr looks squarely at where the unseen entity should be and flicks his fingers in an arcane gesture, which in turn makes flames begin licking over the now-released farmer-corpse. He pronounces a curse so vile it can only be understood in Primordial at their assailant and then heads for the door behind the others.

Action: Prestidigitation - "You instantaneously light a small campfire."
Move: 30' towards the door.

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Monsieur Rose
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Re: Session 1: Vanderlandt

#200 Post by Monsieur Rose »

Rocco

Already a bit on edge with the whole ghost-throwing-benches thing, Rocco reacts undiplomatically to the trio of armed and sneaking goblins.

"Goblins. Three."

He pulls his crossbow and fires a bolt at the red-tinged goblin.

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