Session 1: Vanderlandt

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Rex
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Re: Session 1: Vanderlandt

#161 Post by Rex »

Kari

Kari attempts to locate the attacker. "I warned you."

Passive Perception 13.
Perception [1d20+3] = 7+3 = 10

Glaive at the ready. Attack if possible.
Glaive Disadvantage [1d20+6] = 14+6 = 20 [1d20+6] = 11+6 = 17 to hit [1d10+4] = 1+4 = 5 damage

As needed roll [1d20] = 7
Last edited by Rex on Mon Aug 17, 2020 5:10 pm, edited 1 time in total.
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Darklin2
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Re: Session 1: Vanderlandt

#162 Post by Darklin2 »

Loran

What the hell was that? Well apparently the deity doesn't want the bow disturbed. Let's get out of here. Not worth the effort damn thing is probably cursed anyway.


She hops back down off the table and moves away from the smelly crate.

[1d20] = 20 Random Roll
Last edited by Darklin2 on Mon Aug 17, 2020 6:07 pm, edited 1 time in total.
All things are possible through Magic.
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Re: Session 1: Vanderlandt

#163 Post by kalstone »

Wyreth

Wyreth opens a waterskin, casts Shape Water, and forms the water into a sphere that he moves around in the general area of where the bench was. He is trying to see if the water makes contact with something unseen to try to ascertain its location.

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

#164 Post by Monsieur Rose »

Rocco

He spins around as the bench smashes against the altar. "What the..." Finding nobody nearby who could have done it, he calls to Loran. "The rod and orb were one thing, that bow is apparently another. Tharmyr, what about the crate? Something's in there. Do you think we could open it without further angering things?"

He seems reluctant to ignore the potential clue, but if the benches keep crashing about, he'll leave.

If Needed: [1d20] = 10
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Re: Session 1: Vanderlandt

#165 Post by Marullus »

Tharmyr grips his quarterstaff as the bench flies abruptly over his head. He purses his lips and scowls suspiciously. He waves his own hand, stirring up a breeze and lifts the bench, floating it gently back to where it came from.

As he does so, he says in a deliberately loud voice, "The crate is set up as an altar and marked with longbow runes, dedicated to Uller, all the same as the rest. Definitely something dead or dying in there, though. As desicrating shrines isn't strictly our business right now - still voting for dinner and a nap, myself - we could probably leave things be." His eyes, however, linger on the pile of ashes. "If the last folks in here burnt the books of Uller, however, they probably didn't respect the crate as an altar. Touching the bow is one thing, but that crate is just as likely to hold a trapped or hiding priest, or their body. If they're hiding, might be best if they just came out before we have to worry about going into it and checking."

Tharmyr As needed... [1d20] = 11[1d20] = 9
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Re: Session 1: Vanderlandt

#166 Post by dmw71 »

Initiative
17: Rocco (14+3)
13: Tharmyr (12+1), Wyreth (12+1)
10: Kari (8+2)
9: Attacker (7+2)
5: Loran (2+3)


Round 2
"What the..." Rocco gasps, spinning around as the bench smashes against the altar. "The rod and orb were one thing, that bow is apparently another..." he calls out to Loran; still unsure who or what is behind the attack moments earlier. "Tharmyr, what about the crate?" he asks the gnome sorcerer. "Something's in there. Do you think we could open it without further angering things?" The bard takes a couple steps towards the exit, preparing to leave if the unseen attacks continue.

Gripping his staff tightly, Tharmyr studies the bench projectile that crashed into the altar moments earlier and realizes the seating structure weighs more than his Mage Hand can handle. "That crate is just as likely to hold a trapped or hiding priest, or their body --" the gnome starts. "If they're hiding, might be best if they just came out before we have to worry about going into it and checking."

Wyreth opens a waterskin, casts Shape Water, and forms the water into a sphere that he guides around in the general area of where the bench was. Much to the druid's dismay, the liquid globe passes through the area unmolested.

"I warned you," Kari grunts, attempting to locate the unseen attacker with her glaive. The bladed pole swipes randomly, and while no resistance is felt as a result of striking a physical object, the half-orc senses that pain was inflicted.

Without warning, the group watches as Tharmyr, the gnome sorcerer, is rapidly lifted off the ground and thrown into the ceiling before reversing course and being hurled into the ground with a thud. (-2 hp)


"What the hell was that?" Loran gasps, hopping off the table and backing away from the smelly crate. "Well apparently the deity doesn't want the bow disturbed -- let's get out of here!"


---

Apologies for the delay. Things have just been (and continue to be) crazy busy for me right now. That said, I will definitely do better to maintain my already slow "once per week" posting rate.

Marullus wrote: Mon Aug 17, 2020 8:29 pmHe waves his own hand, stirring up a breeze and lifts the bench, floating it gently back to where it came from.
I'm not sure how you're planning on doing this? The bench is too heavy for Mage Hand, and Tempestuous Magic works on you, not an object, and you also didn't cast a spell which is required in order to use the feature.
kalstone wrote: Mon Aug 17, 2020 3:42 pm Wyreth opens a waterskin, casts Shape Water, and forms the water into a sphere that he moves around in the general area of where the bench was. He is trying to see if the water makes contact with something unseen to try to ascertain its location.
I loved this idea! I felt bad it didn't work. Well played.


Actions for round 3?


P.S. Chartered accountancy

---



Date: 1 Martius 989
Time: 16:41

Daily Forecast
Sunrise: 7:47
Sunset: 19:13
Temperature: 81°
High: 84°
Low: 77°
Weather Conditions
Wind: Breezy
Precipitation: None
Humidity: Low
Visibility: Clear


Light Sources: None
Known Conditions
Tharmyr: Exhaustion 1
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.

Spells in Effect: None


Character Details
* Rex as Kari | Female | Neutral Good | Half-Orc | Fighter (1) | HD: 1 (1d10) | HP: 13 | AC: 16 | SP: 30' | Initiative: +2 | Darkvision: Yes | Inspiration: No
Background: Sailor
  • Feature: Ship’s Passage
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 11
Languages: Common, Orc
Weapons: Glaive, Handaxe, Longsword
Spells:
  • None


Actions:
  • Glaive (+6, 1d10+4, Slashing, Reach: 10', Properties: Heavy, Reach, Two-Handed)
  • Handaxe (+6, 1d6+4, Slashing, Range: 20'/60', Properties: Light, Thrown)
  • Longsword (+6, 1d8+4, Slashing, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Relentless Endurance: 1 (Recover: Long)
    • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
  • Savage Attacks
    • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Class Features
  • Fighting Style: Defense (Fighter, 1)
    • While you are wearing armor, you gain a +1 bonus to AC.
  • Second Wind: 1 (Recover: Short) (Fighter, 1)
    • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

* Monsieur Rose as Rocco | Male | Chaotic Neutral | Variant Human | Bard (1) | HD: 1 (1d8) | HP: 10 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: No | Inspiration: No
Background: Charlatan
  • Feature: False Identity
Passive Skills: Perception: 11 | Investigation: 10 | Insight: 9
Languages: Common, Abyssal
Weapons: Rapier, Light Crossbow, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 0
    • 1st: 2, 1, 0
    • 2nd: --
Cantrips Known: 2 Spells Known: 5 (Charisma modifier + Bard level)

Actions:
  • Rapier (+5, 1d8+3, Piercing, Properties: Finesse)
  • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
Bonus Actions: Reactions: Other: Racial Traits Class Features

* kalstone as Wyreth | Male | Chaotic Good | Half-Elf | Druid (1) | HD: 1 (1d8) | HP: 11 | AC: 11 | SP: 30' | Initiative: +1 | Darkvision: Yes | Inspiration: No
Background: Outlander
  • Feature: Wanderer
Passive Skills: Perception: 16 | Investigation: 10 | Insight: 14
Languages: Common, Druidic, Elvish, Orc, Sylvan
Weapons: Quarterstaff, Sling, Spear
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2. 1
    • 1st: 2, 1
    • 2nd: --
Cantrips Known: 2 Spells Known: 5 (Wisdom modifier + Druid level) Actions:
  • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
  • Sling (+3, 1d4+1, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
  • Spear (+3, 1d6+1, Piercing, Range: 20'/60', Properties: Thrown, Versatile (1d8))
Bonus Actions: Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Fey Ancestry
    • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Class Features

* Darklin2 as Loran | Female | Chaotic Good | High Elf | Wizard (1) | HD: 1 (1d6) | HP: 7 | AC: 13 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: No
Background: Folk Hero
  • Feature: Rustic Hospitality
Passive Skills: Perception: 13 | Investigation: 14 | Insight: 11
Languages: Common, Dwarvish, Elvish
Weapons: Dagger, Quaterstaff, Sling
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Actions:
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Quarterstaff (+2, 1d6, Bludgeoning, Properties: Versatile (1d8))
  • Sling (+5, 1d4+3, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
    ---
  • Chill Touch (+6, 1d8, Necrotic, Range: 120')
  • Fire Bolt (+6, 1d10, Fire, Range: 120')
  • Ray of Frost (+6, 1d8, Cold, Range: 60')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • Fey Ancestry
    • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Trance
    • Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
  • Cantrip: Fire Bolt
Class Features

* Enoch as Qilynn | Male | Chaotic Neutral | Half-Elf | Paladin (1) | HD: 1 (1d10) | HP: 13 | AC: 17 | SP: 30' | Initiative: +4 | Darkvision: Yes | Inspiration: No
Background: Noble
  • Feature: Position of Privilege
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 13
Languages: Common, Elvish, Halfling, Sylvan
Weapons: Rapier, Sickle
Spells:
  • None
Actions:
  • Rapier (+6, 1d10+4, Piercing, Properties: Finesse)
  • Sickle (+1, 1d4-1, Slashing, Properties: Light)
    ---
  • Divine Sense
  • Lay on Hands: 5, 4
Bonus Actions: Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Class Features
  • Divine Sense: 3 (Recover: Long) (Paladin, 1)
    • Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.
  • Lay on Hands: 5 hp (Recover: Long) (Paladin, 1)
    • As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

* Marullus as Tharmyr | Male | Neutral | Rock Gnome | Storm Sorcerer (1) | HD: 1 (1d6) | HP: 5-2 = 3 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 10 | Investigation: 13 | Insight: 12
Languages: Common, Deep Speech, Draconic, Gnomish, Primordial (Aquan, Auran, Ignan, and Terran)
Weapons: Quarterstaff, Light Crossbow, Dagger
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
  • Light Crossbow (+3, 1d8+1, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
Bonus Actions: Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Gnome Cunning
    • You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Artificer’s Lore
    • Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
  • Tinker
    • Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning).
Class Features

Marching Order
Scout
T.B.D.

5-Foot (initial)
Qilynn
Rocco
Loran
Tharmyr
Wyreth
Kari

10-Foot (initial)
Rocco | Qilynn
Loran | Tharmyr
Wyreth | Kari


Watch Schedule (Note: Characters do not sleep in 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
Round 2: Attacker vs Tharmyr (12+): [1d20] = 14 | [1d6] = 1, [1d6] = 1 -- hit (-2)
-- DM --
Simple Idea, Zero Prep (OSRIC)

-- 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

#167 Post by Rex »

Kari

"It's close to me!"

Attempts to find it with her glaive again.

Glaive Disadvantage [1d20+6] = 8+6 = 14 [1d20+6] = 5+6 = 11 to hit [1d10+4] = 5+4 = 9 damage
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Marullus
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Re: Session 1: Vanderlandt

#168 Post by Marullus »

Good call - I wasn't minding the weight limit on Mage Hand.

Tharmyr lands with a Whump! "Rude!" he exclaims. His expression now visibly irritated, he sits up on the ground and motions with his hands, pulling the cover off the crate and opening it (if there is a clear means to do so). (With Mage Hand)

If needed [1d20] = 19[1d20] = 16
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Monsieur Rose
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Re: Session 1: Vanderlandt

#169 Post by Monsieur Rose »

Rocco

"I guess we aren't leaving then." He remarks with a chuckle. "What do you mean? Did you hit it?" He wonders what information Kari has, then turns to the more spiritual members. "Is it a ghost or what?"

Rocco moves to help Tharmyr to his feet again, then over to the crate to open it.

If Needed: [1d20] = 11
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Re: Session 1: Vanderlandt

#170 Post by dmw71 »

Still waiting on responses for Qilynn, Loran, and Wyreth.
-- DM --
Simple Idea, Zero Prep (OSRIC)

-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

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

#171 Post by kalstone »

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Darklin2
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Re: Session 1: Vanderlandt

#172 Post by Darklin2 »

Loran

Loran runs to the door, Stops and watches the goings on. Contemplating a Burning Hands spell or a Fire-bolt to burn the whole place down.

Grab what you have and let's get out of here. This place needs a cleansing, cleansing by FIRE.

She waits to see what her companions do.
All things are possible through Magic.
Darklin Sylvanas- Fighter/Magic-User - Big Shiny Island (1E)
Sai Eranthor - Cleric / Fighter/Mage - Hedge's Greyhawk Adventures (2E)
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Re: Session 1: Vanderlandt

#173 Post by dmw71 »

Initiative
17: Rocco (14+3)
13: Tharmyr (12+1), Wyreth (12+1)
10: Kari (8+2)
9: Attacker (7+2)
5: Loran (2+3)


Round 3
"I guess we aren't leaving then." Rocco remarks with a chuckle. "What do you mean? Did you hit it?" he asks Kari after the half-orc reacted quizzically after its last attack. "Is it a ghost or what?" he wonders rhetorically, moving over to Tharmyr and helping the gnome to his feet.

"Rude!" Tharmyr exclaims... to the unseen attacker, not Rocco. His expression now visibly irritated, he sits up on the ground and motions with his hands, gesturing with a set of spectral hands an attempt to pull the cover off the crate, which doesn't budge. The lid doesn't appear to exceed the capabilities of his cantrip, so something else must be preventing it from opening easily.

Wyreth and Kari flail wildly and unsuccessfully with their staff and glaive respectively where they believe the unseen attacker would be located.

Tharmyr, like the inanimate objects previously, feels a force attempt to lift him off the ground. The disgruntled sorcerer, however, through sheer force of will, clutches onto Rocco's arm and manages to outduel the attempt of the unseen attacker and remain grounded.

Observing the goings on, Loran runs to the door and contemplates one of his fire-based spells... with a mind to burn the entire place down! "Grab what you have and let's get out of here!" she urges. "This place needs a cleansing, cleansing by fire!" She waits to see what her companions do.



---

I'm going to assume, since their last post was over three months ago, that Enoch is taking a break from the boards. I am removing Qilynn for the time being and will add him back if/when Enoch returns and wants to rejoin.



Actions for round 4?


P.S. Chartered accountancy

---



Date: 1 Martius 989
Time: 16:42

Daily Forecast
Sunrise: 7:47
Sunset: 19:13
Temperature: 81°
High: 84°
Low: 77°
Weather Conditions
Wind: Breezy
Precipitation: None
Humidity: Low
Visibility: Clear


Light Sources: None
Known Conditions
Tharmyr: Exhaustion 1
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.

Spells in Effect: None


Character Details
* Rex as Kari | Female | Neutral Good | Half-Orc | Fighter (1) | HD: 1 (1d10) | HP: 13 | AC: 16 | SP: 30' | Initiative: +2 | Darkvision: Yes | Inspiration: No
Background: Sailor
  • Feature: Ship’s Passage
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 11
Languages: Common, Orc
Weapons: Glaive, Handaxe, Longsword
Spells:
  • None


Actions:
  • Glaive (+6, 1d10+4, Slashing, Reach: 10', Properties: Heavy, Reach, Two-Handed)
  • Handaxe (+6, 1d6+4, Slashing, Range: 20'/60', Properties: Light, Thrown)
  • Longsword (+6, 1d8+4, Slashing, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Relentless Endurance: 1 (Recover: Long)
    • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
  • Savage Attacks
    • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Class Features
  • Fighting Style: Defense (Fighter, 1)
    • While you are wearing armor, you gain a +1 bonus to AC.
  • Second Wind: 1 (Recover: Short) (Fighter, 1)
    • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

* Monsieur Rose as Rocco | Male | Chaotic Neutral | Variant Human | Bard (1) | HD: 1 (1d8) | HP: 10 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: No | Inspiration: No
Background: Charlatan
  • Feature: False Identity
Passive Skills: Perception: 11 | Investigation: 10 | Insight: 9
Languages: Common, Abyssal
Weapons: Rapier, Light Crossbow, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 0
    • 1st: 2, 1, 0
    • 2nd: --
Cantrips Known: 2 Spells Known: 5 (Charisma modifier + Bard level)

Actions:
  • Rapier (+5, 1d8+3, Piercing, Properties: Finesse)
  • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
Bonus Actions: Reactions: Other: Racial Traits Class Features

* kalstone as Wyreth | Male | Chaotic Good | Half-Elf | Druid (1) | HD: 1 (1d8) | HP: 11 | AC: 11 | SP: 30' | Initiative: +1 | Darkvision: Yes | Inspiration: No
Background: Outlander
  • Feature: Wanderer
Passive Skills: Perception: 16 | Investigation: 10 | Insight: 14
Languages: Common, Druidic, Elvish, Orc, Sylvan
Weapons: Quarterstaff, Sling, Spear
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2. 1
    • 1st: 2, 1
    • 2nd: --
Cantrips Known: 2 Spells Known: 5 (Wisdom modifier + Druid level) Actions:
  • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
  • Sling (+3, 1d4+1, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
  • Spear (+3, 1d6+1, Piercing, Range: 20'/60', Properties: Thrown, Versatile (1d8))
Bonus Actions: Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Fey Ancestry
    • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Class Features

* Darklin2 as Loran | Female | Chaotic Good | High Elf | Wizard (1) | HD: 1 (1d6) | HP: 7 | AC: 13 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: No
Background: Folk Hero
  • Feature: Rustic Hospitality
Passive Skills: Perception: 13 | Investigation: 14 | Insight: 11
Languages: Common, Dwarvish, Elvish
Weapons: Dagger, Quaterstaff, Sling
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Actions:
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Quarterstaff (+2, 1d6, Bludgeoning, Properties: Versatile (1d8))
  • Sling (+5, 1d4+3, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
    ---
  • Chill Touch (+6, 1d8, Necrotic, Range: 120')
  • Fire Bolt (+6, 1d10, Fire, Range: 120')
  • Ray of Frost (+6, 1d8, Cold, Range: 60')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • Fey Ancestry
    • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Trance
    • Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
  • Cantrip: Fire Bolt
Class Features

* Marullus as Tharmyr | Male | Neutral | Rock Gnome | Storm Sorcerer (1) | HD: 1 (1d6) | HP: 5-2 = 3 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 10 | Investigation: 13 | Insight: 12
Languages: Common, Deep Speech, Draconic, Gnomish, Primordial (Aquan, Auran, Ignan, and Terran)
Weapons: Quarterstaff, Light Crossbow, Dagger
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
  • Light Crossbow (+3, 1d8+1, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
Bonus Actions: Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Gnome Cunning
    • You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Artificer’s Lore
    • Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
  • Tinker
    • Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning).
Class Features

Marching Order
Scout
T.B.D.

5-Foot (initial)
Qilynn
Rocco
Loran
Tharmyr
Wyreth
Kari

10-Foot (initial)
Rocco | Qilynn
Loran | Tharmyr
Wyreth | Kari


Watch Schedule (Note: Characters do not sleep in 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
-- DM --
Simple Idea, Zero Prep (OSRIC)

-- 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

#174 Post by Marullus »

Tharmyr grips Rocco's arm and curses vehemently in gnomish.

"The woodbox!" he calls to Wyreth and Kari.

He watches for their resolution, otherwise ready to escape before Loran burns the place down with the woodbox in it, not voicing any objection to that plan, either.
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Rex
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Re: Session 1: Vanderlandt

#175 Post by Rex »

Kari

Kari heads for the wooden box. Trying to strike her unseen foe as she goes.

Glaive Disadvantage [1d20+6] = 9+6 = 15 [1d20+6] = 6+6 = 12 to hit [1d10+4] = 6+4 = 10 damage

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

#176 Post by Monsieur Rose »

Rocco

"Whoa, whoa!" Rocco notices the fiery gleam in Loran's eyes. In the past, he used to find it appealing but in the current circumstances it's more concerning. "Hold off on the torching the place."

Holding onto Tharmyr, the bard moves with him to help open the box. He makes note of any large objects that could be flung at them, trying to anticipate and dodge them.

If Needed: [1d20] = 1 :lol:

The plan is to try to open the crate, right?
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Marullus
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Re: Session 1: Vanderlandt

#177 Post by Marullus »

That's my intent... Looking like Rocco and Kari are there.
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kalstone
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Re: Session 1: Vanderlandt

#178 Post by kalstone »

Wyreth

Wyreth tries to strike the unseen assailant to cover Tharmyr and Rocco.

Quarterstaff w/ Disadvantage: [1d20+3] = 9+3 = 12 [1d20+3] = 6+3 = 9: Damage [1d6 + 1] = 6+1 = 7
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Darklin2
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Re: Session 1: Vanderlandt

#179 Post by Darklin2 »

Loran

Loran awaits the actions of her party members. Contemplating cleaning by fire but realizes if she does that any other unwanted foes could see the flames and smoke and come running to investigate. Low key and salvage is our plan. As she let's out a deep exhale.


WOOOOSSSSSAAAAAAA!
All things are possible through Magic.
Darklin Sylvanas- Fighter/Magic-User - Big Shiny Island (1E)
Sai Eranthor - Cleric / Fighter/Mage - Hedge's Greyhawk Adventures (2E)
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dmw71
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Re: Session 1: Vanderlandt

#180 Post by dmw71 »

Initiative
17: Rocco (14+3)
13: Tharmyr (12+1), Wyreth (12+1)
10: Kari (8+2)
9: Attacker (7+2)
5: Loran (2+3)


Round 4
"Whoa, whoa!" Rocco starts, noticing the fiery gleam in Loran's eyes. "Hold off on the torching the place." The bard moves with Tharmyr towards the crate. The gnome, gripping Rocco's arm, curses in his native tongue. "The woodbox!" he calls to Wyreth and Kari, planning his escape in the event Loran carries through with her plan of torching the place.

Wyreth, looking to cover, Tharmyr and Rocco, strikes wildly at the unseen assailant but wiffs.

Nearby, Kari rushes towards the wooden box, swiping at her unseen foe as she passes, but struggles to make contact.

A wooden plank -- part of back of a bench -- lifts from the floor and twirls through the air in the direction of Wyreth, standing guard over Tharmyr and Rocco. The druid gets struck in his right forearm (-4) as he knocks it to the ground.

Near the door, Loran stands by and observes the actions of her companions. At least for the time being, she resists the urge to set the holy building ablaze. WOOOOSSSSSAAAAAAA! she exhales loudly.




---



Actions for round 5?


P.S. Chartered accountancy

---



Date: 1 Martius 989
Time: 16:43

Daily Forecast
Sunrise: 7:47
Sunset: 19:13
Temperature: 81°
High: 84°
Low: 77°
Weather Conditions
Wind: Breezy
Precipitation: None
Humidity: Low
Visibility: Clear


Light Sources: None
Known Conditions
Tharmyr: Exhaustion 1
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.

Spells in Effect: None


Character Details
* Rex as Kari | Female | Neutral Good | Half-Orc | Fighter (1) | HD: 1 (1d10) | HP: 13 | AC: 16 | SP: 30' | Initiative: +2 | Darkvision: Yes | Inspiration: No
Background: Sailor
  • Feature: Ship’s Passage
Passive Skills: Perception: 13 | Investigation: 10 | Insight: 11
Languages: Common, Orc
Weapons: Glaive, Handaxe, Longsword
Spells:
  • None


Actions:
  • Glaive (+6, 1d10+4, Slashing, Reach: 10', Properties: Heavy, Reach, Two-Handed)
  • Handaxe (+6, 1d6+4, Slashing, Range: 20'/60', Properties: Light, Thrown)
  • Longsword (+6, 1d8+4, Slashing, Properties: Versatile (1d10))
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Relentless Endurance: 1 (Recover: Long)
    • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
  • Savage Attacks
    • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Class Features
  • Fighting Style: Defense (Fighter, 1)
    • While you are wearing armor, you gain a +1 bonus to AC.
  • Second Wind: 1 (Recover: Short) (Fighter, 1)
    • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

* Monsieur Rose as Rocco | Male | Chaotic Neutral | Variant Human | Bard (1) | HD: 1 (1d8) | HP: 10 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: No | Inspiration: No
Background: Charlatan
  • Feature: False Identity
Passive Skills: Perception: 11 | Investigation: 10 | Insight: 9
Languages: Common, Abyssal
Weapons: Rapier, Light Crossbow, Dagger
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 0
    • 1st: 2, 1, 0
    • 2nd: --
Cantrips Known: 2 Spells Known: 5 (Charisma modifier + Bard level)

Actions:
  • Rapier (+5, 1d8+3, Piercing, Properties: Finesse)
  • Light Crossbow (+5, 1d8+3, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
Bonus Actions: Reactions: Other: Racial Traits Class Features

* kalstone as Wyreth | Male | Chaotic Good | Half-Elf | Druid (1) | HD: 1 (1d8) | HP: 11-4 = 7 | AC: 11 | SP: 30' | Initiative: +1 | Darkvision: Yes | Inspiration: No
Background: Outlander
  • Feature: Wanderer
Passive Skills: Perception: 16 | Investigation: 10 | Insight: 14
Languages: Common, Druidic, Elvish, Orc, Sylvan
Weapons: Quarterstaff, Sling, Spear
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2. 1
    • 1st: 2, 1
    • 2nd: --
Cantrips Known: 2 Spells Known: 5 (Wisdom modifier + Druid level) Actions:
  • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
  • Sling (+3, 1d4+1, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
  • Spear (+3, 1d6+1, Piercing, Range: 20'/60', Properties: Thrown, Versatile (1d8))
Bonus Actions: Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Fey Ancestry
    • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Class Features

* Darklin2 as Loran | Female | Chaotic Good | High Elf | Wizard (1) | HD: 1 (1d6) | HP: 7 | AC: 13 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: No
Background: Folk Hero
  • Feature: Rustic Hospitality
Passive Skills: Perception: 13 | Investigation: 14 | Insight: 11
Languages: Common, Dwarvish, Elvish
Weapons: Dagger, Quaterstaff, Sling
Spells
  • Spell Attack: +6
  • Save DC: 14
  • Slots: 2
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 (3+1) Actions:
  • Dagger (+5, 1d4+3, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
  • Quarterstaff (+2, 1d6, Bludgeoning, Properties: Versatile (1d8))
  • Sling (+5, 1d4+3, Bludgeoning, Range: 30'/120', Properties: Ammunition, Range)
    ---
  • Chill Touch (+6, 1d8, Necrotic, Range: 120')
  • Fire Bolt (+6, 1d10, Fire, Range: 120')
  • Ray of Frost (+6, 1d8, Cold, Range: 60')
Bonus Actions: Reactions: Other: Racial Traits
  • Darkvision
  • Fey Ancestry
    • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Trance
    • Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
  • Cantrip: Fire Bolt
Class Features

* Marullus as Tharmyr | Male | Neutral | Rock Gnome | Storm Sorcerer (1) | HD: 1 (1d6) | HP: 5-2 = 3 | AC: 11 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: No
Background: Sage
  • Feature: Researcher
Passive Skills: Perception: 10 | Investigation: 13 | Insight: 12
Languages: Common, Deep Speech, Draconic, Gnomish, Primordial (Aquan, Auran, Ignan, and Terran)
Weapons: Quarterstaff, Light Crossbow, Dagger
Spells
  • Spell Attack: +5
  • Save DC: 13
  • Slots: 2
    • 1st: 2
    • 2nd: --
Cantrips Known: 4 Spells Known: 2 Actions:
  • Quarterstaff (+3, 1d6+1, Bludgeoning, Properties: Versatile (1d8))
  • Light Crossbow (+3, 1d8+1, Piercing, Range: 80'/320', Properties: Ammunition, Loading, Range, Two-Handed)
  • Dagger (+3, 1d4+1, Piercing, Range: 20'/60', Properties: Finesse, Light, Thrown)
Bonus Actions: Reactions: Racial Traits
  • Darkvision
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Gnome Cunning
    • You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Artificer’s Lore
    • Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
  • Tinker
    • Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning).
Class Features

Marching Order
Scout
T.B.D.

5-Foot (initial)
Qilynn
Rocco
Loran
Tharmyr
Wyreth
Kari

10-Foot (initial)
Rocco | Qilynn
Loran | Tharmyr
Wyreth | Kari


Watch Schedule (Note: Characters do not sleep in 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
Round 1: Bench vs Loran (14): [1d20+4] = 18+4 = 22, [1d20+4] = 15+4 = 19 | [2d4] = 4 -- hit (-4)
Note:
I copied the macro used for the round 1 attack and accidentally hit the button before updating the description. The attacker was targeting Wyreth (and would have hit anyone).
-- DM --
Simple Idea, Zero Prep (OSRIC)

-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)
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