Session 1: Vanderlandt

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dmw71
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Session 1: Vanderlandt

#1 Post by dmw71 »

Land Ho!
After six long weeks, Nelenwe, who's known for climbing the ships rigging, makes the much awaited call.

"Land ho!" she cries excitedly, pointing to the west.


A few hours later, the Ocean Pearl sails into a natural bay with a sandy beach, within rowing distance for the ship’s boats.

As members the crew hurriedly begins to untie one of the smaller boats to lower it into the water, just as they've planned for the past six-weeks, Elen, peering through a spyglass, looks quizzically upon the shore. She lowers the spyglass, then raises it again and focuses intently. She shakes her head, scampers down the rigging, and passes the spyglasses to Captain Goodwel after tracking him down. "Sir..." is all she says, pointing.

The captain accepts the viewing instrument and peers at the island for a moment before grunting and handing the spyglass to Lebrellye, the expedition leader. “You should see this,” he says quietly.

Lebrellye closes her right eye and brings the spyglass to her left. She peers toward the shore.

When she lowers the scope, she is clearly distressed but trying to hide her worry. She approaches the group, all congregating together, and motions toward the far side of the deck, away from where most of the other colonists are located.

“Can I have a word with the lot of you?” she leans in and whispers.



---


Okay, it's finally time! There's a lot to read, question, and take in, so feel free to take your time and process everything.

Obviously, I'll need to know how you respond to Lebrellye's request, but you're also on the verge of completing a six-week-long journey -- feel free to add anything you'd like during that time. NPCs you'd want to interact with, questions you'd like to ask... really, anything. Or nothing, if you're content to just jump off from the current point.


We're finally moving!

---


Date: 1 Martius 989
Time: 14:21

Daily Forecast
  • Sunrise: 7:47
  • Sunset: 19:13
  • Temperature: 81°
    • High: 84°
    • Low: 77°
  • Conditions
    • Wind: Breezy
    • Precipitation: None
    • Humidity: Low
    • Visibility: Clear
Light Sources
  • None
Known Conditions
  • None
Spells in Effect
  • None
Character Details
  • Rex as Kari | Female | Neutral Good | Half-Orc | Fighter (1) | HD: 1 (1d10) | HP: 13 | AC: 16 | SP: 30' | Initiative: +2 | Darkvision: Yes | Inspiration: No
    Background: Sailor
    • Feature: Ship’s Passage
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 11
    Languages: Common, Orc
    Weapons: Glaive, Handaxe, Longsword
    Spells:
    • None
    Actions:
    • Glaive (+6, 1d10+4, Slashing, Reach: 10', Properties: Heavy, Reach, Two-Handed)
    • Handaxe (+6, 1d6+4, Slashing, Range: 20'/60', Properties: Light, Thrown)
    • Longsword (+6, 1d8+4, Slashing, Properties: Versatile (1d10))
    Bonus Actions: Reactions: Other: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Relentless Endurance: 1 (Recover: Long)
      • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
    • Savage Attacks
      • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
    Class Features
    • Fighting Style: Defense (Fighter, 1)
      • While you are wearing armor, you gain a +1 bonus to AC.
    • Second Wind: 1 (Recover: Short) (Fighter, 1)
      • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
  • Monsieur Rose as Rocco | Male | Chaotic Neutral | Variant Human | Bard (1) | HD: 1 (1d8) | HP: 10 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: No | Inspiration: No
    Background: Charlatan
    • Feature: False Identity
    Passive Skills: Perception: 11 | Investigation: 10 | Insight: 9
    Languages: Common, Abyssal
    Weapons: Rapier, Light Crossbow, Dagger
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 2 Spells Known: 5 (Charisma modifier + Bard level) Actions:
    • Rapier (+5, 1d8+3, Piercing, Properties: Finesse)
    • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
    • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    Bonus Actions: Reactions: Other: Racial Traits Class Features
  • kalstone as Wyreth | Male | Chaotic Good | Half-Elf | Druid (1) | HD: 1 (1d8) | HP: 11 | AC: 11 | SP: 30' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Outlander
    • Feature: Wanderer
    Passive Skills: Perception: 16 | Investigation: 10 | Insight: 14
    Languages: Common, Druidic, Elvish, Orc, Sylvan
    Weapons: Quarterstaff, Sling, Spear
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 2 Spells Known: 5 (Wisdom modifier + Druid level) Actions:
    • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
    • Sling (+3, 1d4+1, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
    • Spear (+3, 1d6+1, Piercing, Range: 20'/60', Properties: Thrown, Versatile (1d8))
    Bonus Actions: Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Fey Ancestry
      • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
    Class Features
  • Darklin2 as Loran | Female | Chaotic Good | High Elf | Wizard (1) | HD: 1 (1d6) | HP: 7 | AC: 13 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: No
    Background: Folk Hero
    • Feature: Rustic Hospitality
    Passive Skills: Perception: 13 | Investigation: 14 | Insight: 11
    Languages: Common, Dwarvish, Elvish
    Weapons: Dagger, Quaterstaff, Sling
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 (3+1) Actions:
    • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Quarterstaff (+2, 1d6, Bludgeoning, Properties: Versatile (1d8))
    • Sling (+5, 1d4+3, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
      ---
    • Chill Touch (+6, 1d8, Necrotic, Range: 120')
    • Fire Bolt (+6, 1d10, Fire, Range: 120')
    • Ray of Frost (+6, 1d8, Cold, Range: 60')
    Bonus Actions: Reactions: Other: Racial Traits
    • Darkvision
    • Fey Ancestry
      • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
    • Trance
      • Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
    • Cantrip: Fire Bolt
    Class Features
  • Enoch as Qilynn | Male | Chaotic Neutral | Half-Elf | Paladin (1) | HD: 1 (1d10) | HP: 13 | AC: 17 | SP: 30' | Initiative: +4 | Darkvision: Yes | Inspiration: No
    Background: Noble
    • Feature: Position of Privilege
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 13
    Languages: Common, Elvish, Halfling, Sylvan
    Weapons: Rapier, Sickle
    Spells:
    • None
    Actions:
    • Rapier (+6, 1d10+4, Piercing, Properties: Finesse)
    • Sickle (+1, 1d4-1, Slashing, Properties: Light)
      ---
    • Divine Sense
    • Lay on Hands
    Bonus Actions: Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    Class Features
    • Divine Sense: 3 (Recover: Long) (Paladin, 1)
      • Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.
    • Lay on Hands: 5 hp (Recover: Long) (Paladin, 1)
      • As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
  • Marullus as Tharmyr | Male | Neutral | Rock Gnome | Storm Sorcerer (1) | HD: 1 (1d6) | HP: 5 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Sage
    • Feature: Researcher
    Passive Skills: Perception: 10 | Investigation: 13 | Insight: 12
    Languages: Common, Deep Speech, Draconic, Gnomish, Primordial (Aquan, Auran, Ignan, and Terran)
    Weapons: Quarterstaff, Light Crossbow, Dagger
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 Spells Known: 2 Actions:
    • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
    • Light Crossbow (+3, 1d8+1, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
    • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    Bonus Actions: Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Gnome Cunning
      • You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
    • Artificer’s Lore
      • Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
    • Tinker
      • Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning).
    Class Features

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

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

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

    Third Shift (Three Hours: 03:00-06:00)
    T.B.D.
     
Rolls
  • None
:?
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
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Marullus
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Re: Session 1: Vanderlandt

#2 Post by Marullus »

Tharmyr

Tharmyr stands on the front bow holding onto a spar as the ship leaves port, his gear safely stowed in a cabin onboard and his cupboard under the stairs at the Warf Tavern empty for the first time in many years. A trip to the mountain peaks - islands as others now see them - finally gives him a chance to solve the mystery that his friend Rodolfo posed to him so many years ago. He carefully folds his letter and tucks it back inside his waistcoat. For two centuries the kingdom under the sea and the gods they tried to drown have whispered to him, the waves bringing complaint of what stirs below. This is his chance - a ship goes to the center of it all with 62 passengers! They will probably all die. They probably know that. They can't not already know that, right? But he will get a new chapter for his journals in the excitement. He sighs contentedly as the sea spray hits his face and listens as the wind groans in the sails, annoyed at the impediment of them. He clucks his tongue and admonishes the wind to get to work and push harder.

The oddly likeable (or likeably odd) little gnome keeps himself busy the whole six weeks chatting with those on the crew and helping where he can. Industrious house magic is his bread and butter and he ingratiates himself to Aderchtok and the crew by having ropes coil themselves neatly, brushes scrub the deck of their own volition, and winds puff the sails during doldrums. He also tries to strike up a friendship with Jane Dysle, finding solidarity with other small-sized cooks. The meals he helps with are wonderfully flavored, but the leftovers end up noxious with little resemblance to the original dish. He chats amiably with all of them, tucking away any tidbits they share about themselves or the crew.

The imposing and unwelcoming demeanor of Ophia draws him like a fly to honey, and he pops up at her elbow (or rather below it) whenever she tries to chart their course. He peppers her with questions about her sextant and navigational tools, offering to improve them for her if she just lets him try them out and tinker them a little bit...

He sits some evenings with Erolwel and Yanish, curious about their theological and eshtalogical leanings. He learns the intricacies of the Faith they are bringing with them, as well as discreetly discerning if they know anything at all about the old gods trapped under the sea.
Religious interpretation [1d20+5] = 17+5 = 22

He also takes pains to befriend Niserie, who notably doesn't require him to speak as slowly and painfully for her to understand his more important thoughts. He takes no offense at her stubbornness and is happy to follow the path of any of her own more interesting thoughts and arguments. He is particularly interested in her duties when they reach the island and hopes to secure an invaluable position in helping her with interpretation of artifacts discovered and pursuing mysteries therein.

...

As Lebrellye stands with the spyglass and strains to see the shore, the eccentric little gnome walks to the rail and closes his eyes. He listens to the chatter among the spirits of the wind and waves who are making this breezy day. He makes a exhaling 'woosh' noise which asks them about what has happened on the shore.
Persuade the wind [1d20+3] = 18+3 = 21
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Re: Session 1: Vanderlandt

#3 Post by Enoch »

Qilynn spends the journey much as he has spent the rest of his life: flitting from conversation to conversation, yet as the journey drags on he seems increasingly restless and bored as the days go by uneventfully. He frequently converses with "Numbers" in her native tongue, and flirts outrageously with the women aboard, even Ophia (with the exception of Duli, whom he dotes on almost as a grandmother despite being rather her elder). He badgers the members of the Reclamation Venture Company, in particular, for tales of ruins and the monsters which inhabit them, but quickly grows bored with the details of searching and preserving such ruins.

He is taken aback when Aderchtok informs him that the ship's stores of alcohol are not open for general consumption after his own run out during the first evening aboard the Ocean Pearl, but recovers quickly and invites the bosun to dice with him nonetheless--an invitation that he extends to everyone aboard at one time or another (including the priests and Duli).

At the cry of land, his countenance brightens visibly and he attempts to scramble up the rigging to see for himself before being dragged back down by deckhands. Nonplussed, he turns to the captain, his voice bright and cheery. "Well, Captain Goodwel, surely even you must be happy for this voyage to end! You are to be commended for delivering us without incident, of course, though I must admit that it was rather dreadfully boring. No sea serpents, and not even a single pirate sail spotted.
Have you considered hiring an orchestra to provide entertainment on these voyages, or at least a few musicians? A troupe of dancers or performers, perhaps? Nonetheless! You are to be commended."
He claps the captain on the shoulder with good cheer.

At Lebrellye's request upon reaching the bay, Qilynn sidles up to her and leans in conspiratorially with a sly smile. "What is it, Governor? Or is it too soon to call you 'governor'?"
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Rex
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Re: Session 1: Vanderlandt

#4 Post by Rex »

Kari

Kari, being the restless type offers her help to Aderchtok on her first day aboard. She helps out and spends most of her time with the crew, picking up whatever rumors she can and killing time in general.

Upon hearing Land Ho, she heads for the bow to watch for land on there final approach.

After being summoned. Quietly, "Of course." Kari moves over to speak with the Lebrellye and the Captain.
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Re: Session 1: Vanderlandt

#5 Post by kalstone »

Wyreth

Wyreth takes in a deep breath. He enjoyed the voyage. It was the first time he had been on a large, ocean-going vessel. He still looked forward to stepping back on shore. He enjoyed the smell. Some called it the smell of the sea, but it was really the smell of the shore.

He spent the voyage mostly trailing behind Rocco or Tharmyr, pestering the sorcerer with endless questions about the marine life he had seen. By the end, he had worked up the courage to approach Elen, at first asking a few general questions. As he grew more comfortable around her, though, the floodgates opened as he sought whatever knowledge he could get about the island. He made sure to stay as far away as he could from Aderchtok.

He follows the rest of the group to meet with Lebrellye, hanging back just a little. He doesn't hide his impatience to get back on shore.
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Re: Session 1: Vanderlandt

#6 Post by Monsieur Rose »

Rocco

The Ocean. For six weeks! What were you thinking? Rocco signed up for this folly on a lark, thinking of the vast possibilities of getting in on the ground floor of a new colony. The potential is immense. A captain of industry. A master of guilds. A lord of manors. He can see all of it unfolding before him in the endless rolling seas.

He spends his time wisely, carefully inserting himself into the hearts, minds, and sheets of the important figures. Never underestimate the power of an attractive man who plays the lute for a captive audience. But those stories will be told at another time. With the call of "Land Ho!", Rocco turns his attention to the front, hoping to catch a glimpse of this supposed land.

He does see the concerning looks and tones of the crew and when Lebrellye calls him over he complies with haste. "Hey, you. What's the problem? You look more stoic than usual."
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Re: Session 1: Vanderlandt

#7 Post by Darklin2 »

Loran

Loran spends the days carving on her quarterstaff turning the plain oaken pole into a half carved staff with all manner of wild beast depicted in portraits around the staff. Spends day after day on deck just carving away. She befriends Elen and tries to find out as much information as she can about this trip to the island and what Elen knows about it. She also makes comments to Niyol about her tattoos and shows her some that she has. She also moves about the Colonists and gets to know a few of them mostly in passing and who is with who and what children belong to who. The rest of the time she sits on the bow watching the sea creatures move about in the water. Every so often spotting a whale or dolphin breaking the surface.

At night she some times meditates in the moon light as this reminds her of home and the nights in the open aired forests. She tries to mingle with her group and get to know each of these people she has given her safety to. Hopeing to know them and understand their drives and motivations for making this trip before they have to enter the dangers that lay ahead. When land is sighted she feels a bit happy to be off this boat but knows the real adventure will be starting soon.

Yes, Ma"am. Speak your mind. We are all here to support you.
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Re: Session 1: Vanderlandt

#8 Post by Marullus »

Marullus wrote:Tharmyr

...

As Lebrellye stands with the spyglass and strains to see the shore, the eccentric little gnome walks to the rail and closes his eyes. He listens to the chatter among the spirits of the wind and waves who are making this breezy day. He makes a exhaling 'woosh' noise which asks them about what has happened on the shore.
Persuade the wind [1d20+3] = 18+3 = 21
Last edited by dmw71 on Fri Apr 03, 2020 9:29 pm, edited 1 time in total.
Reason: Edit: Spoilering. The post this quote appeared in was still being moved.
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dmw71
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Re: Session 1: Vanderlandt

#9 Post by dmw71 »

As if practicing giving an order, Lebrellye turns and leads the way as she requests the group accompany her to her quarters. The soon-to-be-leader of the new colony eyes each of you as you arrive behind her. Once the group has a reasonable expectation of privacy, she continues.


“We have a problem,”, she says bluntly, walking over to the first of two potholes in her cramped quarters and peers outside. “Something's wrong," she resumes. "On the shore, where the new settlement is based, nobody is in sight. There’s no smoke from cook fires or the smithy. Some of the buildings look burned out,”

"Here, see for yourself... "
she says, offering the spyglass to anyone curious. Anyone accepting the spyglass is able to confirm the details the stoic human shared.

Note
In the following image, please disregard the farmers, the cart, and the billowing smoke on the shore.

Please picture the settlement as having been completely abandoned.
Anthol's Recompense.png
Anthol's Recompense.png (615.76 KiB) Viewed 3028 times



Keeping her voice low, Lebrellye continues. “Sailors can’t keep their mouths shut. Soon, all the other colonists on board are going to hear about this -- if they haven't already seen it for themselves -- and things could become... tense.”

"Here's what I'm thinking..."


She begins to pace.

"The location for Anthol's Recompense, the new colony, was set, right? Well, a secondary landing site, identified by the expedition’s surveyors, was selected as an alternative spot to found a colony. This secondary spot was also designated as an emergency extraction point should any danger befall the first wave of colonists."

Her pacing stops.

"I'm going to ask Captain Goodwel to sail north, along the island's coast, to this secondary landing site.

I'd like you six to take one of our two ship's boats and ferry to the island, investigate what happened to the original colonists, then meet us at this secondary rendezvous location."


"Can I count on you?"



---


Actions?

---


Date: 1 Martius 989
Time: 14:28

Daily Forecast
  • Sunrise: 7:47
  • Sunset: 19:13
  • Temperature: 81°
    • High: 84°
    • Low: 77°
  • Conditions
    • Wind: Breezy
    • Precipitation: None
    • Humidity: Low
    • Visibility: Clear
Light Sources
  • None
Known Conditions
  • None
Spells in Effect
  • None
Character Details
  • Rex as Kari | Female | Neutral Good | Half-Orc | Fighter (1) | HD: 1 (1d10) | HP: 13 | AC: 16 | SP: 30' | Initiative: +2 | Darkvision: Yes | Inspiration: No
    Background: Sailor
    • Feature: Ship’s Passage
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 11
    Languages: Common, Orc
    Weapons: Glaive, Handaxe, Longsword
    Spells:
    • None
    Actions:
    • Glaive (+6, 1d10+4, Slashing, Reach: 10', Properties: Heavy, Reach, Two-Handed)
    • Handaxe (+6, 1d6+4, Slashing, Range: 20'/60', Properties: Light, Thrown)
    • Longsword (+6, 1d8+4, Slashing, Properties: Versatile (1d10))
    Bonus Actions: Reactions: Other: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Relentless Endurance: 1 (Recover: Long)
      • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
    • Savage Attacks
      • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
    Class Features
    • Fighting Style: Defense (Fighter, 1)
      • While you are wearing armor, you gain a +1 bonus to AC.
    • Second Wind: 1 (Recover: Short) (Fighter, 1)
      • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
  • Monsieur Rose as Rocco | Male | Chaotic Neutral | Variant Human | Bard (1) | HD: 1 (1d8) | HP: 10 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: No | Inspiration: No
    Background: Charlatan
    • Feature: False Identity
    Passive Skills: Perception: 11 | Investigation: 10 | Insight: 9
    Languages: Common, Abyssal
    Weapons: Rapier, Light Crossbow, Dagger
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 2 Spells Known: 5 (Charisma modifier + Bard level) Actions:
    • Rapier (+5, 1d8+3, Piercing, Properties: Finesse)
    • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
    • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    Bonus Actions: Reactions: Other: Racial Traits Class Features
  • kalstone as Wyreth | Male | Chaotic Good | Half-Elf | Druid (1) | HD: 1 (1d8) | HP: 11 | AC: 11 | SP: 30' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Outlander
    • Feature: Wanderer
    Passive Skills: Perception: 16 | Investigation: 10 | Insight: 14
    Languages: Common, Druidic, Elvish, Orc, Sylvan
    Weapons: Quarterstaff, Sling, Spear
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 2 Spells Known: 5 (Wisdom modifier + Druid level) Actions:
    • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
    • Sling (+3, 1d4+1, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
    • Spear (+3, 1d6+1, Piercing, Range: 20'/60', Properties: Thrown, Versatile (1d8))
    Bonus Actions: Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Fey Ancestry
      • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
    Class Features
  • Darklin2 as Loran | Female | Chaotic Good | High Elf | Wizard (1) | HD: 1 (1d6) | HP: 7 | AC: 13 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: No
    Background: Folk Hero
    • Feature: Rustic Hospitality
    Passive Skills: Perception: 13 | Investigation: 14 | Insight: 11
    Languages: Common, Dwarvish, Elvish
    Weapons: Dagger, Quaterstaff, Sling
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 (3+1) Actions:
    • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Quarterstaff (+2, 1d6, Bludgeoning, Properties: Versatile (1d8))
    • Sling (+5, 1d4+3, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
      ---
    • Chill Touch (+6, 1d8, Necrotic, Range: 120')
    • Fire Bolt (+6, 1d10, Fire, Range: 120')
    • Ray of Frost (+6, 1d8, Cold, Range: 60')
    Bonus Actions: Reactions: Other: Racial Traits
    • Darkvision
    • Fey Ancestry
      • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
    • Trance
      • Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
    • Cantrip: Fire Bolt
    Class Features
  • Enoch as Qilynn | Male | Chaotic Neutral | Half-Elf | Paladin (1) | HD: 1 (1d10) | HP: 13 | AC: 17 | SP: 30' | Initiative: +4 | Darkvision: Yes | Inspiration: No
    Background: Noble
    • Feature: Position of Privilege
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 13
    Languages: Common, Elvish, Halfling, Sylvan
    Weapons: Rapier, Sickle
    Spells:
    • None
    Actions:
    • Rapier (+6, 1d10+4, Piercing, Properties: Finesse)
    • Sickle (+1, 1d4-1, Slashing, Properties: Light)
      ---
    • Divine Sense
    • Lay on Hands
    Bonus Actions: Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    Class Features
    • Divine Sense: 3 (Recover: Long) (Paladin, 1)
      • Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.
    • Lay on Hands: 5 hp (Recover: Long) (Paladin, 1)
      • As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
  • Marullus as Tharmyr | Male | Neutral | Rock Gnome | Storm Sorcerer (1) | HD: 1 (1d6) | HP: 5 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Sage
    • Feature: Researcher
    Passive Skills: Perception: 10 | Investigation: 13 | Insight: 12
    Languages: Common, Deep Speech, Draconic, Gnomish, Primordial (Aquan, Auran, Ignan, and Terran)
    Weapons: Quarterstaff, Light Crossbow, Dagger
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 Spells Known: 2 Actions:
    • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
    • Light Crossbow (+3, 1d8+1, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
    • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    Bonus Actions: Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Gnome Cunning
      • You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
    • Artificer’s Lore
      • Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
    • Tinker
      • Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning).
    Class Features

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

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

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

    Third Shift (Three Hours: 03:00-06:00)
    T.B.D.
     
Rolls
  • None
:?
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
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Rex
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Re: Session 1: Vanderlandt

#10 Post by Rex »

Kari

"Of course. Can we takes some of the ships supplies? It will allow us more time to figure out what has happened if we don't also have to forage, of course there may be supplies in the Colony, but we won't know for sure until arriving and investigating."
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Re: Session 1: Vanderlandt

#11 Post by Monsieur Rose »

Rocco

Rocco takes the spyglass and peers out at the deserted colony. "Interesting. A fire, perhaps?" He hands the glass over to another curious viewer and asks. "We can do that. Just give us the location of the meeting point, and how far away it is, and we can meet you there."

He smiles and continues. "Make sure you have a hot bath run for us when we get back."

Rocco looks around at his gang. "Any other questions? Kari had a very important one, thanks."
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Re: Session 1: Vanderlandt

#12 Post by Enoch »

Qilynn laughs gayly as he lowers the spyglass. "Hot bath! Even paying the deckhands to bring up buckets from the galley I never managed above lukewarm on this ship.

"It is a shame after all these weeks at sea to be let off where there is no one around--indeed, to be let off because there is no one around! I was hardly expecting a garden party, but a reception of some sort. Ah, well! Perhaps the reason they abandoned this place will be less dull than 'the crops failed' or the like."


He pauses for a moment, his countenance turning serious. "This alternate landing--where is it? How are we to find it, once we've uncovered whatever mysteries are here?" He rests his palm casually on the pommel of his sword.
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kalstone
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Re: Session 1: Vanderlandt

#13 Post by kalstone »

Wyreth

Wyreth looks broodingly out at the abandoned colony. "A whole village of people missing and we're joking about baths," he mutters under his breath. Aloud he says, "If we find the colonists, are we supposed to escort them across the island to the alternate landing spot?"
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Re: Session 1: Vanderlandt

#14 Post by Marullus »

Tharmyr

The gnome hurries back from the rail and trots along with them to the private cabin. As Wyreth broodingly presents the dire and dangerous task, Tharmyr is barely able to contain his enthusiasm. "Yes, of course! We must find the reason for their demise," he chirps cheerfully at the prospect of such a mystery. "Perhaps a giant sloar risen from the Shibs of the sunken city and the temples of Meketrex... No, no... a large and moving Torb decended, as referenced in the codex of Vuldronaii..." he trails off, continuing to muse on possible theories while the others ask practical questions.
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Re: Session 1: Vanderlandt

#15 Post by Darklin2 »

Loran

With all the villagers being gone what are your wishes with all the goods left behind? Should we find a cart and try to move the goods and valuables to the new location? Any food stuffs and tools would be helpful at the new location. We could bring some by boat if needed.


And what about any valuables we find laying around? Are those ours to keep as salvager's ??
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Re: Session 1: Vanderlandt

#16 Post by dmw71 »

After approaching from the west, the Ocean Pearl now sits, anchored on the southern side of Vanderlandt island. The crew, excited their journey seems to finally have come to an end, rejoice and begin making preparations to disembark en route to Anthol's Recompense; the new colony, and their eventual new home.

Inside her great cabin, Lebrellye continues to address the group, whom she pulled aside moments earlier. Where news of the seemingly abandoned settlement was shared.

"I'd like you six to take one of our two ship's boats and ferry to the island," she shares. "As a precaution."

"Meanwhile, I'm going to ask Captain Goodwel to sail north, along the island's coast, to the secondary landing site."


Noticing the look of interest from the group at the mention of the secondary landing site, she stops the sharing of her plans and makes for a bookshelf on the wall. Resting on top of a stack of books she produces a rolled up piece of loose parchment, lays it down on the desk, and unrolls it:
Vanderlandt.png
Vanderlandt.png (505.6 KiB) Viewed 2876 times


At the center of bay, just inland of the anchored position of the Ocean Pearl, she draws a red "x" with a quill and ink; this ink apparently made of some unnatural substance. "The secondary landing site is here --" she says, marking another red 'x" on the northern side of the island.

"Assuming the wind cooperates, we should arrive at this secondary location first. We will rendezvous there." Lebrellye says, almost as if she anticipated the next step in the plan being asked of her.

As Tharmyr begins contemplating and verbalizing potential disasters that may have befallen the original colonists, Lebrellye spends time answering other questions the group may have.

"What did you have a need for?" Lebrellye wonders after Kari inquires as to their ability to take some of the ship's supplies. "We may be able to afford some, but, I must confess, the ship really does not have much excess, and really has barely sufficient food and supplies for the return trip back to Vintas."

"Let's confirm the status of the settlement before we rush to make salvage plans, but, if it really is deserted, I suppose you're free to take whatever you find that you think will be helpful in your trip to rejoin us. As for any valuables, missing does not necessarily mean dead. Anything you claim you should be prepared to return to the rightful owner if they should return, understood?"


When Wyreth inquires about any colonists discovered, and what to do with them, Lebrellye recommends the group adhere to their wishes. "If they wish to accompany you to the rendezvous point; please allow them. If they wish to remain behind, they should be free to do so."


Once the plan is agreed to --

"I will address the rest of the crew," she starts. "You, go fetch your belongings; take everything you think you may need. If there's anything off the ship you'd like, make your request to Numbers; she'll be in the best position to let you know if it's something we can spare."


You can hear signs of the crew being agitated, with reactions ranging from concern to anger. And fear.

Two of the sailors, Erik and Oren, greet you when you reach the smaller ship. While Lebrellye continues to entertain and work to contain the rest of the crew, you're assisted into the ship's boat along with all your possessions. Before the boat, with all of you in it, is lowered, Erik reaches out and hands Rocco a pouch. "She wanted ya ta have it," he says, nodding in Lebrellye's direction. Without waiting for a response, the pair of sailors begin lowering you into the water.



The ship's boat you find yourselves in is 20-feet long and 10-feet wide at its widest in the middle. It could comfortably transport another person or two, or three, without squeezing, you guess. The water vessel is a true rowboat, with a single oar on either side.
Ship's Boat.png
Ship's Boat.png (130.6 KiB) Viewed 2876 times

Once comfortably in the water and everyone is situated Rocco opens the pouch passed to him by the sailor before boarding. Inside is the map with the two locations marked the group saw in Lebrellye's, and six vials filled with a red fluid -- potions of healing.

The waters are a bit choppy, but appear to be calm once you reach the bay, which isn't far away.



---

Okay, before we officially get moving towards the island, I will need to know what everyone will be doing on the boat, and where everyone will be located.

  • Where will everyone be seated (#5 and #6 will be the rowers)? (Note, two seats will be empty.)
  • Will you be wearing your armor, or stowing it?
  • Also, please make sure to add the potion of healing to your character sheets (plus the map, for whoever is going to be carrying it).



Actions?

---


Date: 1 Martius 989
Time: 14:57

Daily Forecast
  • Sunrise: 7:47
  • Sunset: 19:13
  • Temperature: 81°
    • High: 84°
    • Low: 77°
  • Conditions
    • Wind: Breezy
    • Precipitation: None
    • Humidity: Low
    • Visibility: Clear
Light Sources
  • None
Known Conditions
  • None
Spells in Effect
  • None
Character Details
  • Rex as Kari | Female | Neutral Good | Half-Orc | Fighter (1) | HD: 1 (1d10) | HP: 13 | AC: 16 | SP: 30' | Initiative: +2 | Darkvision: Yes | Inspiration: No
    Background: Sailor
    • Feature: Ship’s Passage
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 11
    Languages: Common, Orc
    Weapons: Glaive, Handaxe, Longsword
    Spells:
    • None
    Actions:
    • Glaive (+6, 1d10+4, Slashing, Reach: 10', Properties: Heavy, Reach, Two-Handed)
    • Handaxe (+6, 1d6+4, Slashing, Range: 20'/60', Properties: Light, Thrown)
    • Longsword (+6, 1d8+4, Slashing, Properties: Versatile (1d10))
    Bonus Actions: Reactions: Other: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Relentless Endurance: 1 (Recover: Long)
      • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
    • Savage Attacks
      • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
    Class Features
    • Fighting Style: Defense (Fighter, 1)
      • While you are wearing armor, you gain a +1 bonus to AC.
    • Second Wind: 1 (Recover: Short) (Fighter, 1)
      • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
  • Monsieur Rose as Rocco | Male | Chaotic Neutral | Variant Human | Bard (1) | HD: 1 (1d8) | HP: 10 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: No | Inspiration: No
    Background: Charlatan
    • Feature: False Identity
    Passive Skills: Perception: 11 | Investigation: 10 | Insight: 9
    Languages: Common, Abyssal
    Weapons: Rapier, Light Crossbow, Dagger
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 2 Spells Known: 5 (Charisma modifier + Bard level) Actions:
    • Rapier (+5, 1d8+3, Piercing, Properties: Finesse)
    • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
    • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    Bonus Actions: Reactions: Other: Racial Traits Class Features
  • kalstone as Wyreth | Male | Chaotic Good | Half-Elf | Druid (1) | HD: 1 (1d8) | HP: 11 | AC: 11 | SP: 30' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Outlander
    • Feature: Wanderer
    Passive Skills: Perception: 16 | Investigation: 10 | Insight: 14
    Languages: Common, Druidic, Elvish, Orc, Sylvan
    Weapons: Quarterstaff, Sling, Spear
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 2 Spells Known: 5 (Wisdom modifier + Druid level) Actions:
    • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
    • Sling (+3, 1d4+1, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
    • Spear (+3, 1d6+1, Piercing, Range: 20'/60', Properties: Thrown, Versatile (1d8))
    Bonus Actions: Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Fey Ancestry
      • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
    Class Features
  • Darklin2 as Loran | Female | Chaotic Good | High Elf | Wizard (1) | HD: 1 (1d6) | HP: 7 | AC: 13 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: No
    Background: Folk Hero
    • Feature: Rustic Hospitality
    Passive Skills: Perception: 13 | Investigation: 14 | Insight: 11
    Languages: Common, Dwarvish, Elvish
    Weapons: Dagger, Quaterstaff, Sling
    Spells
    • Spell Attack: +6
    • Save DC: 14
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 (3+1) Actions:
    • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    • Quarterstaff (+2, 1d6, Bludgeoning, Properties: Versatile (1d8))
    • Sling (+5, 1d4+3, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
      ---
    • Chill Touch (+6, 1d8, Necrotic, Range: 120')
    • Fire Bolt (+6, 1d10, Fire, Range: 120')
    • Ray of Frost (+6, 1d8, Cold, Range: 60')
    Bonus Actions: Reactions: Other: Racial Traits
    • Darkvision
    • Fey Ancestry
      • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
    • Trance
      • Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
    • Cantrip: Fire Bolt
    Class Features
  • Enoch as Qilynn | Male | Chaotic Neutral | Half-Elf | Paladin (1) | HD: 1 (1d10) | HP: 13 | AC: 17 | SP: 30' | Initiative: +4 | Darkvision: Yes | Inspiration: No
    Background: Noble
    • Feature: Position of Privilege
    Passive Skills: Perception: 13 | Investigation: 10 | Insight: 13
    Languages: Common, Elvish, Halfling, Sylvan
    Weapons: Rapier, Sickle
    Spells:
    • None
    Actions:
    • Rapier (+6, 1d10+4, Piercing, Properties: Finesse)
    • Sickle (+1, 1d4-1, Slashing, Properties: Light)
      ---
    • Divine Sense
    • Lay on Hands
    Bonus Actions: Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    Class Features
    • Divine Sense: 3 (Recover: Long) (Paladin, 1)
      • Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.
    • Lay on Hands: 5 hp (Recover: Long) (Paladin, 1)
      • As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
  • Marullus as Tharmyr | Male | Neutral | Rock Gnome | Storm Sorcerer (1) | HD: 1 (1d6) | HP: 5 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Background: Sage
    • Feature: Researcher
    Passive Skills: Perception: 10 | Investigation: 13 | Insight: 12
    Languages: Common, Deep Speech, Draconic, Gnomish, Primordial (Aquan, Auran, Ignan, and Terran)
    Weapons: Quarterstaff, Light Crossbow, Dagger
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Cantrips Known: 4 Spells Known: 2 Actions:
    • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
    • Light Crossbow (+3, 1d8+1, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
    • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
    Bonus Actions: Reactions: Racial Traits
    • Darkvision
      • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    • Gnome Cunning
      • You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
    • Artificer’s Lore
      • Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
    • Tinker
      • Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning).
    Class Features

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

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

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

    Third Shift (Three Hours: 03:00-06:00)
    T.B.D.
     
Rolls
  • None
:?
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
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Rex
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Re: Session 1: Vanderlandt

#17 Post by Rex »

Kari

As a sailor and easily the strongest member of the group Kari will take the oars. She tucks her armor, weapons and back pack under the bench seat she is sitting at. Except her glaive, which is laid across the top of the seats against the inside of the boat so its easily accessible.

"Ready to go."

Potion added to sheet, I have 10 days rations that I had purchased.
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Marullus
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Re: Session 1: Vanderlandt

#18 Post by Marullus »

Tharmyr

Tharmyr skittles back to his bunk and triages his belongings. He puts on his roughspun cassock along with his volumnuous travelling cloak. With loving care, he places each of his brass gnome-sized tinkering tools carefully into the metal-banded walnut wood box and closes the latch. He takes it to Niserie, his new friend, and asks her to take care of it and bring it with her to the new colony so that it will be safe when he returns. His other gear - food and waterskin, tinderbox and torches, quills and ink, rope, knife, blanket, and bedroll - he tightens down and secures in his small haversack. Last, he gazes on the Yugsoth Codex, running his tiny fingers down its embossed cover of tanned hide. He considers entrusting it to Niserie as well. What if they're too curious? If they read it? He resigns himself that it is his burden alone. He re-wraps it meticulously in oilcloth and slides it down into his pack. He picks up his gnarled driftwood staff - both practical for womping and a mystical conduit for him to wind and wave - and looks longingly back at the padded mattress for what he knows will be the last time, one way or the other.

Boarding the small boat, the tiny old gnome clambers to the bow, securing his pack to a support under the front bench (position 1). As others set to rowing, he stands on the bow like a tiny figurehead, his hands gripping the gunwale, closing his eyes and feeling the splash of salt and air. He listens intently to the lapping and chattering of the wind and the waves in case they have anything interesting to say.

Corrected: he didn't start with any armor.
Last edited by Marullus on Thu Apr 16, 2020 4:31 pm, edited 2 times in total.
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kalstone
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Re: Session 1: Vanderlandt

#19 Post by kalstone »

Wyreth

Wyreth grabs the other oar, pointedly avoiding looking at Kari. He's wearing his leather armor, but keeping the rest of his equipment stowed under the seat.
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Rex
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Re: Session 1: Vanderlandt

#20 Post by Rex »

I am not sure how wide the boat is, but Kari might be able to handle both oars on her own, that is how most boats that size are handled anyways.
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