Game Notes 07-07-2020 Into the wilderness of Cormanthyr - Date-2nd
Flamerule
The party stops at Ombuls and by food, rope and sundreies. 2 Apple
wine and 2 apple brandy. Althgether 4gp 2sp
They cross the bridge go a ways then camp.
Time Stop Sleeping that night. No Encounters
Next morning they decide to go due west. Their journey will be about
300 to 280 miles long.
They will be traveling 35 miles a day. They are in a thick forest
but are not hindered by this as they are elfs with skills! It will
still take about 8 or 9 days of no stops.
Day 1 of the journey
There is a hill that will show them the NW area of the bridge with
Riverview in sight.
|
Clear |
Temperature: |
Moderate |
High: |
64°F (17°C) |
Low: |
45°F (7°C) |
Relative: |
Colder than normal |
Wind Force: |
Light |
Wind Speed: |
6 mph (9 kph) |
They continue on. There will be 3 random encounters per day without
hunting but foraging (Rollen) as they go.
A passive perception roll of 15 or more indicates seeing something
from the foraging chart. A 20 indicates a special herb.
3lbs rice found! No encounters that day.
Day 2 - No enc. They forage 2lb of sour cherries
Day 3 - No Enc. Special herb roll!
Day 4 - The wind and clouds pick up - Once they know a storm
is on the way at 1:00, they start looking for a sheltered camp.
While they are looking, they find a footpath to the west 3:00. They
follow the footpath. At 4:30 it takes them to a hidden elf campsite.
They make a warm camp, a Danny heads off to hunt.
Thunderstorm
High: 69°F (20°C) - Low: 57°F
(13°C) - Wind Force: Severe - Wind
Speed: 45 mph (72 kph)
Day 5 - Midday encounter
High: 61°F (16°C) - Low: 48°F
(8°C) - Relative: Colder than normal - Wind
Force: Severe Wind Speed: 37 mph
(59 kph)
They stay in their camp. Loric heads out to find his kill. Danny and
Ro are hunting, Val is boiling herbs Lu is doing maintenance then
fishing.
Danny and Ro are hunting and run up on a Boobrie
They hear it and it doesn't hear then they are silent and head to
the sound.
They watch it hunt and catch a fish out of a pond and then move away
not quietly.
On the way back they forage and find 1lb pine nuts.
They speak with Llanther at length and she is apostate of Rillifane.
Day 6 - Llanthar leaves shortly after sunup but the rest stay
in camp discussing. They hunker down again when the hail stats.
Hail at about 9:00 - Temperature: Moderate -
High: 61°F (16°C) - Low: 47°F
(8°C) - Relative: Colder than normal
Wind Force: Light - Wind Speed:
10 mph (16 kph)
They fish the river stream near them. They only catch perch and
yellow fin and 1 ugly eel.
Danny and Loric go the the pool they saw the Boobrie. Encounter the
Panther on their way back.
Panther
Armor Class 12 Hit Points 13
(3d8) - Speed 50 ft., climb 40 ft.
Bite. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
HP 12
-14 Danny
Init: Cat-21, Danny-20, Loric-12
Round 1 - Surprise
Round 2 - Danny kills it and Loric rips it up!
Danny heals up before heading home. Loric is proud of her "kill".
Day 7 - (25°C) - Low: 67°F (19°C) -
Relative: Warmer than normal
Wind Force: Light - Wind Speed:
9 mph (14 kph)
They will arrive at Tangled Trees this day. They tell Loric how to
behave there.
They get there about 3:00.
There are armed guards hidden in trees along the trail. They will
shoot warning shots. There are always at leas 4 there 2 for attack
and 2 to report.
Kamden |
elf |
elven |
Male 129 |
Guard/Explorer |
Runner for the guards |
Marley |
elf |
Child |
Male 58 |
Guard/Adventurer |
Spokesman for the guards
|
They walk through town carefully avoiding the trees with animals.
They get to the W. campsite and setup camp just outside the village
in an indicated spot that is very nice.
Lu and Val go to the potion/herb store.
They meet the old lady who prints them out maps and tells them about
the store next door.
\
Llanther
Xiloscient (Goldpetal) — Level 5 Wood Elf Paladin (Oath of the
Ancients)
Ability scores: STR: 16 (+3) DEX: 8 (-1) CON:
16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 16
(+3)
Saving throws: STR: +3 DEX: -1 CON: +3
INT: +1 WIS: +5 CHA: +6
Initiative: -1 Speed: 35 Passive perception: 15
Size: Medium Proficiency bonus: +3 Gender:
Female
Hit points: 49
Hit dice: 5d10
Armor: Chain mail and Shield - AC: 18
Melee weapons:
Morning Star (+6 to hit) 1d8+3 piercing damage
3 Handaxes (+6 to hit) 1d6+3 slashing damage
Longsword (+6 to hit) 1d8(1d10)+3 slashing damage
Ranged weapons:
3 Handaxes (+6 to hit) 1d6+3 slashing damage Range:
20/60
Proficient skills: Acrobatics +2, Insight +5,
Medicine +5, Perception +5, Religion +4
Non-proficient skills: Animal Handling +2, Arcana +1,
Athletics +3, Deception +3, History +1, Intimidation +3,
Investigation +1, Nature +1, Perform +3, Persuasion +3, Sleight of
Hand -1, Stealth -1, Survival +2
Languages: Common, Elvish,
Gnomish, Giant
Racial Traits: Darkvision, Keen senses, Fey ancestry,
Trance, Mask of the Wild
Abilities: Divine Sense, Lay on Hands (25 hp), Fighting
Style (Protection), Spellcasting, Divine Smite, Divine Health,
Sacred Oath (Oath of the Ancients), Nature's Wrath, Turn the
Faithless, Extra Attack, Ability Score Improvement (4th level +1
Constitution, +1 Charisma)
Equipment: Holy symbol, Prayer book, Common
clothes, Priest's pack, Holy symbol, Flask of Holy Water, Healer's
kit Wealth: 150 gp, 35 pp, Golden Dice worth 100
gold, Collection of Rare Coins worth 60 gold
Magic Items: 2 Potions of Healing, Boots of Striding and
Springing, Goggles of Night
Current spells: Searing Smite, Shield of Faith,
Thunderous Smite, Find Steed, Locate Object
Paladin Oath Spells: Ensnaring Strike, Speak with
Animals, Moonbeam, Misty Step
Spell slots: 4 first level, 2 second level
Spell save DC: 14 Spell Attack Modifier: +6
Can prepare 5 spells
Background:
Acolyte
Personality: I've enjoyed fine food,
drink, and high society among my temple’s elite. Rough living
grates on me.
I quote (or misquote) sacred texts and proverbs in almost every
situation.
Ideal: Charity. I always try to help
those in need, no matter what the personal cost. (Good)
Bond: I will someday get revenge on the
corrupt temple hierarchy who branded me a heretic.
Flaw: I judge others harshly, and myself
even more severely.
Panther
Medium beast, unaligned
Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
14 (+2) |
15 (+2) |
10 (+0) |
3 (−4) |
14 (+2) |
7 (−2) |
Skills Perception +4, Stealth +6
Senses passive Perception 14
Languages --
Challenge 1/4 (50 XP)
Keen Smell. The panther has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet
straight toward a creature and then hits it with a claw attack on
the same turn, that target must succeed on a DC 12 Strength saving
throw or be knocked prone. If the target is prone, the panther can
make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Claw. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing
damage.
Thunderstorm: The combined effects of precipitation and wind
reduce visibility by three quarters, imposing a -8 penalty on Spot,
Search, and Listen checks. Thunderstorms make ranged weapon attacks
impossible, except for those using siege weapons, which suffer a -4
penalty on attack rolls.
Thunderstorms automatically extinguish candles, torches, and similar
unprotected flames. They cause protected flames, such as those of
lanterns, to dance wildly and have a 50% chance to extinguish these
lights.
Creatures must succeed on a DC 15 Fort save or be blown away (Tiny
or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking
1d4 points of nonlethal damage per 10 feet), knocked down (Small;
prone), or checked (Medium; unable to move forward against the force
of the wind).
Airborne creatures are instead blown back 2d6 x 10 feet and dealt
2d6 points of nonlethal damage due to battering and buffeting (Small
or smaller creatures), blown back 1d6 x 10 feet (Medium), or blown
back 1d6 x 5 feet (Large).
In addition, thunderstorms are accompanied by lightning that can
pose a hazard to characters without proper shelter (especially those
in metal armor). As a rule of thumb, assume one bolt per minute for
a 1 hour period at the center of the storm. Each bolt causes
electricity damage equal to 1d10 eight-sided dice.
Hail: The sound of falling hail imposes a -4 penalty on Listen
checks. Sometimes hail can become large enough to deal 1 point of
lethal damage (per storm) to anything in the open.