Session 1: Vanderlandt

dmw71
Message
Author
User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18407
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Vanderlandt

#41 Post by Marullus »

Were Tharmyr and Wyreth successful at communicating? If not, does it appear hostile?
Judging intention [1d20+2] = 8+2 = 10

Already standing on the bow and holding onto the gunwales, Tharmyr hopes his attempts at communication cause it to veer off, or at least influence it to be friendly in its approach. As the others row with more fervor and the boat rocks, he tips and falls backwards, his butt landing on the seat where he should have been.

If it keeps coming in a hostile fashion, he whispers his admonition to the waves and gestures with his small, deft fingers, freezing a huge cube of ice directly in front of it to cause it to have to change its course. (Shape Water)

Stand up (if needed [1d20+1] = 16+1 = 17
Stay standing [1d20+1] = 8+1 = 9
DEX save [1d20+1] = 10+1 = 11

If needed [1d20] = 14
User avatar
dmw71
POWAH!
POWAH!
Posts: 20270
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Vanderlandt

#42 Post by dmw71 »

Enoch wrote:Like Rocco, I'll hold my action and attack if whatever is making that shadow gets within reach.
If you're readying an attack action, please provide those rolls.

With it literally being the potential first round of the first encounter, I don't have a feel yet for how you plan to play Qilynn.

-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
.
.
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

User avatar
dmw71
POWAH!
POWAH!
Posts: 20270
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Vanderlandt

#43 Post by dmw71 »

Marullus wrote:Were Tharmyr and Wyreth successful at communicating? If not, does it appear hostile?
We're still only a third of the way through the first round.

Your original first round action will still apply:
Marullus wrote: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.


You can feel free to save the rest of your post for round two; but you should feel free to modify your actions based upon the remaining actions yet to be shared.

All I can say is, the situation will almost certainly be different than what you/the group know now.

-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
.
.
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18407
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Vanderlandt

#44 Post by Marullus »

Sorry for being confused. I will wait and let you arbitrate. :)
User avatar
dmw71
POWAH!
POWAH!
Posts: 20270
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Vanderlandt

#45 Post by dmw71 »

Marullus wrote:Sorry for being confused. I will wait and let you arbitrate.
I can definitely understand the confusion. The waters in the bay quickly got choppy, but they'll smooth out again soon.

The first round of the first fight is usually the roughest in terms of getting the kinks out.

We'll get there. ;)

-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
.
.
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

Enoch
Ranger Lord
Ranger Lord
Posts: 2131
Joined: Fri Jan 16, 2015 4:11 pm

Re: Session 1: Vanderlandt

#46 Post by Enoch »

Qilynn will attack only if whatever is causing the shadow attacks one of us or hits the boat hard enough to threaten to capsize it (I won't attack if he just sets it to rocking).

Melee (Rapier) Attack: [1d20+6] = 10+6 = 16, damage [1d8+4] = 7+4 = 11
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Enoch
Ranger Lord
Ranger Lord
Posts: 2131
Joined: Fri Jan 16, 2015 4:11 pm

Re: Session 1: Vanderlandt

#47 Post by Enoch »

Is it possible to see what is creating the disturbance, or get an idea what its intentions are? If either is possible:
Perception: [1d20+3] = 9+3 = 12
Insight: [1d20+3] = 15+3 = 18
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
User avatar
dmw71
POWAH!
POWAH!
Posts: 20270
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Vanderlandt

#48 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: Complete
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, elven 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, which he does.

The shadowy form approaches quickly, aligning its approach with where Rocco and his readied crossbow are positioned.


Suddenly, tentacles rip through the surface of the bay's water!


These slithering appendages reach for Rocco's arms, but the bard is able to back away quickly enough to avoid being caught in their grasp.

Approximately 4-feet long from head to tentacle tip, this creature appears to be half-goblin and half-octopus, with the split occurring at the waist:
Sea Goblin.jpg
Sea Goblin.jpg (37.29 KiB) Viewed 1227 times
Carrying a long, jagged spear-like weapon, the creature's mouth is filled with razor-sharp, shark-like teeth, and its blood-red eyes seem to radiate pure evil.

Rocco, determining this to be an aggressive act, pulls at the trigger on his readied crossbow, hoping to catch the creature before it has a chance to retreat back into the water, but his bolt zips past one of its many tentacles and sinks harmlessly into the bay's water.
Please deduct one bolt.
Qilynn, also ready with his scimitar, wants to rush to Rocco's aid, but finds himself on the wrong side of Kari and Wyreth, both furiously working to reestablish a cadence and row in unison as they propel the boat to shore. The paladin, without a ranged weapon, finds himself in an unenviable position -- unable to help without potentially disrupting those responsible for getting them to shore.


Then, tentacles on the opposite, port-side of the boat come down on both Loran and Tharmyr!

The elf, her eyes affixed on the strange new creature popping up out of the surface on the other side is caught completely unaware, and suddenly finds herself completely entangled by one of these new creatures, which begin to squeeze her slightly (-1hp)!
Loran is officially grappled. Breaking the grapple will require a successful DC 10 Strength check.
Tharmyr, more alert to the goings-on, happens to spot his incoming attacker with just enough time to duck out of the way as the tentacles from the strange creature flail harmlessly at air overhead. The gnome keeps a tight grip on the gunwale as he begins to make throaty noises, like moans of whale song or the guttural splashing and clicking of waves. These noises seem to have more of an effect on his companions than they do on the attacking creatures.
E01,R01.jpg
E01,R01.jpg (106.86 KiB) Viewed 1227 times
The boat rocks slightly as it continues to propel towards the shore, which, at the current pace, feels like it will be reached in a minute, or slightly more.


Further back, beyond the bay, the commotion of the sudden attack seems to have caught notice of the passengers aboard the Ocean Pearl. The large ship, struggling to get moving at full speed, is still in the same relative position. It's unknown what is being said, but definite calls -- likely of encouragement or concern -- can be heard coming from behind your current position.


---


Distance to Shore: 240-feet
Ship Movement: 30-feet per round
  • Round 1: 240-feet
    Round 2: 210-feet
    Round 3: 180-feet
    Round 4: 150-feet
    Round 5: 120-feet
    Round 6: 90-feet
    Round 7: 60-feet
    Round 8: Ashore!


Actions for round 2!

Also, please don't forget to include your "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
  • Loran: Grappled in round 1.
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: 7-1 = 6 | 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

-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
.
.
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 29122
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: Session 1: Vanderlandt

#49 Post by Rex »

Kari

Kari keeps rowing.

As needed roll [1d20] = 13
User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18407
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Vanderlandt

#50 Post by Marullus »

Tharmyr is beside himself with excitement at meeting the octo-goblins. "These are just as I hoped! I bet they're descended from the Shibs of the sunken city and the temples of Meketrex!" he exclaims to his companions. He continues trying to talk to the creatures in as many languages as he knows, hoping for comprehension.

If they come at him with hostile intention, he releases a flash of electricity, and says in exaspirated irritation, "stop that! I'm trying to talk to you!"
Lightning Bolt [1d20+5] = 2+5 = 7 to hit, [1d10] = 9 damage

as needed [1d20] = 20
Enoch
Ranger Lord
Ranger Lord
Posts: 2131
Joined: Fri Jan 16, 2015 4:11 pm

Re: Session 1: Vanderlandt

#51 Post by Enoch »

Qilynn mutters loudly as he tries to find a way to reach the strange creatures. "Sunken city of Meketrex...no wonder you didn't want to come to Mother's party. It sounds positively dreadful compared to your adventures. I do wonder why the Seelie Queen sent me to this dreadfully remote place, though."

It doesn't look like there's much I can do at the moment. If we get to waist-deep water at any point, Qilynn will jump out and attack one of them.
Melee (Rapier) Attack: [1d20+6] = 17+6 = 23, damage [1d8+4] = 2+4 = 6
As needed: [1d20] = 3
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
User avatar
kalstone
Ranger Knight
Ranger Knight
Posts: 1448
Joined: Sun Apr 05, 2015 9:49 pm
Location: Virginia

Re: Session 1: Vanderlandt

#52 Post by kalstone »

Wyreth continues rowing as quickly as he can.

As Needed: [1d20] = 16
User avatar
Darklin2
Ranger Lord
Ranger Lord
Posts: 2489
Joined: Mon Sep 30, 2019 4:15 pm
Location: Mountains of North Carolina
Contact:

Re: Session 1: Vanderlandt

#53 Post by Darklin2 »

Loran

Loran will draw a dagger and cut at the tenticle.

Son-of a- get off me.

[1d20+5] = 16+5 = 21 Dagger attack

[1d4+5] = 3+5 = 8 dagger damage

OOC- Correct that only 6. +3 damage not +5.


IF Needed Roll : [1d20] = 13
Last edited by Darklin2 on Wed May 20, 2020 2:37 pm, edited 1 time 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
dmw71
POWAH!
POWAH!
Posts: 20270
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Vanderlandt

#54 Post by dmw71 »

Still need update for Rocco.

-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
.
.
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

User avatar
Monsieur Rose
Rider of Rohan
Rider of Rohan
Posts: 6582
Joined: Thu Oct 22, 2015 4:26 pm

Re: Session 1: Vanderlandt

#55 Post by Monsieur Rose »

Dammit! Sorry.

Rocco

Rocco judges the distance between the seagoblins and the boat, trying to determine if he could cast a spell safely. Shaking his head, he decides to shoot again at the beast on his side.
Crossbow: [1d20+5] = 13+5 = 18
Crossbow Damage: [1d8+3] = 4+3 = 7

He shouts to Tharmyr. "Stand tall, Tharmyr! Tomorrow we will sing the tales of the defeat of these beasts!" Rocco is using his Bardic Inspiration on Tharmyr. He can roll a d6 to add to an ability, attack, or saving throw.

Acrobatics: [1d20] = 17
If Needed: [1d20] = 8
d6 if needed: [1d6] = 4
User avatar
dmw71
POWAH!
POWAH!
Posts: 20270
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
Contact:

Re: Session 1: Vanderlandt

#56 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)
Death Saves
  • Tharmyr (0)
    • Round 3:
      Round 4:
Round 2
Kari and Wyreth continue to pilot the boat towards the shore.

"Son-of-a..." Loran curses. Acting quickly, the wizard draws a dagger and slices down at the tentacle keeping her fixed in place. Thick, dark blood seeps from the wound as the tentacle loosens its grip, releasing the elf. The now droopy appendage slithers back overboard, into the water, sinking into the depths along with the rest of the goblin octopus' form.

"Stand tall, Tharmyr!" Rocco calls out. "Tomorrow we will sing the tales of the defeat of these beasts!" the bard continues as he watches his crossbow bolt strike dead center between the eyes of his target. It, too, sinks beneath the water leaving a pool of blood in its wake.

Qilynn, from his position at the aft of the boat, watches as the two now-deceased seagoblins drift past as they're sinking straight down and the boat is still rushing to shore.

Rocco's banter fades from Tharmyr's ears and is replaced with a sharp, stabbing pain as the sea goblin drives its spear with both hands deep into the gnome's abdomen... and twists! With his last bit of conscious effort, the sorcerer leans forward, making sure, once everything goes dark, that he falls into the boat, not out of it.
Marullus, please begin making death saves for Tharmyr beginning in round 3.
E01,R02.jpg
E01,R02.jpg (204.02 KiB) Viewed 1143 times
The sea goblin bobs in the water, keeping up with the ship's pace, and Loran senses a penetrating stare from the creature's blood-red eyes as it appears to have targeted her as its next target.


---


Distance to Shore: 210-feet
Ship Movement: 30-feet per round
  • Round 1: 240-feet
    Round 2: 210-feet
    Round 3: 180-feet
    Round 4: 150-feet
    Round 5: 120-feet
    Round 6: 90-feet
    Round 7: 60-feet
    Round 8: Ashore!


Actions for round 3?

Also, please don't forget to include both an "if needed" rolland a new initiative roll.


---


Date: 1 Martius 989
Time: 15:19

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
  • Loran: Grappled in round 1.
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: 7-1 = 6 | 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: 5-6 = 0 | 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
Last edited by dmw71 on Mon May 25, 2020 10:08 pm, edited 2 times in total.
Reason: Edit: Added note about 'initiative' roll. Edit2: Scrapped initiative change.

-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
.
.
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 29122
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: Session 1: Vanderlandt

#57 Post by Rex »

Last edited by Rex on Mon May 25, 2020 9:43 pm, edited 1 time in total.
Enoch
Ranger Lord
Ranger Lord
Posts: 2131
Joined: Fri Jan 16, 2015 4:11 pm

Re: Session 1: Vanderlandt

#58 Post by Enoch »

Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18407
Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Vanderlandt

#59 Post by Marullus »

Tharmyr puts his hand to his abdomen, blood squirting through his fingers. He collapses to the floor of the boat, his face pale. You think you hear a last articulate word, "...rude."

Death save [1d20] = 14 just because roll [1d20] = 11
One Pass.
User avatar
kalstone
Ranger Knight
Ranger Knight
Posts: 1448
Joined: Sun Apr 05, 2015 9:49 pm
Location: Virginia

Re: Session 1: Vanderlandt

#60 Post by kalstone »

Wyreth

"Tharmyr! Hang on until we reach the shore!" He redoubles his efforts at rowing.

Initiative: [1d20+1] = 8+1 = 9
As Needed: [1d20] = 18
Post Reply

Return to “Adventures in Aberdeen (5e)”