A Fistful of Coppers: Treasure of the Phandelver Mine

Game Master Loup Blanc

A Western take on classic fantasy.


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Male Human Paladin (Oath of Vengeance) 3 | HP: 23/28 | AC: 15 | Init: +2 | Perception: +2 | Lay on Hands: 0/10

Even if they're not planning to come back and kill us, they're at least going to fortify their position and be ready if we keep exploring. Which still means we need to be ready for more fighting ahead. There's a fair chance there's more than goblins in here, possibly another bugbear or something similar.


How long is a short rest, five minutes? I vote we try and rest up before heading back into the thick of it, or we're gonna start losing party members.


My apologies that I didn't update today--I went to a parade this afternoon to support my younger sister, who's in the local high school marching band, and then had an unexpected but enjoyable event tonight where I ran a session of D&D for my younger brother and his friends, most of whom were first-timers. Very fun, and I'm always happy to help introduce people to the hobby if they're interested, but obviously time-consuming and a tad draining. My schedule is wide open tomorrow, as far as I know, though, so I'll update then!


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None
Drake Wills; "The Wendigo" wrote:
How long is a short rest, five minutes? I vote we try and rest up before heading back into the thick of it, or we're gonna start losing party members.

Traditionally a short rest lasts an hour in 5e.


Yep, an hour. Sorry I didn't post that sooner, I lost track of what was waiting to happen in this game. I'm not super strict on time being spent on the rest, but no matter what it is a significant breather that takes some time to do, and it's interrupted by combat. That in mind, are you guys hunkering down and hoping Dom comes to, or pressing forward, or heading back out of the cave, or what?


For some reason I thought it was shorter than that... I may be remembering short rests from 4E? I feel like I might be. I've forgotten almost everything I knew about that game. Anyway, if it's an hour I'd like to spend a healing surge and rest, but that'll make it harder for us farther in. Still, it might be worth it to ensure we don't all get killed running in now.


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Personally, I'm ok with you guys just hiding Dom and moving forward.


Well, right now I'm also down I think 5 HP, and Jed is at 1. I'm not sure if Simon got injured, but none of us are in very good shape at the moment. So I feel it's a better idea to spend our healing surge, I think the question is do we wait until it recharges, or do we forge ahead?


Male Human Commoner 2/ Philosopher 2/ Gamer 5/ Writer 5

Well do keep in mind that resting doesn't necessarily mean sleeping, and you can keep watch while resting in hopes of finishing up, but also ready to defend yourselves if need be. I'm not going to screw you over for wanting to rest by having you ambushed during it or something.

Also, do keep in mind you're in a chamber full of random equipment and boxes and stuff--setting up some sort of barricade for extra defense wouldn't be difficult to do at all.


Are people still here? It's been almost two weeks since a post, with Drake asking a question and no real decision reached on what to do.


HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2

oops, sorry.

Resting is best, let's get Dom back on his feet, put up some barricades with the boxes.

Simon's not hurt, so he'll keep scouting down that cave so we're not taken unawares.


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

I agree with this plan.


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Sorry for the delay. Death in the family. Will post momentarily.


Oof, no problem, man. Take care.


HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2

Ah, sorry for your loss Dom...my condolences.

I forgot we were using healing surge, but would Siann be able to use it, she was knocked to 0.


Male Human Paladin (Oath of Vengeance) 3 | HP: 23/28 | AC: 15 | Init: +2 | Perception: +2 | Lay on Hands: 0/10

I probably should have said this earlier, but you have my condolences as well.


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Thank you, all.

Sooo... Chaotic Neutral Trickery Domain Cleric who is a gambler and worships Lady Luck. I could use an Ace of Spades as a holy symbol. :-)

And honestly no worries, DM. TPKs happen sometimes.


My condolences. I've had a lot of that in the past couple years, I know it isn't easy.

As for the combat, that point of Inspiration might be a good idea to spend this round Dom, if you're not too keen on dying in this fight at any rate. I have an idea that might get us out of combat so we can save the others, but it'll probably work better if you can put down your goblin as well. I'm hoping that regardless, no one actually has to die. Unfortunately, it means touching on Drake's backstory a little more and a little sooner than I intended, but that's what makes it all fun.

GM, I shot you a message about what I'm doing narrative-wise, at any rate. If it doesn't work it doesn't work, but I figured I'd give it a shot.


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Looking forward to level 2. Are we rolling for HP or taking the average?


As far as I know, you actually take the better of the two for HP every level. I could be wrong though.


Seeing as we've had a bit of a rough start, I'm actually going to go ahead and give you guys maximum Hit Points for the next level, at least. In-combat healing for everyone is helpful, but it takes an action and it's a Hit Die roll, so it may not save you every time; this way you've got a larger pool overall to rely on.

Depending on how things go I'll have you start rolling/taking average (whichever is better) at 3rd or 4th level, most likely. Danger is one thing, but TPKs are another entirely, and you'll soon be facing enemies that won't hesitate to put you down for good.


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

I finished leveling my sheet, but I won't touch my stat line until we take a rest.


Male Human Paladin (Oath of Vengeance) 3 | HP: 23/28 | AC: 15 | Init: +2 | Perception: +2 | Lay on Hands: 0/10

Alright, I think I'm leveled. 5e is so quick about that. I need to pick spells, but logically that should wait until we can get a long rest so I'm not worried about it immediately.


Just dropping this in Discussion for all the games I'm running: Much as I'd love to break my horrible pacing and post in here, finals are taking up a ton of my time between writing essays, putting together portfolios, and studying for exams. I sincerely hope to have time to post on Wednesday, but it's not very likely; Thursday is probably the best bet, since I'll be done by then and heading home for winter break. Hopefully you can all hang in until that point!

(Meanwhile, I love the RP going on.)


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

No, prob.


HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2

Merry Christmas , everyone!
Enjoy your family, food, friends and fun!


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Sorry, guys. Flu wackiness plus holidays has kind of left me strung out. I will get back to posting on Saturday. Sorry again.


HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2

Happy New Year, Everyone!
May all your endeavours in the new annum go enormously well!


To both Dom and Simon: I don't know if you're interested, but I'm running a round of recruitment for my Kingmaker game here on the boards. Both our fine GM and Jed are both in the game, figured I'd give you the heads up if you're interested in the AP.


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Appreciate the offer, Jed, but i just started GMing a new game myself. So i won't have the time.

GM, will the two-weapon foghting style allow me to add my proficiency to my attacks without aiming? I ak since an offhand attack is a bonus action.


Domingo Santana wrote:
GM, will the two-weapon fighting style allow me to add my proficiency to my attacks without aiming? I ak since an offhand attack is a bonus action.

No, it does not. That's the trade-off of two-weapon fighting versus using one firearm or dual-wielding with Shootist: accuracy of individual shots versus how much damage you're putting out.


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

That's what I figured. Just wanted to be sure.


HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2
Drake Wills; "The Wendigo" wrote:
To both Dom and Simon: I don't know if you're interested, but I'm running a round of recruitment for my Kingmaker game here on the boards. Both our fine GM and Jed are both in the game, figured I'd give you the heads up if you're interested in the AP.

Already in a long running Kingmaker, so I won't be applying for that one...will be though for your Shadowrunner recruitment :)


By the way, all, I had an idea for a houserule for this game that seems fitting and may be useful in the next part of the adventure (and beyond). Take a look and let me know what you think; personally I think it's pretty well-balanced and fitting for D&D5E, and very fitting for this game's setting and theme, but I might have overlooked something. (I do know it's very good for rogues since it gets them a nearly-guaranteed sneak attack, but since that only works 1/round I don't think it's too much.)

Going For Your Guns:
In Westerns, it's a very familiar sight to see a pair of duelists square off against each other, whether at high noon in the street, or smoking cigars in the saloon. There's usually some preamble beforehand, tense conversation that everybody knows won't last, and then one hombre goes for his pistol and the trouble starts. Oftentimes the guy who draws first can get off the first shot, and put an end to things before they even start--but if the other fellow's faster, it can spell a quick end for the hasty gunslinger.

In D&D, though, there's no real benefit for doing that, and it can be hard to adjudicate how this should work. If both parties are able and ready, there clearly isn't cause for a surprise round. But shouldn't there be some benefit to declaring you draw your pistol and fire? As a hero, shouldn't you get some bonus for starting the fight? It's a real shame when you have a nice buildup to a fight, declare you draw, and the other guys beat you in initiative. Sure, it happens sometimes, but what about getting a leg up?

Whenever you're about to instigate a conflict, but the situation doesn't qualify for a surprise round, you can elect to go for your guns. By doing so, you gain Advantage on the Initiative check, rolling twice and taking the better result as usual. Additionally, you gain Advantage on any attacks you make against targets who haven't yet acted in the combat. In a square-off duel, then, you'd gain Advantage on every attack you make in the first round against your poor opponent.

Here's the catch, though: if you're overhasty with the draw against a tougher hombre, you're apt to leave yourself open. Any attacks made against you before you act also gain Advantage. This is usually caused by someone beating you in Initiative--less likely, since you have Advantage on the roll, but when it happens, it's deep trouble.

Enemies never go for their guns, only Player Characters. In a group of PCs, any, all, or none of them may elect to go for their guns when the opportunity arises. Finally, despite the name of this rule, any weapon can be used for the attacks, even unarmed strikes.


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

I like it. Fits the theme of the game very well.


I dig it... in fact, I dig it a lot.

I may just use it now, in fact.


HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2

Huh, forgot to level up :)

Blanc, i need a ruling.
My marial arts ability allows me to gain a bonus unarmed attack when using a unarmed attack or monk weapon.

Using Ki , I can use Flurry of Blows which gives me two unarmed attacks as a bonus action when taking the Attack action.

If I use Flurry of Blows, does it stack with the Martial Arts ability?


No, you do not; they're both separate bonus actions. The idea of Flurry of Blows is to gain an additional attack on top of the usual--same idea as Pathfinder. You can always get the single extra attack (assuming you don't use your bonus action for something else), or you can spend ki to get two. They do each (individually) stack with the Extra Attack feature you get at 5th level, though.

Now, I don't know off the top of my head, but if you pick up a way to get an extra bonus action in a round, then you could theoretically use both (or even use one twice).


HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2

OK good to know. Thanks


Drake is currently down 8 HP, which would drain you of most of your Lay on Hands, Jed. OOC I'd actually prefer to take a breather and figure out a plan of attack for their hideout based on what knowledge we already have, and since we killed all of them at the Sleeping Giant it's not like they'll know we're coming. However, in character Drake's angry and already kind of bloodthirsty, so he'd rather get it done with.


Male Human Paladin (Oath of Vengeance) 3 | HP: 23/28 | AC: 15 | Init: +2 | Perception: +2 | Lay on Hands: 0/10

Realistically, taking a short rest and making a plan is a much better option. Jed's just not a very calm guy either.


Posting here because I don't really have an in-game update:

Re: Siann--The Redbrands are carrying a revolver each, with a reload worth of extra cartridges on their gunbelts. Two of them had knives. They weren't carrying much cash--either they'd spent it in the saloon or else didn't need to pay--totals three dollars in coins and one bill. I will comment, though, that looting (at least in the street in broad daylight) is considered a crime--even when the corpse belongs to a known bandit you gunned down yourself. Siann would know this even from her relatively short time in the area, so if you want to take that back that's fine.

Re: Plans--Short rest or no? Sounds like the players think it'd be the best move, but the characters aren't so concerned, more focused on taking down the Redbrands as soon as they can. I will say that I allow taking a short rest while engaging in light activity that isn't stressful or too intense. You could follow up on leads, for example, although combat would interrupt you if it breaks out.


Just to clarify a potential plan: The other boy who actually knew something was Carp, who you've been told lives on Alderleaf Farm in the southeast of town. Either way it's investigating in town and taking a short rest, just figured I'd point out the detail.


Yeah, that's what I was thinking. I forgot if the kid we met was the one who found something, or if he just knew another kid who had an idea about what was going on. Also, Drake will spend his Second Wind (the other one, not the one I get as a Fighter) before the rest, so that both my healing abilities are restored by the end of it (I think).

Second Wind: 1d10 + 3 ⇒ (10) + 3 = 13

So, Drake is back to full HP and will be ready for a fight when we find the Redbrands' hideout. Also, I regain my spell slot over the short rest as well.


Guys, do we wanna go talk to the kid on Alderleaf Farm? That was my plan, everyone okay with that?


Male Human Paladin (Oath of Vengeance) 3 | HP: 23/28 | AC: 15 | Init: +2 | Perception: +2 | Lay on Hands: 0/10

Yeah, that sounds like the best plan.

Hit Die: 1d10 + 1 ⇒ (4) + 1 = 5


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Oh, sorry. Yes. Let's do that.


HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2

Yup. Good plan


Hi, I'm JDPhipps's girlfriend. He's in the hospital right now and has no access to a computer, but he will be out sometime tomorrow and can post then.


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

I hope he feels better soon. Best wishes.

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