Session 1: Vanderlandt

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Darklin2
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Re: Session 1: Vanderlandt

#101 Post by Darklin2 »

I am the only one hurt now.
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Re: Session 1: Vanderlandt

#102 Post by kalstone »

Wyreth

Wyreth places a hand on Loran's shoulder. "Be healed," he says.

Cure Wounds: [1d8+4] = 5+4 = 9
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Re: Session 1: Vanderlandt

#103 Post by Darklin2 »

Loran


AAHHHHHHHHHHHH. That is much better. I can't even feel were it went through. Thank You. I am ready to explore now. Spells are ready and back in service.
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Re: Session 1: Vanderlandt

#104 Post by dmw71 »

Pavilion Tents
After Wyreth tends to Loran's wounds with some divine healing, the group feels fully restored and the pressing need for rest or sleep is temporarily shelved.

With the boat already on the beach, the group begins to cautiously make their way towards the palisade wall, taking extra time to cover any tracks they themselves leave behind. "Let's check those tents before we enter the complex... I'd hate for anything to get behind us," Rocco starts. "Not saying this is a trap, but that looks like a good place for an ambush."

The group, intending to stick together, agrees to err on the side of caution and begins to make their way towards the group of pavilion tents. While making the approach, the bard takes a moment and peers just beyond the collection of tents to survey the farmland further in the distance. From his current distance, it's difficult to get an accurate read on the state of the crops, but his general impression is that they are in various states of health and well-being. Looking south, the rightmost patch (13) appears to be in worse shape than either of the neighboring patches (14, 15).
Pavilion Tents.jpg
Pavilion Tents.jpg (68.6 KiB) Viewed 2201 times
Before you "stand" seven canvas pavilion tents, all of which are large enough to shelter two to three people each. Five of the seven tents (1, 3, 4, 6, 7) have collapsed due to wind, rain, and lack of maintenance. The two that remain standing (2, 5) lean haphazardly, and the length of the grass growing around them suggest that even these still standing tents appear to have been left vacant for a long time.

A foul stench emanates from one of the rear tents (5, 6, 7).


---

A few notes:
  1. On the provided overhead view map, two things:
    • The scale is 1 square = 20 feet.
    • The group as a whole is indicated with the d20 token instead of individual tokens.
  2. We're not in encounter time, where you're limited to 6 seconds, but please try to limit your activities to a single keyed area. Unless you want to split the group up (which is fine), but please clearly declare any deviations if more than one area is explored.
  3. Don't forget you each have a potion of healing.




Actions?

---



Date: 1 Martius 989
Time: 16:01

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


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

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

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

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

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

    Third Shift (Three Hours: 03:00-06:00)
    T.B.D.
     
Rolls
  • None.

-- 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

#105 Post by Marullus »

Tharmyr blinks his eyes to clear them, shuffling along in the middle of the others. As they stand and regard the tent, he wrinkles his nose, sniffing and then sniffing again. Not moving forward, he flicks his gnome fingers and pulls the rear tent flaps open from a distance, giving his (taller, not exhausted) companions a better view inside...
Mage Hand to open the flaps to 5, then 6, then 7. He ties them open, if there's accoutriments to do so.


Just in Case (Disadvantage) [1d20] = 9[1d20] = 18
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Rex
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Re: Session 1: Vanderlandt

#106 Post by Rex »

Kari

Kari will try and keep an eye out so no one sneaks up on them and to help avoid being ambushed.

As needed roll [1d20] = 20
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Re: Session 1: Vanderlandt

#107 Post by Darklin2 »

Loran

Loran will advance to the tents and look in with quarterstaff used like ten foot pole. She attempts to pull the #1 tent away from its base area uncovering anything left inside. Collecting stakes and poles. Laying them inside the tent and rolling it up around the poles.

What do you all think about taking these tents with us. It might prove handy to have them when we press to the new site. After we investigate here of course.


OOC- Trying to play her a little scatter brained with a short attention span.
Last edited by Darklin2 on Mon Jun 15, 2020 4:47 pm, edited 1 time in total.
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Re: Session 1: Vanderlandt

#108 Post by Monsieur Rose »

Rocco

Rocco makes note of the length of grass and state of crops. "A couple of weeks, would you say Wyreth? Maybe 6?"

As they get closer to the tent and the smell starts to be evident, he points to tent 5. "Keep an eye on that one." He looks at the crossbow in his hand and sighs, switching it out for a rapier. "I hate close quarters."

"Thanks for the hand, Tharmyr." Rocco chuckles at his own joke.

Rocco is moving towards tent 5, the rear standing one. As he passes #2, he'll push the flap aside with his rapier and peek inside.

If Needed: [1d20] = 9
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kalstone
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Re: Session 1: Vanderlandt

#109 Post by kalstone »

Wyreth

"At least." He continues looking around for any sign of natural life.

As Needed: [1d20] = 13
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Re: Session 1: Vanderlandt

#110 Post by Enoch »

Qilynn holds his forefinger under his nose as his eyes water. "That is a disgusting smell."
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Re: Session 1: Vanderlandt

#111 Post by dmw71 »

Exploring the Tents
Kari keeps diligent watch while the investigation of the tents begins, and Rocco quickly notes that the grass in the immediate area has grown to nearly a foot in length.

Loran begins to prod at the first tent (#1) with her quarterstaff and quickly discovers that it is wrapped and twisted in such a way that opening it in this manner will be next to impossible. Accepting this, the wizard grabs a hold of the bottom of the tent, as near to the corners as possible, and begins to pull it away from its base.
You can actually investigate the contents of the tent next round.
"What do you all think about taking these tents with us?" the elf efforts to say between tugs. "After we finish investigating, of course."

Without budging from his current position, Tharmyr makes a twisting motion with his hands as he utters some strange words from an unknown arcane language. A moment later, a spectral, floating hand appears at the front of the rearmost standing tent (#5), grabs a hold of one of the flaps, and pulls it open.

Rocco, moving to capitalize on the tent now being magically held open, quickly pushes open the flap to the remaining standing tent (#2) with his rapier as he passes. All his brief peek inside affords him is a passing glance at what appear to be common items expected for a person's cramped living space; clothing, cooking utensils, and sleeping gear.

A moment later, the bard finds himself just outside the tent flap being held open by Tharmyr's arcane magics (#5). The contents in this tent appear to be the same.

Bedrolls for two. Cooking pots and pans. Clothing and mundane personal items. A small, makeshift dresser on one side and a small wooden chest on the other.

The pungent odor does not originate from this tent, and seem to be coming from the collapsed tent just behind it (#7).


It's likely no further details about the tents or their contents can be had without much closer inspection.

---

A few notes:
  1. On the provided overhead view map, two things:
    • The scale is 1 square = 20 feet.
    • The group as a whole is indicated with the d20 token instead of individual tokens.
  2. We're not in encounter time, where you're limited to 6 seconds, but please try to limit your activities to a single keyed area. Unless you want to split the group up (which is fine), but please clearly declare any deviations if more than one area is explored.
  3. Don't forget you each have a potion of healing.




Actions?

---



Date: 1 Martius 989
Time: 16:02

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


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

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

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

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

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

    Third Shift (Three Hours: 03:00-06:00)
    T.B.D.
     
Rolls
  • None.

-- Games --
- DM: In Development

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

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Monsieur Rose
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Re: Session 1: Vanderlandt

#112 Post by Monsieur Rose »

Rocco

"They look like personal housing. For a pair. Maybe temporary housing while things are built?" He points towards tent#7. "I think the smell is coming from there."

Rocco steps forward and uses his rapier to again lift up the edge of the tent.

If Needed: [1d20] = 5
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Rex
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Re: Session 1: Vanderlandt

#113 Post by Rex »

Kari

"Most likely correct. Not expecting to find much, maybe in the stinky one."

She keeps watch as the others search.

As needed roll [1d20] = 5
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Marullus
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Re: Session 1: Vanderlandt

#114 Post by Marullus »

Tharmyr

The small storm sorcerer continues beyond tent #5. A small breeze flutters the flaps of tent 6 and 7 as the flaps furl and tie themselves up.

If needed (Disadvantage) [1d20] = 5[1d20] = 17
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Darklin2
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Re: Session 1: Vanderlandt

#115 Post by Darklin2 »

Loran

I think i just about got this one loose. Tent stakes are in deep for sand. Finally so lets see what we have here.

Investigate contents.

[1d20] = 10 plus 4 for a 14. Think that makes it.
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Re: Session 1: Vanderlandt

#116 Post by kalstone »

Wyreth

Wyreth stands ready to assist Rocco if anything hostile is in the tent.

As Needed: [1d20] = 18
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dmw71
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Re: Session 1: Vanderlandt

#117 Post by dmw71 »

Exploring the Tents
The group spends the next ten minutes or so safely examining both the standing and collapsed tents. Regardless of the structural integrity of the canvas pavilion being searched, the contents are fairly consistent -- for six of the seven.

The lone tent that differed from the rest appears to have been reserved for work crews constructing the palisade wall, which is largely incomplete.

The remaining half-dozen tents contain accouterments and possessions of those occupying them. Bedrolls, clothing, cooking instruments, waterskins, cheap wooden chests and dressers, and various personal effects.

Inside one of the once-occupied tents (#7), a family of racoons took up residence. While the creatures have vacated the tent, they left their musk behind, and the tent and all possessions inside it, still reek.

Roughly twenty days of expired rations are also discovered.

In one of the collapsed tents (#3), where the tent itself and all the possessions within all show varying degrees of neglect, one shirt, made of a silky-thin fabric embroidered with arrangements of winged feet, remains in pristine condition.



The remaining salvageable items are uncovered after a thorough inspection of all tents:
    • Small sack filled with ball bearings.
    • A dozen bedrolls and a dozen blankets.
    • Five candles.
    • Three chests.
    • Four potions of healing.
    • Ten mess kits.
    • A dining utensil with a blade on one end and fork tines on the other.
    • Five 50-foot lengths of hempen rope.
    • A shovel.
    • Thirthy iron spikes.
    • Six tinderboxes.
    • Two dozen torches.
    • Seven whetstones.
    • Two dozen waterskins.
    • Five two-person tents.
    • Sixteen sets of clothing for human-sized adults.
    • Two dozen or so personal decorative items (e.g. picture frames, lockets, locks of hair, etc....).

To the south of the collection of tents are some crop patches that Rocco previously looked at from a distance. To the north is the palisade wall and the contents of this sheltered area of the settlement:
Pavilion Tents.jpg
Pavilion Tents.jpg (80.64 KiB) Viewed 2057 times

There are no hints of any threats while the above searching took place, or now.


---
Apologies for the delay on this one.
  • Please use the 'OOC I' topic to discuss the distribution of any items you're interested in.
  • Once decided, please formally declare a list of items your character has taken (be sure to add these items to your character sheets!) in your next update here.



Actions?

---



Date: 1 Martius 989
Time: 16:13

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


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

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

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

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

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

    Third Shift (Three Hours: 03:00-06:00)
    T.B.D.
     
Rolls
  • None.

-- Games --
- DM: In Development

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

User avatar
dmw71
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Posts: 20270
Joined: Tue Jan 24, 2012 7:18 pm
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Contact:

Re: Session 1: Vanderlandt

#118 Post by dmw71 »

Please finalize the distribution/storage of the loot you've discovered.


Once that's completed, where to next?

-- Games --
- DM: In Development

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

User avatar
Marullus
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Joined: Fri Jan 23, 2015 1:41 am

Re: Session 1: Vanderlandt

#119 Post by Marullus »

Tharmyr remains in the midst of the main group, trying to keep his eyes out for trouble but really just looking too weary to do so. "Nice buildings ahead... if that first big one there is nice enough I can get about some dinner for us while you check the others...."

Perception (disadvantage) [1d20] = 5[1d20] = 3

My recommendation for order is 5, 4, 12, 6, 8, 9.
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Rex
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Re: Session 1: Vanderlandt

#120 Post by Rex »

Kari

Kari will move up on the buildings and supply any needed muscle.

Order is fine with me.

As needed roll [1d20] = 5
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