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 (130.24 KiB) Viewed 1697 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.
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.
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
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.
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.
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
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.
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.
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).
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.
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 = 5Of 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.
Re: Session 1: Vanderlandt
Posted: Fri May 29, 2020 1:35 pm
by Darklin2
Loran
Loran seeing the Goblin so close to the boat grabs at his spear with one hand and stabs with the other.
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!"
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!
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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.
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.
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
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.
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.
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
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.
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.
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).
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.
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.
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.
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.
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.
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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.
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---
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.
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.
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
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.
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.
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
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.
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.
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).
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
Re: Session 1: Vanderlandt
Posted: Mon Jun 01, 2020 2:56 am
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...
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.
Re: Session 1: Vanderlandt
Posted: Mon Jun 01, 2020 3:33 pm
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.
Re: Session 1: Vanderlandt
Posted: Mon Jun 01, 2020 4:02 pm
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."
Re: Session 1: Vanderlandt
Posted: Tue Jun 02, 2020 2:31 am
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."