Session 1: Vanderlandt

dmw71
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Darklin2
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Re: Session 1: Vanderlandt

#121 Post by Darklin2 »

Loran

Sounds like a good idea, Tharmyr. I will follow the others in case they need magic support. But I think it would be a good idea to investigate this big one (#5) first and make sure we have a safe rally point before we go pokeing around. Get all the new found gear stashed away in it some place and then explore the rest.
All things are possible through Magic.
Darklin Sylvanas- Fighter/Magic-User - Big Shiny Island (1E)
Sai Eranthor - Cleric / Fighter/Mage - Hedge's Greyhawk Adventures (2E)
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dmw71
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Re: Session 1: Vanderlandt

#122 Post by dmw71 »

Log Cabin-Syle Building
Gathering up the tents and all the recovered possessions, the group turns its attention towards the section of the settlement inside the incomplete palisade wall. A large, log cabin–style structure with a thatched pitched roof and three gables in the southern corner of the area draws your interest first (5).

Approaching from the west, there are no entrances visible, but the western wall has a pair of open, uncovered windows that, from a distance only reveal a dark interior.

Log Cabin.jpg
Log Cabin.jpg (22.59 KiB) Viewed 1180 times

A quick glance at the L-shaped building to the left (4) reveals that it is constructed from mud bricks with a wooden frame. From your position at the log cabin-style building, a single, open window on the southern wall has a canvas curtain hung across the opening blocking visibility into it.




---

Okay, we're going to get things moving again. There is still a lot in the 'Chartered accountancy' post that is unaccounted for. That's fine, but be aware that your character will only have access to items found on your character sheet -- if something isn't on your sheet, you don't have it.


Actions?


P.S. Chartered accountancy

---



Date: 1 Martius 989
Time: 16:18

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

#123 Post by Marullus »

Tharmyr will take:
The curious cooking utensil
A whetstone
A potion of healing (or two, if agreed)
A tent


Tharmyr helps clean up all the gear, sending things to March themselves out of the collapsed tents and fold themselves neatly into the chests for carrying. He does pick up one of the small pup tents ("Won't do to be uncomfortable!") a whetstone, a potion or two ("Well, a small fellow like me is more use helping you all on your feet as we go."), and of course, the curious dining utensil "Oh! Oh my! This is magnificent indeed! I simply must study this design further. How clever! I MUST know who developed it...")

As the group approaches the cabin, the exhausted old gnome whispers to the breeze, which tugs the window shutters open and latches them that way. "Anyone... Well, taller, that wants to peek in?"
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Rex
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Re: Session 1: Vanderlandt

#124 Post by Rex »

Kari

Kari will look inside the windows and see what she observes.

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

#125 Post by Monsieur Rose »

Rocco

Rocco helps drag and carry the chests over to the log cabin. He too peeks inside (5) to get a glimpse of the interior. He does so by going up to the wall next to the open window and then peeking his head around.

If Needed: [1d20] = 8
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kalstone
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Re: Session 1: Vanderlandt

#126 Post by kalstone »

Wyreth

Wyreth helps Rocco drag the chests to the cabin.

As Needed: [1d20] = 5
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Re: Session 1: Vanderlandt

#127 Post by dmw71 »

Chapel
While everyone takes part in helping to move the unclaimed gear from the tents to the log cabin-like building (5), Kari and Rocco peer into the opened windows on the western wall once the group arrives.

The pair report that the interior of this building suggests a modest place of worship -- not quite a temple, but more than a mere shrine. Centered on the interior of the western wall, just between the two onlookers, rests a table that appears to serve as an altar, draped in a white but dusty cloth. Just behind this makeshift altar is a large wooden carving of a humanoid figure with a stag’s head; and looking up, the pair spots what appears to be the ends of an ornately carved longbow that hangs on the wall above the altar.

Two rows of benches face the altar, although some have been knocked over, and two piles of ashes are visible in the aisle between them.

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

To the left, against the north wall, is a smaller shrine.

To the right, along the southern wall, a three foot tall wooden statue that depicts a male half-human and half-avian creature leans precariously. One of the carved wing on the statue is partially broken and dangles loosely from its side.


The sole entrance to the structure is on the opposite side on the east side of the building and is bereft of a door, and appears to open to a small porch and be covered by a gable.


---



Actions?


P.S. Chartered accountancy

---



Date: 1 Martius 989
Time: 16:24

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
kalstone
Ranger Knight
Ranger Knight
Posts: 1460
Joined: Sun Apr 05, 2015 9:49 pm
Location: Virginia

Re: Session 1: Vanderlandt

#128 Post by kalstone »

Wyreth

Wyreth tries to determine the deity being worshiped here.

As Needed: [1d20] = 9
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dmw71
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Posts: 20286
Joined: Tue Jan 24, 2012 7:18 pm
Location: Chicago, Illinois
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Re: Session 1: Vanderlandt

#129 Post by dmw71 »

kalstone wrote: Sun Jul 19, 2020 8:58 pm Wyreth tries to determine the deity being worshiped here.
Wyreth can't recall a specific name, but suspects it may have been made to a diety of the hunt.

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Rex
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Re: Session 1: Vanderlandt

#130 Post by Rex »

Kari

Kari works her way around the outside and then enters the building through the main entrance. She is not looking to desecrate or steal anything, more for clues. She will pay particular attention to the broken statue.

Does she know anything about the deities being worshiped here?
Religion [1d20] = 6

Looking everything over for clues.
Investigation [1d20] = 19

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

#131 Post by Marullus »

Tharmyr scurries along behind Kari and the others, taking a deepe breath when he enters and sees the primary diefic statue.
"Dear. God." He gasps aloud.

Religion [1d20+5] = 2+5 = 7[1d20+5] = 6+5 = 11

"I mean, Deer God, quite literally," he says, composing himself. "Antlers and everything." He draws no conclusions right now, being too exhausted to really delve into these juicy clues but straining to do so anyway. He tries to recall what sects came from the mainland with the settlers and if these represent imported faiths or something... awoken locally.

"Perhaps we set the night in the other building, rather than the shrine? I'll happily start cooking dinner either way," he asks, looking to Rocco and Loran for leadership decisions.

As needed [1d20] = 3[1d20] = 20
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Re: Session 1: Vanderlandt

#132 Post by Monsieur Rose »

Rocco

As they enter the obviously religious building, Rocco shivers slightly. "Yeah. I'm not a fan of all this. I know this was supposed to be a initial settlement, but this is a bit more uncivilized than I expected." He strokes his chin and thinks for a moment. "Although, it could explain where everyone is. Their devotion to the nature gods caused them to break with the civilized structure of the town, forcing them to go live in caves or trees."

He looks around, eyes drawn to the various objects of value in the building. "That longbow up there looks pretty nice."

Religion check: [1d20] = 5
If Needed: [1d20] = 4

The eerie air of the building obviously disturbs Rocco. He nods at Tharmyr's words. "Agreed. Let's find another building to make camp in. I suggest that mud brick one just north of here."
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Re: Session 1: Vanderlandt

#133 Post by Darklin2 »

Loran

I will come back and try to detect magic on that Long Bow before we settle for the night. If it is magical we are definatly taking it with us. Leaving it here only arms our enemies.

Yes, Let's take a look at the other buildings before it gets dark. We don't want to sleep next to a Goblin Brothel.



She eyes the Long bow and smiles.
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Re: Session 1: Vanderlandt

#134 Post by dmw71 »

Chapel
Kari is the first to reach the entrance to the building, and halts everyone before breaking the threshold after the half-orc spots a faint trail of dried blood leading from the front entrance to the altar -- or more likely in the reverse direction. The trail disappears beyond the door, on the outside, likely washed away by the weather. A closer inspection of this front entrance on the inside suggests no one or nothing has entered this place in the last few weeks, or possibly a month. Until now, with your entrance.

Once inside, Kari examines the broken statue and has no guess as to which deity or deities are being worshipped in this room. Nor does Tharmyr, or Rocco.

"I know this was supposed to be a initial settlement, but this is a bit more uncivilized than I expected," Rocco says, stroking his chin. "Although, it could explain where everyone is. Their devotion to the nature gods caused them to break with the civilized structure of the town, forcing them to go live in caves or trees."

As everyone else is focused on the statue, Loran begins the ritual of casting 'Detect Magic' on the displayed longbow, which radiates a faint aura from where it's hung.



---



Actions?


P.S. Chartered accountancy

---



Date: 1 Martius 989
Time: 16:34

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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Rex
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Re: Session 1: Vanderlandt

#135 Post by Rex »

Kari

"Something important happened here for sure. Can anyone tell anything from the blood?"

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

#136 Post by kalstone »

Wyreth

Wyreth looks at the blood to see if he tell if it is humanoid or animal.

As Needed: [1d20] = 3
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Re: Session 1: Vanderlandt

#137 Post by Marullus »

Tharmyr sighs heavily, resigning himself to not getting rest, not just yet. His rubs his eyes. His excitement at a religious mystery pushes through his inability to focus upon it.

The gnome pitter-patters across the floor to the religious objects lying in the isle, as they excite his gnomish curiosity foremost. He bends over and examines each of them, then rotates each with the strange fork-knife so as to not touch them directly.
Examination of objects... [1d20+7] = 11+7 = 18[1d20+7] = 20+7 = 27 Just because [1d20] = 6[1d20] = 16
"Curious, their adopting of unknown diety so soon upon arriving here at the center of the ancient continent... Perhaps these are relics of the old? Or carved new from inspired vision of those who slumber? This is, yes, yes, yes..." he patters to himself.

He also examines the orientation of the two piles of ash to the objects. Perhaps they are from the previous beings invested with them? Do the ash piles look to be from burnt wood or coal, or incinerated people? Big people, little people? "Always with the burning by holy fire... Gods. So curious. Lose so many followers that way," he mutters.
Piles of ash (Arcane)... [1d20+5] = 20+5 = 25[1d20+5] = 15+5 = 20
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Re: Session 1: Vanderlandt

#138 Post by Darklin2 »

Loran

As I see the Long Bow Glow (or the attach points, not sure which) I slowly turn around in a circle looking for anything else that may light a glow. Paying close attention to the alter and the areas around it along with any candles or books laying around.

Thinking: What the hell is some dumbass backwoods Moron doing mounting a Long Bow to the wall when they should be using it to hunt for food and defend their village.


[1d20] = 9 Just Because
All things are possible through Magic.
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Sai Eranthor - Cleric / Fighter/Mage - Hedge's Greyhawk Adventures (2E)
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Re: Session 1: Vanderlandt

#139 Post by Monsieur Rose »

Rocco

As Loran confirms his suspicions, he calls out to her. "Hey. Take a look at this shirt and that knife thing Tharmyr has." Rocco pulls out the floral shirt that was found in the tent.

He notices the blood trail and comments. "A sacrifice? Probably not enough blood. Or maybe a small woodland creature. Hmmm."

"This place is just causing more questions. Let's hurry up and find a non-creepy place to hole up in."
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Darklin2
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Re: Session 1: Vanderlandt

#140 Post by Darklin2 »

Loran

Loran swings around and looks at her companions to see if anything they have gathered is magical.

Just for Fun:

She tells him the Spork is magical. It will make you fat if you use it to much.
All things are possible through Magic.
Darklin Sylvanas- Fighter/Magic-User - Big Shiny Island (1E)
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