Session 1: Vanderlandt

dmw71
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Re: Session 1: Vanderlandt

#21 Post by dmw71 »

Rex wrote:I am not sure how wide the boat is--
It's 10-feet wide:
dmw71 wrote:The ship's boat you find yourselves in is 20-feet long and 10-feet wide at its widest in the middle.

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Re: Session 1: Vanderlandt

#22 Post by Rex »

Sorry, I missed that. You would need 18.5 foot oars for 1 person to row that width, most likely set up for 2 as you generally try and keep the oars no longer than the inside of the boat. A length to width ratio of 1.5 is a bit short even for a ship's boat but examples this short do exist. It will be slow and turn hard, but fine for getting us to shore.
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Re: Session 1: Vanderlandt

#23 Post by Darklin2 »

Loran

She grabs her gear and heads to the boat. Shouldering her pack and weapons along the way.
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Re: Session 1: Vanderlandt

#24 Post by Monsieur Rose »

Rocco

Rocco gathers his things and says a quick goodbye to many ladies on the ship, promising to see them soon and regale them of his heroic tales. "I must go. For the good of the colony, I will risk my life to investigate and determine what happened. Till we meet again."

Once in the ship's boat, Rocco takes the pouch with a raised brow. "Give her my thanks. We'll see you soon." He calls up to the rapidly rising sailors.

After he opens it privately, he is a bit disappointed to find only potions of healing. He disperses the potions and checks it a few times to make sure he didn't miss any personal notes from Lebrellye. He even turns the map over, thinking maybe she wrote something on the back for him. Must be losing your touch, Rocco.

He sits at the front, next to Tharmyr. "Always count on the gnome to make the smart choice, I say. Up in front, leading the adventure." Rocco laughs as Tharmyr stands as a figurehead on the bow. "Not my first choice of a figurehead, but you make it work."

He turns back to Kari and Wyreth. "Thank you both for your strength. Just let us know what you need, I'll try to navigate the best I can."

Rocco has the map. And is wearing his leather armor.
Last edited by Monsieur Rose on Sat Apr 18, 2020 6:30 pm, edited 1 time in total.
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Re: Session 1: Vanderlandt

#25 Post by Darklin2 »

Loran

Loran will sit down in the middle of the boat somewhere out of the way. She has no armor so just her pack and weapons. Keeping her eyes on the water and anything that could rock the boat she settles in.

Will I be OK here? Out of the way? I don't wish to be in the way or cause issues with the strong rowers.
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Re: Session 1: Vanderlandt

#26 Post by dmw71 »

The Bay
As a sailor and easily the strongest member of the group, Kari is the first to settle into the boat, assuming the oar nearest to the ship, on the port side. As the rest of the group boards, she tucks her armor, weapons, and backpack under the bench seat she is sitting at. Except for her glaive, which she lay across the top of the seats against the inside of the boat so it's easily accessible.

Loran, grabbing her gear, shoulders her possessions and enters the boat next. She settles in directly in front of Kari, intentionally passing the seat with the remaining free oar. She keeps her eyes on the water, keeping a lookout for anything that could rock the boat.

Wyreth enters third, and immediately grabs the other oar, pointedly avoiding looking at Kari. The man of nature stows his equipment under his seat, but keeps on his leather armor.

Tharmyr and Rocco, after concluding their business aboard the Ocean Pearl, board the rowboat and take up seats next to each other near the bow.

The last to board is Qilynn who takes up a seat in the stern of the boat, having the entire rear seating area to himself.


"Ready to go?" Kari asks, almost rhetorically, as he and Wyreth begin to pilot the boat away from the ship.


The waters when the group first sets out, are a bit choppy, but with the skillful piloting of those at the oars, the boat reaches they bay after maybe 20-minutes where the waters calm and progress begins to steady. With the conditions more stable, Tharmyr scurries up to the tip of the bow, gripping the gunwale and taking in the sea breeze as he stands like a tiny figurehead.

"Gone," the gnome is convinced he hears the winds whisper to him.
Ships Boat.png
Ships Boat.png (116.04 KiB) Viewed 1765 times

As Rocco and Tharmyr continue to steadily pilot the boat towards land, the bay's waters remain calm, with only a gentle rocking of the ship’s boat.

Once the shore draws to within approximately 300-feet, a lonely dock is spotted extending away from a sandy beach on the southern shore of Vanderlandt.
Vanderlandt.png
Vanderlandt.png (467.49 KiB) Viewed 1765 times

After another 50-feet, the boat passes over a clearly visible sandbar where the depth of the water appears to be only 5-feet or so.

Suddenly, Wyreth, maintaining his elven awareness despite his rowing efforts, spots what appears to be an underwater shadow, glides through the water in the direction of the boat from his starboard side.

The druid calls out, pointing in the direction of the form to raise awareness of what could potentially be the first encounter of the lengthy six-week journey.


---

Actions?

Also, just to have it if needed, please provide an initiative roll.


Finally, a couple of notes:
  • Darklin2, Enoch, and Marullus; I see that you still need to add a Potion of Healing on the character sheets for Loran, Qilynn, and Tharmyr respectively.
  • Marullus, Tharmyr is still an unassigned character to the campaign; can you please add him? (Let me know if you need me to resend the invite.)


---


Date: 1 Martius 989
Time: 15:17

Daily Forecast
  • Sunrise: 7:47
  • Sunset: 19:13
  • Temperature: 81°
    • High: 84°
    • Low: 77°
  • Conditions
    • Wind: Breezy
    • Precipitation: None
    • Humidity: Low
    • Visibility: Clear
Light Sources
  • None
Known Conditions
  • None
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: 2
      • 1st: 2
      • 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
      • 1st: 2
      • 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
    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 (Actual order to be established; initial order has characters listed in alphabetical order.)
  • Kari
    Loran
    Qilynn
    Rocco
    Tharmyr
    Wyreth
10-Foot (Actual order to be established; initial order has characters listed in alphabetical order.)
  • Kari | Loran
    Qilynn | Rocco
    Tharmyr | Wyreth
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

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-- 2025 --
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Darklin2
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Re: Session 1: Vanderlandt

#27 Post by Darklin2 »

Loran

Potion added under equipment.

Marching order would not have the Mage with no armor in front, Sorry Middle or Back for sure.
Last edited by Darklin2 on Fri May 01, 2020 4:17 pm, edited 1 time in total.
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Re: Session 1: Vanderlandt

#28 Post by Marullus »

Potion added and sheet activated.
initiative [1d20+1] = 10+1 = 11

"Gone," Tharmyr repeats to the others in a tone deep sadness. "The wind mourns."

Alerted to the shadow in the water, Tharmyr tips his head askew, eyes alight with calm curiosity. Holding tight to the gunwale, he makes throaty noises strange to his companions ears, like moans of whale song or gutteral splashing and clicking of waves.

I speak to it in both Primordial and Deep Speech, extending a greeting and desire for peaceful interaction, waiting to see it's reaction.
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Re: Session 1: Vanderlandt

#29 Post by Rex »

Kari

Kari keeps rowing, trying to make shore before anything bad happens.

Initiative [1d20+2] = 9+2 = 11
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Re: Session 1: Vanderlandt

#30 Post by Darklin2 »

Loran

Loran pulls out a stone for her sling and throws it into the water as far out as she can throw it. trying to draw attention away from the boat.

[1d20+3] = 20+3 = 23 Init
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Re: Session 1: Vanderlandt

#31 Post by kalstone »

Wyreth

Wyreth keeps rowing, ready to drop the oar and cast Speak with Animals if the creature draws near.

Initiative: [1d20+1] = 14+1 = 15
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Re: Session 1: Vanderlandt

#32 Post by Monsieur Rose »

Rocco

"Look starboard! Kari, Wyreth! Get us to shore! We'll deal with whatever that is." He readies his crossbow, holds on the boat with one hand, and waits to see if they are a target.

I'm having problems viewing his sheet on DnDBeyond. Can't remember his initiative.
Initiative: [1d20] = 19
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Re: Session 1: Vanderlandt

#33 Post by Enoch »

Initiative: [1d20+4] = 18+4 = 22

Qilynn stands suddenly, setting the boat to rocking alarmingly, and draws his rapier.
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Re: Session 1: Vanderlandt

#34 Post by dmw71 »

Initiative
  • 23: Loran (20+3)
    22: Rocco (19+3)
    22: Qilynn (18+4)
    16: Encounter (14+2)
    15: Wyreth (14+1)
    11: Tharmyr (10+1)
    11: Kari (9+2)

Round 1
Kari and Wyreth, still piloting the ship's boat with relative ease, pass it over a clearly visible sandbar, reducing the depth in this span to only 5-feet or so of murky water.

Behind you, the crew of the Ocean Pearl works to get the large sea vessel back into motion.


The relative calm of your journey through the bay, towards Vanderlandt, is suddenly interrupted when Wyreth, maintaining his elven awareness through his rowing efforts, spots and points out what appears to be an underwater shadow, gliding through the water in the direction of the boat from his starboard side.

The shadowy form is approximately 15-feet away and advancing rather rapidly.


Using her swift, elf-like reflexes, Loran pulls out a stone for her sling and throws it into the water as far out as she can throw it, trying to draw attention away from the boat.
E01,R01-1.jpg
E01,R01-1.jpg (75.75 KiB) Viewed 1517 times


---

Well, shoot. The absolute first action requires a halt in play for clarification and a roll.

While it's not ideal, the closest skill I could find that would apply in this situation would be Deception.

Darklin2, can you go ahead and have Loran make a Deception check. The task will be more difficult than "medium" (DC 15) but probably not as difficult as a "hard" task (DC 20), so let's use DC 18. However, because Charisma really isn't involved in this one, I'll let you roll without that -1 skill modifier.

Loran is on the port side of the boat (left). The shadowy form is approaching from the starboard side (right). In which direction are you flinging the sling stone? Also, noting sling ranges, it can be used with normal accuracy out to 30-feet and has a maximum range of 120-feet. Can you confirm you still want to hurl the stone the full 120-feet, or some distance shorter than that?


Finally, a bit of housekeeping:

Sticking with Darklin2, I see you have a magical potion of greater healing added to your character sheet for Loran. There is actually a regular potion of healing listed under common equipment items.
The attachment healing.jpg is no longer available
Please add it instead.

Enoch, you still need to add this potion as well.



Everyone else, please sit tight just a bit longer.


---[/ooc]

Date: 1 Martius 989
Time: 15:18

Daily Forecast
  • Sunrise: 7:47
  • Sunset: 19:13
  • Temperature: 81°
    • High: 84°
    • Low: 77°
  • Conditions
    • Wind: Breezy
    • Precipitation: None
    • Humidity: Low
    • Visibility: Clear
Light Sources
  • None
Known Conditions
  • None
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: 2
      • 1st: 2
      • 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
      • 1st: 2
      • 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
    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 (Actual order to be established; initial order has characters listed in alphabetical order.)
  • Kari
    Loran
    Qilynn
    Rocco
    Tharmyr
    Wyreth
10-Foot (Actual order to be established; initial order has characters listed in alphabetical order.)
  • Kari | Loran
    Qilynn | Rocco
    Tharmyr | Wyreth
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

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dmw71
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Re: Session 1: Vanderlandt

#35 Post by dmw71 »

Also, a few other points for the sake of clarity:
  • The ship’s boat has a maximum speed of 30 feet per round and requires two characters to row;
  • The boat is approximately 250-feet from the dock/shore;
    ---

    Fighting from inside the boat is challenging...
    • Any character who remains seated suffers a –2 penalty on any attack rolls.
    • A character can negate this penalty by standing up and attacking, but anyone standing in the boat must attempt a DC 10 Acrobatics check when they first make the attempt to stand up, and also at the beginning of each round they intend to remain standing.
      • Any character that fails this Acrobatics check must then attempt a DC 10 Dexterity saving throw:
        • Success means the character can immediately sit back down using a bonus action (standing back up takes more effort and doing so costs an amount of movement equal to half your speed, per the 'Being Prone' rules);
        • Any character who fails this Dexterity save (after failing their Acrobatics check) falls overboard into an adjacent square.



Feel free to ask any questions if the above is unclear.

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Re: Session 1: Vanderlandt

#36 Post by Darklin2 »

Loran

[1d20] = 8

OOC- I am not trying to hit the shadow just cause a disturbance in the water off to the side of the shadow to distract it.

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Re: Session 1: Vanderlandt

#37 Post by dmw71 »

Initiative
  • 23: Loran (20+3)
    22: Rocco (19+3)
    22: Qilynn (18+4)
    16: Encounter (14+2)
    15: Wyreth (14+1)
    11: Tharmyr (10+1)
    11: Kari (9+2)

Round 1
Kari and Wyreth, still piloting the ship's boat with relative ease, pass it over a clearly visible sandbar, reducing the depth in this span to only 5-feet or so of murky water.

Behind you, the crew of the Ocean Pearl works to get the large sea vessel back into motion.


The relative calm of your journey through the bay, towards Vanderlandt, is suddenly interrupted when Wyreth, maintaining his elven awareness through his rowing efforts, spots and points out what appears to be an underwater shadow, gliding through the water in the direction of the boat from his starboard side.

The shadowy form is approximately 15-feet away and advancing rather rapidly.


Using her swift, elf-like reflexes, Loran pulls out a stone for her sling and hurls it into the water just off to the side of the approaching shadowy form, but the weak splash it creates does little to distract the advance.


"Look starboard!" Rocco calls out, drawing attention to the oncoming, underwater form. "Kari, Wyreth! Get us to shore!" the bard continues. "We'll deal with whatever that is." Already on the side of the approaching creature, Rocco readies his crossbow, holding onto the side of the boat with one hand, and waits to see if whatever it is that is approaching is actually a target.

Qilynn jumps out of his seat suddenly and fights to retain his balance.


The shadowy form moves next, so I want to clarify the actions for Rocco and Qilynn before moving on.


---

A few things:

  • Going forward, I am going to ask that everyone include an unmodified 1d20 roll with each of your updates. Something like:
    Roll, If Needed: [1d20]


    This would be in addition to any rolls you would normally include.

    If this included roll is needed, it will be used. If not, it will be ignored (the result will not carry over).


    There are many times when, while compiling a list of everyone's actions, and factoring in what a monster/NPC would do, a roll would normally be called for.

    For instance, a Stealth check. I will sometimes:
    • Make a roll myself;
    • Publish the update but request the roll after the fact, then go back and edit to reflect the roll result; or
    • Post the update but stop the action short, then specifically call for a roll(s).



    It's not a huge deal if you forget, but it will be really helpful in keeping the game moving along if I have these potentially needed rolls already provided.

    ---

    To the above point:
  • Monsieur Rose, did you want to formally use the Ready action? You don't need to, but you certainly can if you'd like. If so, I would need to know what circumstance would trigger your reaction. Also, if you are providing an attack roll, please make sure to include the -2 attack modifier (per this post) if Rocco remains seated. Or make the Acrobatics check and/or Dexterity saving throw to stand up.
  • Enoch, per what was detailed in this post, can you please make a DC 10 Acrobatics check for when Qilynn stands up?

    If he fails, please also make the required DC 10 Dexterity saving throw to see if he recovers his balance.

    ---
  • Remember, anyone standing up (or attempting to stand up for the first time) needs to make a DC 10 Acrobatics check (and subsequent DC 10 Dexterity saving throw, if needed) at the beginning of each round. This is a required roll, and should not be considered the requested "if needed" roll.




---


Date: 1 Martius 989
Time: 15:18

Daily Forecast
  • Sunrise: 7:47
  • Sunset: 19:13
  • Temperature: 81°
    • High: 84°
    • Low: 77°
  • Conditions
    • Wind: Breezy
    • Precipitation: None
    • Humidity: Low
    • Visibility: Clear
Light Sources
  • None
Known Conditions
  • None
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: 2
      • 1st: 2
      • 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
      • 1st: 2
      • 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
    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 (Actual order to be established; initial order has characters listed in alphabetical order.)
  • Kari
    Loran
    Qilynn
    Rocco
    Tharmyr
    Wyreth
10-Foot (Actual order to be established; initial order has characters listed in alphabetical order.)
  • Kari | Loran
    Qilynn | Rocco
    Tharmyr | Wyreth
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

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-- 2025 --
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-- Project --
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Rex
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Re: Session 1: Vanderlandt

#38 Post by Rex »

Kari

Kari will try and power the boat to shore as quickly as possible. Has sailor background.

As needed roll [1d20] = 2
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Monsieur Rose
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Re: Session 1: Vanderlandt

#39 Post by Monsieur Rose »

Rocco

Right. My mistake.

Rocco will use the ready action, holding his shot until he determines if the thing is attacking them or not. A ramming or a bite would count. :D

He won't stand up until after he determines this, but will stand up to fire.
Crossbow: [1d20+5] = 5+5 = 10
Acrobatics: [1d20] = 7+3 =10 :)
If needed: [1d20] = 12

And now that I've gotten those throughly mediocre rolls out of the way, things should be good. :lol:
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Re: Session 1: Vanderlandt

#40 Post by Enoch »

DC 10 Acrobatics check: Acrobatics: [1d20+4] = 16+4 = 20
As needed: [1d20] = 15

Like Rocco, I'll hold my action and attack if whatever is making that shadow gets within reach.
Last edited by Enoch on Wed May 13, 2020 6:38 pm, edited 2 times in total.
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