Session 0: Fieldstone

DM: Dave
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Rukellian
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Re: Session 0: Fieldstone

#41 Post by Rukellian »

Thalian Goldehart

"I'm just glad you are alright, Feylynn. That imp's assault looked vicious!"

His face reddening slightly from the praise, he nods with a smile and thanks Alessa for the kind words. "Luawn and I make a good team, we all do. But I agree with Schillachi. We best conserve our strength for the true trials ahead." Not wanting to tie up the group with any more friendly chatter, Thalian focuses on the road head, resuming his spot as the rearguard of the group, traveling onwards towards their end destination.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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dmw71
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Re: Session 0: Fieldstone

#42 Post by dmw71 »

Day 1: Journey
"Whew! That was as good of a warm-up as any." Thalian says, looking to gauge the reactions from his fellow traveling companions, who seem equal parts confused and relieved. "I think we should keep moving. We are on a timeline I believe," Feylynn finally offers, thankful for the last encounter to be over, and that it wasn't actually reality.

"Agreed, let's keep moving." Luawn urges.



The way, at least early on, is easy to navigate with a somewhat well-worn trail leading from town, plus the benefit of having a map showing the route.

During your travel, the group is afforded the opportunity to share, and learn. The early portions of your continued journey this day are uneventful, and allow the different group members to begin developing some bonds and a sense of comradery with one another. While some members may be more forthcoming with information than others, everyone feels confident they're at least familiar enough with each other to know their most obvious strengths and weaknesses.

After a few hours spent navigating through a mostly leafless forest, Feylynn, in the lead, and in her element, notices a break in the forest up ahead. Halting the group, she consults the assembled pieces of the map. "I suspect we're coming up to here," the wood elf shares, pointing to the area of the map identified as the Broken Glade:
Broken Glade.jpg
Broken Glade.jpg (40.47 KiB) Viewed 1162 times

"How should we proceed?"



---

There is still plenty of daylight left. I debated just pushing you guys past this area, but I appreciate the role-playing you've been putting into the game, so I decided to pause the group here and give you another opportunity for chatter.

Plus, it's a nice spot for a break since there is a potential choice to be made:

  • Do you want to continue along the path and cut through the Broken Glade, hoping the branch of the trial you're meant to follow is obvious/can be found?
  • Did you want to remain in the slight cover of the forest, leaving the trail to wrap around until you (hopefully) reconnect with the path that leads south out of it?
  • Or maybe something else entirely?


Here is the full map again, for everyone's benefit:
Note: It took you about 3.5 hours to travel from just inside the start of the forest to your current position. Depending upon the route taken, you suspect it will take at least that long (but probably a bit longer) to reach the next major landmark on the map -- the Lake:
Assembled Map.jpg
Assembled Map.jpg (222.77 KiB) Viewed 1162 times

---[/ooc]

Date: 25 Elient
Time: 17:43
  • Sunrise: 05:57
  • Sunset: 21:03
Temperature: 48°
  • Low: 44°
  • High: 55°
Conditions
  • Precipitation: None
  • Wind: Chill breeze
Light Sources
  • None
Known Conditions
  • None
Spells in Effect
  • None

Character Details
  • BearSiren817 as Feylynn | Female | Chaotic Good | Wood Elf | Rogue (1) | HD: 1 (1d8) | HP: 9 | AC: 13 | SP: 35' | Initiative: +3 | Darkvision: Yes | Inspiration: No
    Passive Skills: Perception: 17 | Investigation: 12 | Insight: 13
    Languages: Common, Elvish, Thieves' Cant
    Weapons: Weapon 1, Weapon 2
    Spells:
    • None
    Actions: Shortbow (+5, 1d6+3), Shortsword (+5, 1d6+3), Dagger (+5, 1d6+3) Bonus Actions: --
    Reactions: Opportunity Attack

    Features
    • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. (Elf)
    • Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (Elf)
    • Fleet of Foot: Your base walking speed increases to 35 feet. (Wood Elf)
    • Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. (Wood Elf)
    • Thieves' Cant (Rogue, 1)
    • Expertise: Thieves' Tools, Perception (Rogue, 1)
    • Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. (Rogue, 1)
  • Bluetongue as Schillachi | Male | Chaotic Neutral | Tiefling | Warlock (1) | HD: 1 (1d8) | HP: 9 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Passive Skills: Perception: 10 | Investigation: 10 | Insight: 10
    Languages: Common, Infernal
    Weapons: Light Crossbow (+3, 1d8+1), Spear (+3, 1d6+1 | 1d8+1), Dagger (+3, 1d4+1)
    Spells Actions: Light Crossbow (+3, 1d8+1), Spear (+3, 1d6+1 | 1d8+1), Dagger (+3, 1d4+1) | Chill Touch (+5, 1d8 Necrotic)
    Bonus Actions: --
    Reactions: Opportunity Attack, Hellish Rebuke (DC 13, Save: 1d10, Fail: 2d10)

    Features
    • Hellish Resistance: You have resistance to fire damage. (Tiefling)
    • Infernal Legacy: You know the thaumaturgy cantrip. (Tiefling)
    • Otherworldly Patron: The Fiend (Warlock, 1)
    • Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells. (Warlock, 1)
  • Faanku as Alessa | Female | Neutral Good | Variant Human | Wizard (1) | HD: 1 (1d6) | HP: 9 | AC: 12 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: No
    Passive Skills: Perception (Wis): 13 | Investigation (Int): 13 | Insight (Wis): 11
    Languages: Common, Draconic, Goblin, Sylvan
    Weapons: Dagger (+4, 1d4+2)
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3 ( Fire Bolt, Mage Hand, Minor Illusion )
    Actions: Dagger (+3, 1d4+1) | Fire Bolt (+5, 1d10 Fire)
    Bonus Actions: --
    Reactions: Opportunity Attack, Shield

    Features
    • Feat: You gain one feat of your choice (Resilient; Constitution) (Human)
    • Spellcasting (Wizard, 1)
    • Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (Wizard, 1)
  • Rex as Luawn | Male | Neutral Good | Human | Fighter (1) | HD: 1 (1d10) | HP: 12 | AC: 18 | SP: 30' | Initiative: +3 | Darkvision: No | Inspiration: No
    Passive Skills: Perception (Wis): 12 | Investigation (Int): 10 | Insight (Wis): 12
    Languages: Common, Orc, Sylvan
    Weapons: Light Crossbow (+5, 1d8+3), Longsword (+5, 1d8+3)
    Spells: None

    Actions: Light Crossbow (+5, 1d8+3), Longsword (+5, 1d8+3)
    Bonus Actions: Second Wind (Rest: Short)
    Reactions: Opportunity Attack

    Features
  • Rukellian as Thalian | Male | Neutral Good | Human | Cleric (1) | HD: 1 (1d8) | HP: 10 | AC: 18 | SP: 30' | Initiative: 0 | Darkvision: Yes | Inspiration: No
    Passive Skills: Perception (Wis): 13 | Investigation (Int): 10 | Insight (Wis): 13
    Languages: Common, Halfling
    Weapons: Light Crossbow (+2, 1d8), Mace (+4, 1d6+2)
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Prepared Spells: 4 (Wisdom modifier + Cleric level) Cantrips Known: 3 ( Light, Resistance, Spare the Dying )
    Actions: Light Crossbow (+2, 1d8), Mace (+4, 1d6+2)
    Bonus Actions: Healing Word
    Reactions: Opportunity Attack

    Features
    • Spellcasting (Cleric, 1)
    • Divine Domain: Life (Cleric, 1)
      • Life Domain Spells: Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
      • Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Marching Order
5-Foot
  • Feylynn
  • Luawn
  • Alessa
  • Schillachi
  • Thalian
10-Foot
  • Feylynn | Luawn
  • Alessa
  • Schillachi | Thalian
Watch Schedule
  • T.B.D.
Rolls
  • None
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Re: Session 0: Fieldstone

#43 Post by Rex »

Luawn

"I think we should stay to the trail. But we will need to be careful and more wary since we will be out in the open. If you have some sort of way to engage a danger from a distance perhaps it is best to have it ready." Luawn says as he pats his crossbow.

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Re: Session 0: Fieldstone

#44 Post by BearSiren817 »

Feylynn is finally feeling free and loving the sounds of birds, leaves crunching under her feet. I am okay with going with the trail but I could scout off the trail at a little distance? Maybe giving a warning call if danger is ahead. Perhaps Chick-a-dee?
Azalea, 1st level Rogue, Dave’s Urban Campaign

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Rukellian
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Re: Session 0: Fieldstone

#45 Post by Rukellian »

Thalian Goldehart

"Excellent suggestions," he nods to both Luawn and Feylynn. "Some scouting ahead would be wise." Thalian proceeds in hanging his iron mace back to his belt, straps his shield to his pack and prepares his crossbow. "I just hope that when it comes down to it, I don't miss too horribly." The young cleric looks up with a nervous grin. He didn't train nearly as much with the crossbow as he did with his mace and shield.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Session 0: Fieldstone

#46 Post by Rex »

Luawn

"Scouting sounds like a good idea. You never know when things start to happen Thalian, I have trained with the crossbow for years and missed the imaginary imp"

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Re: Session 0: Fieldstone

#47 Post by Bluetongue »

Schillachi

Is fine following group consensus. It is prudent to use as much daylight as we can and camp in a cave or thick copse.

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Re: Session 0: Fieldstone

#48 Post by Faanku »

Alessa Deepbough

"That would be the most prudent measure, indeed." The witch gives a silent message to her owl, who takes wing and rises above the party. "Mayhaps Selynornis could watch the trail ahead whilst you explore the surrounding regions, Miss Felynn? O-oh, this is Selynornis for those unacquainted, I apologise for not introducing you sooner. He's a close friend of mine... my best friend, I suppose..." She trails off a little, but rallies to finish. "...we can share our senses, which has helped me out in the wilds several times before... I am sure he can help..."

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Rukellian
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Re: Session 0: Fieldstone

#49 Post by Rukellian »

Thalian Goldehart

It takes a moment for Thalian to register what Alessa meant by her pet bird. "Wait, shared senses? Like sight and sound, you can see through an animal?" This was definitely something they did not teach at the chapel, and Thalian was all the more interested because of that.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Session 0: Fieldstone

#50 Post by BearSiren817 »

Admiring Alessa's companion, Feylynne builds trust in her and is in awe of the bond between the two. Of course, the thought of pet never crosses her mind. "I hope to share that type of bond one day with a woodland creature."
Azalea, 1st level Rogue, Dave’s Urban Campaign

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Re: Session 0: Fieldstone

#51 Post by dmw71 »

Scouting Ahead
The group agrees to stay to the trail, but also want to scout a bit before fully venturing out into the open. Alessa introduces the group to Selynornis; unmistakable as being an owl as it flutters out and hovers just above the party. The wizard shares how she and her familiar are able to share senses, and cements their closeness and bond by admitting the two are probably best friends.

She sends the owl off to fly high above, following the trail and providing an overhead vantage point (green).

After the bird takes flight, Feylynn uses that time to explore a short distance in either direction along the edge of the forest (yellow).
Scouting.jpg
Scouting.jpg (28.07 KiB) Viewed 1133 times

Alessa's eyes go blank and she remains fixed in an almost meditative state once Selynornis takes flight. Her head and shoulders twist and bob in unison with the flight path of her familiar as the owl clears the final branches before reaching the open area. She hears the rush of wind, and watches the distance between "herself" and the objects on the ground. A faint hoot is heard as Selynornis climbs slowly... and quickly flies out of telepathic range and Alessa snaps out of her almost trance-like state. She takes a deep breath and continues to watch her familiar, flying with her instructions, continue along its course.

Feylynn, comforted by the sounds of leaves crunching under her step and the calls of birds and animals occasionally ringing out, does not venture too far in either direction. Before leaving, she practiced her "chickadee dee dee" call to make sure the rest of the group was both familiar and tuned to the sound.

Thankfully, the elf does not need to use it. The forested area is almost carpeted by the now fallen leaves from the deciduous trees that make up this area and the elf spots no signs of other humanoid activity -- past or present. Only a few normal woodland creatures are spotted along her trek, which considering it was uneventful, was quite pleasant.



It takes a bit longer than an hour for Selynornis to be spotted, and Alessa reenters her medatative state once he returns into range.

"All appears clear," Alessa reports as she shares that the trail, at least until it branches to the south, appears to be safe.

The position of the sun suggests there are a couple hours of sunlight remaining.


---

You guys guess, with forced movement, you can reach the trail branch by sundown, but that leaves you out in the open. You suspect it will probably take an hour or so extra to take the branch and rejoin the forested area to the south.


So, what are your plans?

---


Date: 25 Elient
Time: 19:02
  • Sunrise: 05:57
  • Sunset: 21:03
Temperature: 48°
  • Low: 44°
  • High: 55°
Conditions
  • Precipitation: None
  • Wind: Chill breeze
Light Sources
  • None
Known Conditions
  • None
Spells in Effect
  • None

Character Details
  • BearSiren817 as Feylynn | Female | Chaotic Good | Wood Elf | Rogue (1) | HD: 1 (1d8) | HP: 9 | AC: 13 | SP: 35' | Initiative: +3 | Darkvision: Yes | Inspiration: No
    Passive Skills: Perception: 17 | Investigation: 12 | Insight: 13
    Languages: Common, Elvish, Thieves' Cant
    Weapons: Weapon 1, Weapon 2
    Spells:
    • None
    Actions: Shortbow (+5, 1d6+3), Shortsword (+5, 1d6+3), Dagger (+5, 1d6+3) Bonus Actions: --
    Reactions: Opportunity Attack

    Features
    • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. (Elf)
    • Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (Elf)
    • Fleet of Foot: Your base walking speed increases to 35 feet. (Wood Elf)
    • Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. (Wood Elf)
    • Thieves' Cant (Rogue, 1)
    • Expertise: Thieves' Tools, Perception (Rogue, 1)
    • Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. (Rogue, 1)
  • Bluetongue as Schillachi | Male | Chaotic Neutral | Tiefling | Warlock (1) | HD: 1 (1d8) | HP: 9 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Passive Skills: Perception: 10 | Investigation: 10 | Insight: 10
    Languages: Common, Infernal
    Weapons: Light Crossbow (+3, 1d8+1), Spear (+3, 1d6+1 | 1d8+1), Dagger (+3, 1d4+1)
    Spells Actions: Light Crossbow (+3, 1d8+1), Spear (+3, 1d6+1 | 1d8+1), Dagger (+3, 1d4+1) | Chill Touch (+5, 1d8 Necrotic)
    Bonus Actions: --
    Reactions: Opportunity Attack, Hellish Rebuke (DC 13, Save: 1d10, Fail: 2d10)

    Features
    • Hellish Resistance: You have resistance to fire damage. (Tiefling)
    • Infernal Legacy: You know the thaumaturgy cantrip. (Tiefling)
    • Otherworldly Patron: The Fiend (Warlock, 1)
    • Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells. (Warlock, 1)
  • Faanku as Alessa | Female | Neutral Good | Variant Human | Wizard (1) | HD: 1 (1d6) | HP: 9 | AC: 12 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: No
    Passive Skills: Perception (Wis): 13 | Investigation (Int): 13 | Insight (Wis): 11
    Languages: Common, Draconic, Goblin, Sylvan
    Weapons: Dagger (+4, 1d4+2)
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3 ( Fire Bolt, Mage Hand, Minor Illusion )
    Actions: Dagger (+3, 1d4+1) | Fire Bolt (+5, 1d10 Fire)
    Bonus Actions: --
    Reactions: Opportunity Attack, Shield

    Features
    • Feat: You gain one feat of your choice (Resilient; Constitution) (Human)
    • Spellcasting (Wizard, 1)
    • Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (Wizard, 1)
    Familiar: Selynornis | Tiny | Owl | HP: 1 | AC: 11 | SP: 5' (60' Fly) | Initiative: +1 | Darkvision: Yes (120') | Skills: Stealth +3, Perception +3
    • Actions: A familiar can't attack, but it can take other actions as normal.
    • Features:
      • Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
      • Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
      • Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
  • Rex as Luawn | Male | Neutral Good | Human | Fighter (1) | HD: 1 (1d10) | HP: 12 | AC: 18 | SP: 30' | Initiative: +3 | Darkvision: No | Inspiration: No
    Passive Skills: Perception (Wis): 12 | Investigation (Int): 10 | Insight (Wis): 12
    Languages: Common, Orc, Sylvan
    Weapons: Light Crossbow (+5, 1d8+3), Longsword (+5, 1d8+3)
    Spells: None

    Actions: Light Crossbow (+5, 1d8+3), Longsword (+5, 1d8+3)
    Bonus Actions: Second Wind (Rest: Short)
    Reactions: Opportunity Attack

    Features
  • Rukellian as Thalian | Male | Neutral Good | Human | Cleric (1) | HD: 1 (1d8) | HP: 10 | AC: 18 | SP: 30' | Initiative: 0 | Darkvision: Yes | Inspiration: No
    Passive Skills: Perception (Wis): 13 | Investigation (Int): 10 | Insight (Wis): 13
    Languages: Common, Halfling
    Weapons: Light Crossbow (+2, 1d8), Mace (+4, 1d6+2)
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Prepared Spells: 4 (Wisdom modifier + Cleric level) Cantrips Known: 3 ( Light, Resistance, Spare the Dying )
    Actions: Light Crossbow (+2, 1d8), Mace (+4, 1d6+2)
    Bonus Actions: Healing Word
    Reactions: Opportunity Attack

    Features
    • Spellcasting (Cleric, 1)
    • Divine Domain: Life (Cleric, 1)
      • Life Domain Spells: Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
      • Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Marching Order
5-Foot
  • Feylynn
  • Luawn
  • Alessa
  • Schillachi
  • Thalian
10-Foot
  • Feylynn | Luawn
  • Alessa
  • Schillachi | Thalian
Watch Schedule (Note: Order still to be determined.)
  • Feylynn
  • Luawn (Unarmored)
  • Alessa
  • Schillachi
  • Thalian
Rolls
  • None
Last edited by dmw71 on Tue May 21, 2019 3:34 pm, edited 2 times in total.
Reason: Edit: Added familiar data to footer section | Edit2: Watch order
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Rex
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Re: Session 0: Fieldstone

#52 Post by Rex »

Luawn

"I say we push hard and see if we can get to some cover for the night. I can take a double watch if need be."

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Rukellian
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Re: Session 0: Fieldstone

#53 Post by Rukellian »

Thalian Goldehart

The cleric nods in agreement. "I'd sleep better knowing we aren't out in the open." Thalian smiles as the group travels the established route, listening to the sounds of wildlife and nature. The area was still peaceful yet, undisturbed for some time. This reassured him, for he knew that animals could get spooked quite easily. If there were no animals about, he would be little wary.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

BearSiren817
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Re: Session 0: Fieldstone

#54 Post by BearSiren817 »

Feylynne agrees. "Once we get to the desired sight we should set up watch. I can see clearly in dim light. I also only need four hours of undisturbed meditation"'
Azalea, 1st level Rogue, Dave’s Urban Campaign

Bluetongue
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Joined: Sun Jan 22, 2017 11:30 am

Re: Session 0: Fieldstone

#55 Post by Bluetongue »

Schillachi

Has no preference so will follow group consensus.

Faanku
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Re: Session 0: Fieldstone

#56 Post by Faanku »

Alessa Deepbough

As the two comment on Selynornis' capabilities, Alessa's face lights up and she launches into a frenzied sermon. "Oh my, yes! I should imagine you would be exceedingly surprised what kind of bond one can form with a resident of the Feywilds if one is to take the union seriously. Firstly; though of course you understand that I do not mean in order of priority nor even of merit, I simply have to begin somewhere; there is the matter of speaking to the creature and understanding its thoughts as if a language were shared between the two of you. Though it would be remiss of me to imply that an owl's insight into the workings of the material realm are overly shrewd, even one blessed of celestial makings, it is unmistakably one of the most fascinating exchanges to experience first-hand. Secondly, there is the aforementioned combining of senses; I have oft read in the deadest of night without want for candle nor starlight, merely by focusing my awareness through Selynornis' perceptions. And it does not end at just the senses, oh my no! If ever the whim took me, I am quite capable of soaring through the skies upon his wings, as effortlessly as if they were my own two arms! Ah, there is really nothing quite like being high about the lands, far away from the eyes of other people and...." The girl finally stops her extensive soliloquy and realises that she has been babbling, her face turning a shade of crimson as her gaze reverts to the familiar floor. "...my apologies..."

===

Some time later, as breaking for the day is mentioned.

"Whatever you think best, friends. I should think we would be more than safe with you watching our backs, wherever we should rest." There is an edge of weariness in the witch's tone that would suggest a break from travelling would suit her best.

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dmw71
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Re: Session 0: Fieldstone

#57 Post by dmw71 »

Camp
The group, not wanting to waste valuable moments of sunlight, presses forward into the clearing, following the trail observed by Selynornis. Despite the aggressive pace being kept, Alessa proceeds to details some of her and her owl familiar's shared experiences and capabilities. Luawn agrees to take a double watch, if needed. "We'll set up a site once we reach the forested area on the other side," Feylynn says, volunteering her services standing watch by adding that she only needs four hours of meditation each night and has the ability to see clearly in dim light. "I'll sleep better knowing we aren't out in the open," Thalian says, urging the group forward; hoping to reach the branch of the path in the center of the clearing at or around sundown, and ultimately the forested area to the south before too much darkness as overtaken the area.


The group reaches the center of the clearing, where the path branches to the south, just as sunlight begins to fade and a cold wind howls in bursts.
As you turn south, the leafless forest looms in the distance ahead of you -- both taunting and urging you on.

For maybe the first time in your respective young lives, there are no other signs of civilization in sight as night creeps upon you.


Another hour and a half of uninterrupted travel has the group finally reaching the border between the clearing and the emergence of the forested area of the Broken Glade.
Camp.jpg
Camp.jpg (40.5 KiB) Viewed 1062 times

As previously agreed upon, establishing a safe camp needs to be the first order of business now that you've arrived. While weary, everyone is able to contribute towards locating a nice level spot, surrounded on three sides by a thicket of low bushes.

Enough dry wood is spotted so the group can easily start a fire, if they desire.




---

Can I have everyone provide me a Wisdom (Perception) check, please?

Also, I'm going to need an official watch order at this point, and if you haven't already done so, please reply to this post and let me know if your character will be sleeping in any armor.


---


Date: 25 Elient
Time: 22:48
  • Sunrise: 05:57
  • Sunset: 21:03
Temperature: 44°
  • Low: 44°
  • High: 55°
Conditions
  • Precipitation: None
  • Wind: Bursts of cold air.
Light Sources
  • None
Known Conditions
  • Dim Light
Spells in Effect
  • None

Character Details
  • BearSiren817 as Feylynn | Female | Chaotic Good | Wood Elf | Rogue (1) | HD: 1 (1d8) | HP: 9 | AC: 13 | SP: 35' | Initiative: +3 | Darkvision: Yes | Inspiration: No
    Passive Skills: Perception: 17 | Investigation: 12 | Insight: 13
    Languages: Common, Elvish, Thieves' Cant
    Weapons: Weapon 1, Weapon 2
    Spells:
    • None
    Actions: Shortbow (+5, 1d6+3), Shortsword (+5, 1d6+3), Dagger (+5, 1d6+3) Bonus Actions: --
    Reactions: Opportunity Attack

    Features
    • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. (Elf)
    • Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (Elf)
    • Fleet of Foot: Your base walking speed increases to 35 feet. (Wood Elf)
    • Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. (Wood Elf)
    • Thieves' Cant (Rogue, 1)
    • Expertise: Thieves' Tools, Perception (Rogue, 1)
    • Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. (Rogue, 1)
  • Bluetongue as Schillachi | Male | Chaotic Neutral | Tiefling | Warlock (1) | HD: 1 (1d8) | HP: 9 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: Yes | Inspiration: No
    Passive Skills: Perception: 10 | Investigation: 10 | Insight: 10
    Languages: Common, Infernal
    Weapons: Light Crossbow (+3, 1d8+1), Spear (+3, 1d6+1 | 1d8+1), Dagger (+3, 1d4+1)
    Spells Actions: Light Crossbow (+3, 1d8+1), Spear (+3, 1d6+1 | 1d8+1), Dagger (+3, 1d4+1) | Chill Touch (+5, 1d8 Necrotic)
    Bonus Actions: --
    Reactions: Opportunity Attack, Hellish Rebuke (DC 13, Save: 1d10, Fail: 2d10)

    Features
    • Hellish Resistance: You have resistance to fire damage. (Tiefling)
    • Infernal Legacy: You know the thaumaturgy cantrip. (Tiefling)
    • Otherworldly Patron: The Fiend (Warlock, 1)
    • Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells. (Warlock, 1)
  • Faanku as Alessa | Female | Neutral Good | Variant Human | Wizard (1) | HD: 1 (1d6) | HP: 9 | AC: 12 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: No
    Passive Skills: Perception (Wis): 13 | Investigation (Int): 13 | Insight (Wis): 11
    Languages: Common, Draconic, Goblin, Sylvan
    Weapons: Dagger (+4, 1d4+2)
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Spellbook: Prepared Spells: 4 (Intelligence modifier + Wizard level) Cantrips Known: 3 ( Fire Bolt, Mage Hand, Minor Illusion )
    Actions: Dagger (+3, 1d4+1) | Fire Bolt (+5, 1d10 Fire)
    Bonus Actions: --
    Reactions: Opportunity Attack, Shield

    Features
    • Feat: You gain one feat of your choice (Resilient; Constitution) (Human)
    • Spellcasting (Wizard, 1)
    • Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (Wizard, 1)
    Familiar: Selynornis | Tiny | Owl | HP: 1 | AC: 11 | SP: 5' (60' Fly) | Initiative: +1 | Darkvision: Yes (120') | Skills: Stealth +3, Perception +3
    • Actions: A familiar can't attack, but it can take other actions as normal.
    • Features:
      • Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
      • Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
      • Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
  • Rex as Luawn | Male | Neutral Good | Human | Fighter (1) | HD: 1 (1d10) | HP: 12 | AC: 18 | SP: 30' | Initiative: +3 | Darkvision: No | Inspiration: No
    Passive Skills: Perception (Wis): 12 | Investigation (Int): 10 | Insight (Wis): 12
    Languages: Common, Orc, Sylvan
    Weapons: Light Crossbow (+5, 1d8+3), Longsword (+5, 1d8+3)
    Spells: None

    Actions: Light Crossbow (+5, 1d8+3), Longsword (+5, 1d8+3)
    Bonus Actions: Second Wind (Rest: Short)
    Reactions: Opportunity Attack

    Features
  • Rukellian as Thalian | Male | Neutral Good | Human | Cleric (1) | HD: 1 (1d8) | HP: 10 | AC: 18 | SP: 30' | Initiative: 0 | Darkvision: Yes | Inspiration: No
    Passive Skills: Perception (Wis): 13 | Investigation (Int): 10 | Insight (Wis): 13
    Languages: Common, Halfling
    Weapons: Light Crossbow (+2, 1d8), Mace (+4, 1d6+2)
    Spells
    • Spell Attack: +5
    • Save DC: 13
    • Slots: 2
      • 1st: 2
      • 2nd: --
    Prepared Spells: 4 (Wisdom modifier + Cleric level) Cantrips Known: 3 ( Light, Resistance, Spare the Dying )
    Actions: Light Crossbow (+2, 1d8), Mace (+4, 1d6+2)
    Bonus Actions: Healing Word
    Reactions: Opportunity Attack

    Features
    • Spellcasting (Cleric, 1)
    • Divine Domain: Life (Cleric, 1)
      • Life Domain Spells: Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
      • Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Marching Order
5-Foot
  • Feylynn
  • Luawn
  • Alessa
  • Schillachi
  • Thalian
10-Foot
  • Feylynn | Luawn
  • Alessa
  • Schillachi | Thalian
Watch Schedule (Note: Order still to be determined.)
  • Feylynn
  • Luawn (Unarmored)
  • Alessa
  • Schillachi
  • Thalian
Rolls
  • None
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Rex
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Re: Session 0: Fieldstone

#58 Post by Rex »

Luawn

"I can take any watch, whatever helps the casters."

Perception [1d20+2] = 13+2 = 15

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Re: Session 0: Fieldstone

#59 Post by Faanku »

Alessa

"Yes, I also."


Alessa Perception [1d20+3] = 4+3 = 7
Selynornis Perception [1d20+3] = 8+3 = 11

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Re: Session 0: Fieldstone

#60 Post by Rukellian »

Thalian Goldehart

The young cleric assists the group in setting up a suitable location for the camp, despite still being in his heavy armor. When the group is settled and watches are being assigned, Thalian steps up and volunteers to take or share the first one with someone. "It takes me a while to get out of and put back on all of this armor. I'll stay up for the first watch while I still have all of this on." He laughs tiredly, "I'm certainly not going to be sleeping in all of this metal! But," he pauses as he listens to everyone's suggestions, "It would be a waste to have so many people stay awake for the first bit. Someone could always wake me up for the second or third watch if need be?"

---

I may have set up my roll macro wrong, let me know if this is the case. It may just be an easy fix such as placing the +3 to whatever dice roll result I got.Wisdom based Perception check against 16+3 [1d20] = 14

There are a proper time and place for everything, and Thalian is interested in listening to more about this connection Alessa has with her owl familiar. He just doesn't know when that time or place should be. If the opportunity does arise, he will try to strike a conversation. Maybe during a shared watch?
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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