Session 1: Vanderlandt

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Darklin2
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Re: Session 1: Vanderlandt

#61 Post by Darklin2 »

Loran

Loran fires a Firebolt at the Goblin Fish. After returning it's Stinkeye.

[1d20+3] = 12+3 = 15 Init

[1d20+6] = 5+6 = 11 Firebolt

[1d10] = 3 Firebolt Damage
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Re: Session 1: Vanderlandt

#62 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
    • Attempts Made: 1

Round 3
Loran returns the stinkeye at the goblin fish and fires off a firebolt in the direction of the creature, but the nimble sea beast slides up against the side of the boat causing the mote of flame to strike against the surface of the bay and fizzle out harmlessly.

Watching the gnome tumble forward just off to his side, Rocco slides to Tharmyr's side and places a free arm around his gnome companion, keeping the sorcerer secure in the boat. With his crossbow already loaded, the bard swings his weapon hand around and takes a shot at the menacing blue sea goblin -- but misses as the creature disappears against the side of the boat.
Monsieur Rose, please deduct one crossbow bolt as that miss cannot be recovered.
Qilynn continues to monitor the situation from his position at the aft of the boat.

The octo-goblin, looking to minimize its exposure to attack and keep itself pressed against the side of the boat, darts out quickly and jabs wildly at Loran with its spear but the wizard safely ducks out of harm's way.

Wyreth and Kari continue to row at maximum effort, while Tharmyr continues to bleed.
E01,R03.jpg
E01,R03.jpg (130.24 KiB) Viewed 1688 times
The specifics can't be understood, but faint cheers from those still on the Ocean Pearl can barely be heard from the ship's position out at sea.


---


Distance to Shore: 180-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 4?

Also, two things:
  1. Please don't forget to include both an "if needed" roll;
  2. I've noticed none of your die rolls are showing up in the campaign in the die roller. Can you please link your characters to Campaign ID 806?

---



Date: 1 Martius 989
Time: 15:21

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

-- Games --
- DM: In Development

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

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Marullus
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Re: Session 1: Vanderlandt

#63 Post by Marullus »

Tharmyr bleeds, unconscious.

If needed [1d20] = 17

Confirmed. In campaign 806.
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Re: Session 1: Vanderlandt

#64 Post by Enoch »

Initiative: [1d20+4] = 10+4 = 14
As needed: [1d20] = 17

Watching his little gnomish friend fall, Qilynn sheathes his sword and tries to step over the rowers and push through the chaotic melee to reach Tharmyr.

Acrobatics: [1d20+4] = 1+4 = 5 Of course that's the one roll that bombs. Assuming he's successful in getting to the front of the boat:
He mutters under his breath as he lays his hands on his small friend. "Summer Queen, if you're listening: we have a deal. I'll serve you, even if you tricked me into it. But you've gotta help me here." As he speaks, phantom ivy and greenery spring from his palms, spreading over Tharmyr's wounds before fading. As they fade, the bright pink of newly-healing flesh is revealed.

I will Lay on Hands for 1 HP, enough to get him back on his feet.
Last edited by Enoch on Sat May 30, 2020 5:11 pm, edited 1 time in total.
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Re: Session 1: Vanderlandt

#65 Post by Darklin2 »

Loran

Loran seeing the Goblin so close to the boat grabs at his spear with one hand and stabs with the other.

[1d20+3] = 14+3 = 17 init

[1d20+3] = 5+3 = 8 Dex grab for spear with Left hand


[1d20+5] = 2+5 = 7 dagger stab with right hand

[1d4+3] = 2+3 = 5 dagger damage


RANDOM Roll as needed: [1d20] = 10
All things are possible through Magic.
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Re: Session 1: Vanderlandt

#66 Post by Rex »

Kari

Continues to row. "Speak up if you need us to stop rowing and deal with that thing!"

As needed roll [1d20] = 8
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Re: Session 1: Vanderlandt

#67 Post by Monsieur Rose »

Rocco

At the same time that Qilynn tries to hurdle over the boat, Rocco casts Healing Word on Tharmyr. "Get up! These water things are your deal, this is no time for a nap!"

"Keep rowing! There may be more of these things out there!"

If Needed: [1d20] = 3
Healing Word: [1d4+4] = 4+4 = 8
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Re: Session 1: Vanderlandt

#68 Post by kalstone »

Wyreth

Seeing Tharmyr being cared for, Wyreth focuses on rowing.

As Needed: [1d20] = 2
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Re: Session 1: Vanderlandt

#69 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
  • Loran
    • Attempts Made: 0

Round 4
Watching the sea goblin's spear jut up over the side of the boat, Loran attempts to grab it, but her timing is off and her grasp ends with her gripping nothing but air. With her other hand, the wizard slashes at the tentacle with her dagger but finds its thick skin too difficult to penetrate with what resulted in a weak effort.

"Get up!" Rocco calls out to Tharmyr, his "sleeping" gnome companion. "These water things are your deal, this is no time for a nap!" With that, the bard begins his verbal incantations and casts 'Healing Word' on Tharmyr, allowing the gnome to rouse from his state of unconsciousness. The stabbing pain is no longer, but he is left feeling sluggish from the trauma of the event.
Marullus, just a reminder that, per my house rule, Tharmyr now suffers from 1 level of exhaustion (which imposes disadvantage on ability checks).
Qilynn, frustrated at being confined to his spot behind the rowers, again looks for a way to pass between Kari and Wyreth. The long wooden oars, being rowed in near-perfect unison, with the ends nearly touching in the center of the boat, make passing between them a formidable challenge. The half-elf studies the cadence of the rowers' efforts, and almost makes an attempt to slip between them, but ultimately succumbs to the idea that his doing so would be too disruptive and potentially cause delays in their reaching the shore. Then, when Tharymr begins to stir, he at least temporarily abandons his plans.

Seawater sprays into the boat as the octogoblin erupts from the water and jabs the spear deep into Loran's abdomen and twists! The small but powerful creature, jagged-edged spear still in the wizard's gut, twists and pulls the spear back -- bringing the half-elf along with it!
E01, R04.jpg
E01, R04.jpg (138.42 KiB) Viewed 1661 times
There's a brief instant of panic for the remaining members in the boat at the thought of Loran being pulled overboard and underwater while unconscious.



---


Distance to Shore: 150-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!


This is not good, guys.


Actions for round 5? Also, please don't forget to include your "as needed" roll.

---



Date: 1 Martius 989
Time: 15:22

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 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 = 6-9 = 0] | 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)

Enoch
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Re: Session 1: Vanderlandt

#70 Post by Enoch »

Qilynn watches in horror as yet another compatriot takes a spear to the belly."Well, that can't be good."

Initiative: [1d20+4] = 8+4 = 12
As needed: [1d20] = 8

If no one higher in initiative gets to Loran and heals him first:
He sheathes his sword and dives overboard, pulling himself alongside the boat until he reaches Loran, taking a firm grasp of the back of his collar and hauling his head above water.

He mutters under his breath as he lays his hands on the wizard. "Summer Queen, if you're listening: we have a deal. I'll serve you, even if you tricked me into it. But you've gotta help me here."As he speaks, phantom ivy and greenery spring from his palms, spreading over Loran's wounds before fading. As they fade, the bright pink of newly-healing flesh is revealed.

I will Lay on Hands for 1 HP, enough to get him back on his feet.

"Help me get him back in the boat!"
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
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Rex
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Re: Session 1: Vanderlandt

#71 Post by Rex »

Kari

"Did someone grab her?"
Kari stops rowing and grabs her Glaive. If someone has Loran she will attack the octogoblin, if not she dives into the water after Loran.
Glaive [1d20+6] = 4+6 = 10 to hit [1d10+4] = 2+4 = 6 damage

Dive/swimming if needed [1d20+6] = 9+6 = 15

As needed roll [1d20] = 19
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Marullus
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Re: Session 1: Vanderlandt

#72 Post by Marullus »

Tharmyr

Shaking the groginess from his head, the small gnome rights himself and tries to grasp the situation. A dark scowl is on his face at the poor behavior of his new gobli-pus friends. A small dark storm cloud forms over his head and crackles with blue electricity. He plants his butt securely on the bench and sees Loran overboard, the goblin diving, and several crew members jumping in after. He looks for a clear opening to singe the offending creatures with a small bolt of lightening.

Held Action: If there's a clear target - shoot.
Firebolt [1d20+5] = 7+5 = 12 Damage [1d10] = 4 As needed [1d20] = 4
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kalstone
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Re: Session 1: Vanderlandt

#73 Post by kalstone »

Wyreth

If Kari abandons the oar, Wyreth will try to grab it and row with both oars as best he can.

As Needed: [1d20] = 4
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Monsieur Rose
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Re: Session 1: Vanderlandt

#74 Post by Monsieur Rose »

Rocco

No sooner does Rocco bring Tharmyr back to the conscious, then the goctopus stabs and drags Loran into the water. Rocco still has lingering feelings for his sister's friend, so he reacts strongly. "LORAN! Dammit! HOLD ON!" Rocco scoots over to the other side of the boat, leans over and starts singing a soothing song. It reminds people of their childhood bed and the reassuring voice of an elder.

Rocco casts sleep, centered below the water, and away from the boat so that it doesn't catch the boat, only the goblin.

Sleep: [5d8] = 25
If Needed: [1d20] = 15

I can't remember if you wanted us to roll things like sleep or not.
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dmw71
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Re: Session 1: Vanderlandt

#75 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 5
Fresh after returning Tharmyr to a state of consciousness, the last of Loran's form is seen being pulled completely underwater. "LORAN!" Rocco yells. "Dammit! HOLD ON!" he continues, scooting over to the other side of the boat. The bard, spotting the dark, ink-like form starts singing a soothing song, reminding those on board of their childhood bed and the reassuring voice of an elder.
Yes, you make your own spell effect rolls.
The dark, shadowy form and Loran, both already underwater, appear to gradually decrease in size, as if the forms are increasing their depth. At the same time, the forms are getting further away from the boat, as the boat is continuing towards the shore and the underwater forms are drifting deeper and deeper in the same general location.

Qilynn, at the back of the boat, watches in horror as he spies the sinking form of their companion being left behind. "Well, that can't be good," he thinks to himself while sheathing his sword, taking a deep breath, and diving overboard!
Rules on Swimming:
"Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling."

Qilynn can normally move 30-feet so his swim movement is 15-feet.
Putting all his efforts into closing the distance underwater, the half-elf is just able to reach the unmoving form of Loran. At the last second, the paladin focuses his divine energies and formally channels his lay on hands ability as he grasps for, and wrestles the sorcerer's unmoving body free from the octogoblins entwining tentacle.

Both Loran and Qilynn find themselves roughly 10-feet below the surface of the water. Both conscious, but Loran takes on a mouthful of seawater as she gasps once revitalized while submerged. The wizard fights to avoid full-on panick as she finds herself suddenly coming-to completely underwater! She does, barely, after recognizing Qilynn, still grasping her, who's now motioning towards the surface where the dark form of the underside of the boat stands out against the bright, shimmery surface of the water above them.

Whatever the abomination was that had been wreaking havoc on the boat continues to sink.

Wyreth and Kari, both with plans of assisting, realize the situation appears to be under control with Qilynn already attending to their fallen companion. But the overboard members are already behind the boat's position, so the pair work to bring its progress towards a halt.


Nearby, a small dark storm cloud forms over Tharmyr's head and crackles with blue electricity as the storm sorcerer plants his butt securely on the bench.
E01, R05.jpg
E01, R05.jpg (162.31 KiB) Viewed 1640 times

Once the rowers manage to halt the boats forward progress, they are highly confident in their ability to re-establish their rhythm and pilot the boat towards the shoreline -- or the dock which extends from it -- in very short order.
Beach.jpg
Beach.jpg (100.67 KiB) Viewed 1640 times


---


Nice work, everyone! We're really only stopping here to learn -- now that the threat has been neutralized -- where you eventually want to land the boat. Beach it directly on the shore, or pilot it into the dock? With you being ~165-feet away from either, it should take you less than a minute to reach either. Your call.

Plus, we can narratively resolve how Qilynn and Loran swim towards the surface and eventually find their way back into the boat.

---



Date: 1 Martius 989
Time: 15:23

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


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

    Actions:
    • Rapier (+5, 1d8+3, Piercing, Properties: Finesse)
    • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
    • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    Bonus Actions: Reactions: Other: Racial Traits Class Features
  • kalstone as Wyreth | Male | Chaotic Good | Half-Elf | Druid (1) | HD: 1 (1d8) | HP: 11 | AC: 11 | SP: 30' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Outlander
    • Feature: Wanderer
    Passive Skills: Perception: 16 | Investigation: 10 | Insight: 14
    Languages: Common, Druidic, Elvish, Orc, Sylvan
    Weapons: Quarterstaff, Sling, Spear
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 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 = 6-9 = 0+1 = 1 | AC: 13 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: No
    Background: Folk Hero
    • Feature: Rustic Hospitality
    Passive Skills: Perception: 13 | Investigation: 14 | Insight: 11
    Languages: Common, Dwarvish, Elvish
    Weapons: Dagger, Quaterstaff, Sling
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 (3+1) Actions:
    • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Quarterstaff (+2, 1d6, Bludgeoning, Properties: Versatile (1d8))
    • Sling (+5, 1d4+3, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
      ---
    • Chill Touch (+6, 1d8, Necrotic, Range: 120')
    • Fire Bolt (+6, 1d10, Fire, Range: 120')
    • Ray of Frost (+6, 1d8, Cold, Range: 60')
    Bonus Actions: Reactions: Other: Racial Traits
    • Darkvision
    • Fey Ancestry
      • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
    • Trance
      • Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
    • Cantrip: Fire Bolt
    Class Features
  • Enoch as Qilynn | Male | Chaotic Neutral | Half-Elf | Paladin (1) | HD: 1 (1d10) | HP: 13 | AC: 17 | SP: 30' | Initiative: +4 | Darkvision: Yes | Inspiration: No
    Background: Noble
    • Feature: Position of Privilege
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 13
    Languages: Common, Elvish, Halfling, Sylvan
    Weapons: Rapier, Sickle
    Spells:
    • None
    Actions:
    • Rapier (+6, 1d10+4, Piercing, Properties: Finesse)
    • Sickle (+1, 1d4-1, Slashing, Properties: Light)
      ---
    • Divine Sense
    • Lay on Hands: 5, 4
    Bonus Actions: Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    Class Features
    • Divine Sense: 3 (Recover: Long) (Paladin, 1)
      • Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.
    • Lay on Hands: 5 hp (Recover: Long) (Paladin, 1)
      • As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
  • Marullus as Tharmyr | Male | Neutral | Rock Gnome | Storm Sorcerer (1) | HD: 1 (1d6) | HP: 5 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Sage
    • Feature: Researcher
    Passive Skills: Perception: 10 | Investigation: 13 | Insight: 12
    Languages: Common, Deep Speech, Draconic, Gnomish, Primordial (Aquan, Auran, Ignan, and Terran)
    Weapons: Quarterstaff, Light Crossbow, Dagger
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 Spells Known: 2 Actions:
    • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
    • Light Crossbow (+3, 1d8+1, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
    • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    Bonus Actions: Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Gnome Cunning
      • You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
    • Artificer’s Lore
      • Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
    • Tinker
      • Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning).
    Class Features

Marching Order
Scout
  • T.B.D.
5-Foot (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)

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Marullus
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Re: Session 1: Vanderlandt

#76 Post by Marullus »

The cloud rumbles above Tharmyr's head for a few more moments as the octogoblin sinks deeper and deeper into the ocean. After that, the cloud dissipates as does the sour look on his face. The mystery of the beach and lost town lie before them and those are MUCH more interesting.

His confidence returning, he again perches at the bow, hands on the gunwales.

"'Gone,' they said," he says aloud, but not to anyone in particular. "We must see more than that." He stares ahead looking for anything of interest on the shore, the docks...

He listens more to the wind. Apply Perception, Investigation, or Arcana as appropriate. If I can find anything to recommend our landing site, I say it aloud.
Perception [1d20] = 7 Investigation [1d20+3] = 4+3 = 7 Arcana [1d20+5] = 4+5 = 9 Extra [1d20] = 19
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Rex
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Re: Session 1: Vanderlandt

#77 Post by Rex »

Kari

Quickly looking towards shore, "Lets get them back into the boat and then head for the dock."
She maneuvers the boat to the swimmers then helps stabilize the boat when they climb back in.
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Darklin2
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Re: Session 1: Vanderlandt

#78 Post by Darklin2 »

Loran

Climbs back in the boat and slumps to the bottom. Stabbed through the gut by some strange goblin fish, wonderful start to my vacation.
All things are possible through Magic.
Darklin Sylvanas- Fighter/Magic-User - Big Shiny Island (1E)
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Enoch
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Re: Session 1: Vanderlandt

#79 Post by Enoch »

Qilynn hauls himself into the boat as well, looking despairingly at the state of his cloak as he wrings water from it. "The salt water is going to absolutely ruin this."
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
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Monsieur Rose
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Re: Session 1: Vanderlandt

#80 Post by Monsieur Rose »

Rocco

He looks quite relieved to see Loran back on the boat and still breathing. Spending a moment too long staring at her, he turns and thanks Qilynn. "Nice dive, and quick action."

He takes point back on the bow and calls to the rowers. "Let's aim for that dock. Maybe there'll be something to tie on."

"Sorry about the goctopuses? goctopi? Tharmyr. Maybe next time."

If Needed: [1d20] = 18
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