S&W in The Lost Lands

Game Master Edeldhur

Lost Lands Treasure


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Welcome all!

I posted a short blurb into Gameplay to get the ball rolling and establish the initial premise. Feel free to dot and delete if you wish - you know the drill. No hurries, just getting things into place.

You do not need an elaborate backstory to begin - at this stage, all that is really needed is a reason why your character has chosen to travel north along the Old North Road. Perhaps it is duty, curiosity, ambition, desperation, a desire for adventure, or simply the promise of coin.

Your characters may be strangers meeting for the first time on the road, old acquaintances, or anything in between. But we will assume you already know each other, to keep things simple - the degrees of your relationship and its nature are up to you, though.


HP 10/10; HD 0/1 | AC 14 | Acr +3 Ath -1 Dec +5 Ins +1 Int +5 Inv +2 Perc +3 Pers +5 SoH +5 Ste +5 | Saves: S -1, D +5, C +2, I +0, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 12; Pins 11; DrkVis | Spd 30' | Spell DC 13 (1: 0/2) |Spell Att +5 | BrdIns 2/3

Wonderful!

So, do we know each others? Gylwinth is very much interested in people and their cultures. She would likely strike a conversation with anyone on the road. Perhaps we aggregated for our travel, in order at least to travel more safely?


Female Tiefling Warlock 1 Darkvision 60' | Resistance to Fire | Spells: Cantrips chill touch, eldritch blast, thaumaturgy; 1st level spells (2/day) burning hands, witch bolt | HP 9/9 | AC 12 | Init +1 | Mace +2 [1d6 B], Spear +2 [1d6/1d8 P] | Spd 30ft | Per: +2 | Saves: Str +0/Dex +1/Con +1/Int +1/Wis +4/Cha +5| Spell save DC: 13| Spell Atk Mod: +5.

Reusing this old alias for OSW's Warlock.

I've got the Tiefling traits, Warlock class abilities and Patron information populated on my sheet, just need to buy/give starting gear and then derive AC, HP etc.

I still don't really understand cantrips, have discussed it a little with GMO and going to try to find the rules for spellcasting to be sure.


Female Tiefling Warlock 1 Darkvision 60' | Resistance to Fire | Spells: Cantrips chill touch, eldritch blast, thaumaturgy; 1st level spells (2/day) burning hands, witch bolt | HP 9/9 | AC 12 | Init +1 | Mace +2 [1d6 B], Spear +2 [1d6/1d8 P] | Spd 30ft | Per: +2 | Saves: Str +0/Dex +1/Con +1/Int +1/Wis +4/Cha +5| Spell save DC: 13| Spell Atk Mod: +5.
Gylwinth of the Crimson Moon wrote:

Wonderful!

So, do we know each others? Gylwinth is very much interested in people and their cultures. She would likely strike a conversation with anyone on the road. Perhaps we aggregated for our travel, in order at least to travel more safely?

GM Obermind wrote:
Your characters may be strangers meeting for the first time on the road, old acquaintances, or anything in between. But we will assume you already know each other, to keep things simple - the degrees of your relationship and its nature are up to you, though.

Although formidably intimidating to *look* at Naia is companionable enough. She would gravitate toward anyone that actually wants to be companionable, within reason. ;)


Gylwinth of the Crimson Moon wrote:
So, do we know each others?

Yes, I would like you to already know each other. The details are up to you of course.


Female Tiefling Warlock 1 Darkvision 60' | Resistance to Fire | Spells: Cantrips chill touch, eldritch blast, thaumaturgy; 1st level spells (2/day) burning hands, witch bolt | HP 9/9 | AC 12 | Init +1 | Mace +2 [1d6 B], Spear +2 [1d6/1d8 P] | Spd 30ft | Per: +2 | Saves: Str +0/Dex +1/Con +1/Int +1/Wis +4/Cha +5| Spell save DC: 13| Spell Atk Mod: +5.

I remember asking this years ago - do you add your proficiency bonus to your AC for Armor you are proficient in?


Nope.


Female Tiefling Warlock 1 Darkvision 60' | Resistance to Fire | Spells: Cantrips chill touch, eldritch blast, thaumaturgy; 1st level spells (2/day) burning hands, witch bolt | HP 9/9 | AC 12 | Init +1 | Mace +2 [1d6 B], Spear +2 [1d6/1d8 P] | Spd 30ft | Per: +2 | Saves: Str +0/Dex +1/Con +1/Int +1/Wis +4/Cha +5| Spell save DC: 13| Spell Atk Mod: +5.

Ok, I think I'm done.

Just one teensy weensy lil detail.

Took the Soldier Background. Now to randomly generate rank!

Thank you Naia for your service!: 1d8 ⇒ 5 Healer. Well. That makes zero sense. Unless she was...a bonesaw....who...used chill touch as an anaesthetic....


Same background as me...lol. I completely forgot to roll rank.

Soldier Rank: 1d8 ⇒ 8

LOL...support staff...that's pretty vague!! Maybe we somehow worked together Darque??


Female Tiefling Warlock 1 Darkvision 60' | Resistance to Fire | Spells: Cantrips chill touch, eldritch blast, thaumaturgy; 1st level spells (2/day) burning hands, witch bolt | HP 9/9 | AC 12 | Init +1 | Mace +2 [1d6 B], Spear +2 [1d6/1d8 P] | Spd 30ft | Per: +2 | Saves: Str +0/Dex +1/Con +1/Int +1/Wis +4/Cha +5| Spell save DC: 13| Spell Atk Mod: +5.

Works for me! Nothing like ex-soldiers on the dodge! Maybe you worked in "Q-stores" - like provisions and supplies! "I can get you anything!!!"


Female Tiefling Warlock 1 Darkvision 60' | Resistance to Fire | Spells: Cantrips chill touch, eldritch blast, thaumaturgy; 1st level spells (2/day) burning hands, witch bolt | HP 9/9 | AC 12 | Init +1 | Mace +2 [1d6 B], Spear +2 [1d6/1d8 P] | Spd 30ft | Per: +2 | Saves: Str +0/Dex +1/Con +1/Int +1/Wis +4/Cha +5| Spell save DC: 13| Spell Atk Mod: +5.

Naia's nickname is...."Doc".

Doc Naia.


haha...very true. I pictured him as coming in and having all those ideas of adventure and glory, then having the reality of the hard work, training and the endless drills and boring guard duty take its toll. After his 4-year initial term of service, he was more than ready to get out. He reached the dizzying heights of Corporal before leaving.


Could not find this page had ro dig!! But I am here and alive!


Female Tiefling Warlock 1 Darkvision 60' | Resistance to Fire | Spells: Cantrips chill touch, eldritch blast, thaumaturgy; 1st level spells (2/day) burning hands, witch bolt | HP 9/9 | AC 12 | Init +1 | Mace +2 [1d6 B], Spear +2 [1d6/1d8 P] | Spd 30ft | Per: +2 | Saves: Str +0/Dex +1/Con +1/Int +1/Wis +4/Cha +5| Spell save DC: 13| Spell Atk Mod: +5.

Naia will call Hallister "Captain".


@Obermind can I have Calligrahphers tools instead of a regular dwarf choice.

As for his reason on the road is to go seek the hidden secrets of rhe north, say an ancient possible dwarf hold or unit lay out there.


Hoffelgar Honeybeard wrote:

@Obermind can I have Calligrahphers tools instead of a regular dwarf choice.

As for his reason on the road is to go seek the hidden secrets of rhe north, say an ancient possible dwarf hold or unit lay out there.

Hey, my suggestion is to check the Guild Artisan background.

Then you can have Calligrapher's tools as part of it ;)


I will keep sage. Works better for my concept. Then Brewers Kit is my tools. And add that as one of his most knowledgeable and research works with Ancient Alcohols and possibly adding unique materials for specific brews. Meaning 3rh level Skilled to get Alchemy, herbalist and Calligraphy!!! Ha ha! Dragons fire, brew made from the fire glands of a Red dragon! Mycon Beer, brewed from the caps of Myconids! He he.


HP 10/10; HD 0/1 | AC 14 | Acr +3 Ath -1 Dec +5 Ins +1 Int +5 Inv +2 Perc +3 Pers +5 SoH +5 Ste +5 | Saves: S -1, D +5, C +2, I +0, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 12; Pins 11; DrkVis | Spd 30' | Spell DC 13 (1: 0/2) |Spell Att +5 | BrdIns 2/3

How about 'Doc,' 'Cap,' and I being part of the same unit then, except I was a reluctant recruit who kept her criminal streak, smuggling rations out of camp.

You two would have been there at my execution and witnessed my lucky surviving, and nicknamed me 'Noose' when we met on the road?


I can give you some more background if you guys want - we'll say those with soldier backgrounds would have served under the Darnagal Militia.

Situated at the northeastern edge of the Plains of Mayfurrow, the coastal town of Darnagal serves as the final stop for trade before the wilderness truly takes hold. It is a town built on a razor's edge, caught in a "perilous neighborhood" between the dangerous Shorsai Forest and the humanoid infested Dragon Hills to the north, and the Great Salt Marsh bogs to the south. To survive, the town is encircled by massive, 10-foot-thick earthen and wooden palisades, and its modest wharves are constantly abuzz with the jockeying of rival merchant houses.

The Darnagal Militia
Because of its location, Darnagal maintains a highly active standing militia of over 100 soldiers. Unlike more ceremonial city guards, the Darnagal militia is a "boots-on-the-ground" force that regularly dispatches units to patrol the Shepherd’s Crook trade route to Glendovel Close in the West, against hobgoblin and gnoll incursions from the Shorsai Forest.

Aaaaand, a VERY crude and not to scale map


Female Tiefling Warlock 1 Darkvision 60' | Resistance to Fire | Spells: Cantrips chill touch, eldritch blast, thaumaturgy; 1st level spells (2/day) burning hands, witch bolt | HP 9/9 | AC 12 | Init +1 | Mace +2 [1d6 B], Spear +2 [1d6/1d8 P] | Spd 30ft | Per: +2 | Saves: Str +0/Dex +1/Con +1/Int +1/Wis +4/Cha +5| Spell save DC: 13| Spell Atk Mod: +5.

Yep. Darnagal Militia works for me.

“Noose” it is for Gylwinth.

Nothing more adventure’y than a band of slightly tarnished ex-soldiers.

And a dwarf. ;)


I like it all...I was thinking he might have been a specialist...like a sapper or something...what do you all think?? Otherwise, I am loving the background and the nicknames!!


Who makes booze to fund his research and spread the word of his god


Hoffelgar Honeybeard....Thats Who!!! I think we will have to start calling you "Heisenberg"...or maybe "Heineken" lol


Male Human

Sapper works for me. I ran a face to face PF2e game for my brother and our boys in which they were a military unit.

I started the Campaign mid-combat with one of them down/injured (randomly determined for the win!) and penned in by a band of gnolls who had the higher ground.

I also gave the party three "bombes" as part of their unit cache.


Critzible, do you see Hoffelgar as engaging in melee or staying back? I ask because I built Gylwinth around Dex, but I could instead focus on Str and melee if needed.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

He is melee. Just unsure if rhe basic dwarven combat lessons actually stuck in his head. He is untested


Critzible wrote:
He is melee. Just unsure if rhe basic dwarven combat lessons actually stuck in his head. He is untested

Ahah! Great. Let's see how it goes ;)


DM / GM / The man behind the curtain

I designed a rogue last night but could make a ranger instead. What would be most useful for the team do you think?


Welcome!

And good question! I don't have any strong feelings but tgat you play something you'll enjoy.


Welcome!

And good question! I don't have any strong feelings but that you play something you'll enjoy.


Female Tiefling Warlock 1 Darkvision 60' | Resistance to Fire | Spells: Cantrips chill touch, eldritch blast, thaumaturgy; 1st level spells (2/day) burning hands, witch bolt | HP 9/9 | AC 12 | Init +1 | Mace +2 [1d6 B], Spear +2 [1d6/1d8 P] | Spd 30ft | Per: +2 | Saves: Str +0/Dex +1/Con +1/Int +1/Wis +4/Cha +5| Spell save DC: 13| Spell Atk Mod: +5.

I always tell people to play whatever they want. It breaks verisimilitude if the "totally balanced party" with "all the roles covered" just happens to meet up and go "adventuring".

Ultimately, clever teamwork will ensure survival far more than white room adherence to "balanced party composition".


Likewise I do not have a preference Ironperenti.

And I can add I will be introducing the possibility of finding hirelings and so forth. Depending on their availability of course. I know it is not usual in a 5e game, but I am an old grognard like that.


Female Tiefling Warlock 1 Darkvision 60' | Resistance to Fire | Spells: Cantrips chill touch, eldritch blast, thaumaturgy; 1st level spells (2/day) burning hands, witch bolt | HP 9/9 | AC 12 | Init +1 | Mace +2 [1d6 B], Spear +2 [1d6/1d8 P] | Spd 30ft | Per: +2 | Saves: Str +0/Dex +1/Con +1/Int +1/Wis +4/Cha +5| Spell save DC: 13| Spell Atk Mod: +5.

And if we live long enough to reach somewhere to hire them...


:D


DM / GM / The man behind the curtain

Alrighty then. I have a rogue built out so that's what I'll go with. Let me put it in a profile.


Quick clarification: Is Hal's inspiration coming from Gylwinth's bardic inspiration? I ask for two reasons: 1) I had given it to Hoff (not a big deal); and 2) the use of bardic inspiration can be decided after the roll but before the result (so Hal might have wanted to keep the inspiration. Not a big deal for me, but granting and keeping track of those inspirations can be a pain.

Same for guidance I guess. Perhaps we can agree on a way to handle those? Also, do they stack?!

Silver Crusade

Skills:
Acrobatics 9 Athletics 2 Investigation 4 Nature 4 Perception 2 Sleight of Hand 5 Stealth 5 Thieves tools 5
NG Elf Rogue 1; HP 12/12 AC 14; Saves S 0 D 5 C 2 I 4 W 0 Ch 0; Current Effects:

Here it is, a rogue for all to love. Cuthalian was a sailor, maybe a Marine for a little bit so maybe ran into the soldier types during a transport mission? The commission aboard ship ran out so he went ashore to seek his fortune with you lot perhaps?

Slowly pulling all of the pathfinder stuff off of him.


Looks good!
You guys could have easily met in Darnagal, since 'its modest wharves are constantly abuzz with the jockeying of rival merchant houses.


Should Cuthalian join the current encounter than?


Sure! Why not?
We can say he was with Naia, and take it from there.
Cuthalian, you can post actions for this round if you want.

Current situation this round is something like:

Goblins
.
150'
.
Gylwinth (tried to signal Halister and Hoffelgar tto wait but was ignored)
Halister (will advance 60' toward goblins)
Hoffelgar (will advance 20' toward goblins)
.
100'
.
Naia (still needs to declare actions)
Cuthalian (still needs to declare actions)


Seeing that Hal is advancing. Would Gylwinth be able to dash as well?


I would say no dash, because your actions and intentions were different, to get them to hide and wait, etc.

But you can move up to your speed if you want.


Ok, thanks.


Male Human

Hey guys, have had a couple near-mortality events in my family over the past couple weeks/days so I’m pulling out before I get too far in or any more strung out. Take care and love your peeps at all times, cherish all the moments you have!


Ah, so sorry to hear. Take good care of you and your loved ones!


Very sorry to hear that OSW - take care of yourself and your family.


Really sorry to see you leave OSW!! Take care and best of luck!!


Hoffelgar Honeybeard wrote:
he is gonna do a Cure Wounds spell as well as get in for great crossbow range.

Mind clarifying a bit your movement and actions for me Hoffelgar?

What exactly do you mean by dashing forward + casting CLW + getting within range?

You are currently 20' from Halister and 110' from the goblins (see my theater of the Mind diagram here. Your move is 20', and your dash is 40'. So:

- If you move 20' and cast CLW on Halister this round, firing your crossbow in the next round will still be at a disadvantage because you will be 90' from the goblins, and the range of your crossbow is 80'/320'. Unless on the next round you move first, then fire;

- If you dash this round it takes up all you actions (no CLW), you get within 70' of the goblins, can fire next round without disadvantage, but you will have overtaken Halister (he is still 90' away from the goblins, and will be 20' back from you);

- Last but not least, you can move 20', stand next to Halister and fire your crossbow with disadvantage.[/ooc]

Let me know what is your decision :)


I would have to dash to get to him. he is still too far away. So dash, and then next round, Cure.

Never mind so 20 Feet. Then Cure that should work I'll update.


Gotcha critzible - thanks!

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