Adventure Ensues! (Inactive)

Game Master Jiggy

Current location: Eastern Ruins (northeast area, ziggurat, tier 1)
Day 9 (early afternoon)
Weather: Fair
XP — 2297/2700


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Gordon Lightfoot, Hero wrote:
We should probably spend some on rations too (or can us survivalists forage indefinitely?).

If memory serves, Leifa can feed you all indefinitely. That is, unless she's unable to forage for some reason (time pressure, KO'd until morning, setting is too barren, trying to feed additional NPCs, etc). So, probably good to have some rations on hand, but the bulk of your food needs can be met by Leifa's "outlander" background.


Just embarking on twenty hours of travel. Don't wait for me - I packed a PH, so I'll do some levelling in transit and update my profile in a day or so.

One potion for now would be my suggestion...


I'm going to be out of town this weekend, so I might not post on Saturday or Sunday. In the meantime, everybody make sure you finish leveling and be sure to decide where you're going next (for example, there was talk of visiting ruins, but you know of three different sites) so that we can jump right into the next leg of this adventure when I'm back. Thanks!


Male Wood Elf Cleric 3 (life domain) - HP (0/21) AC 17(19) Init +3 Perc +5 Str +2 Dex +2 Con +1 Int +0 Wis +5 Cha +1

The more I think about it, the more I think we should just get the one potion. I think I'm going to need to save up for some better armor, given Gordon and Layali are best suited to hanging back.


Male Wood Elf Cleric 3 (life domain) - HP (0/21) AC 17(19) Init +3 Perc +5 Str +2 Dex +2 Con +1 Int +0 Wis +5 Cha +1

I'm away from my books atm. As I understand things I can choose to control my mount (which will then move as I direct and has a limited number of actions - like dodge and dash). Dismounting takes half my personal movement, but does assigning an action to my mount take my action?

That is - I'd like to get my horse to dash (closing the 100 feet) then dismount (using half my move) and attack a goblin (drawing my sword as the "free" action of my turn). That feels like a lot going on though.

would someone mind summarising the mounted rules for me?


Male Halfling Ranger 3 - HP (8/28) AC 16 - Perc. 14 - S +2/D +6/Co +2/I +1/W +2/Ch -1 (Lucky) (Adv: psn, fear) (Resist: psn)- HD 3/3

The animal companion rules for the Ranger says that it requires an action to command an animal to take an action, but not to have it simply move. No mentions of actions in the Mounted Combat section.


Male Wood Elf Cleric 3 (life domain) - HP (0/21) AC 17(19) Init +3 Perc +5 Str +2 Dex +2 Con +1 Int +0 Wis +5 Cha +1

In the PH somewhere it says a controlled mount can take a limited set of actions (I remember dodge and dash are included but attack isn't). It seemed to me that doing so should probably take an action, but I don't remember the details.


Male Halfling Ranger 3 - HP (8/28) AC 16 - Perc. 14 - S +2/D +6/Co +2/I +1/W +2/Ch -1 (Lucky) (Adv: psn, fear) (Resist: psn)- HD 3/3

You're limited to Dash, Dodge, and Disengage. If a Ranger has to spend an action to get his AC to do that, I don't think you're going to get a better deal on a mundane mount.


I didn't see anything about using your own actions to direct your mount, but the mount's only actions are Dash, Disengage, and Dodge (if memory serves).


Male Wood Elf Cleric 3 (life domain) - HP (0/21) AC 17(19) Init +3 Perc +5 Str +2 Dex +2 Con +1 Int +0 Wis +5 Cha +1

Ah, disengage.thanks. I thought there was a third one.

Yeah, I don't think it should be free - I just wondered what the rule was (I'm on holiday and away from my books).


I'm okay with people using movement-only mounts without spending any of their own actions or movement.


So, I've been pondering how to do Advantage and Disadvantage rolls elegantly, and I think I've come up with a way I like. Note the ambushing goblins' attack rolls: an unmodified pair of d20s, with a note that says "(ADV+5)". This means that it's Advantage, so you look at the higher of the two dice, then their modifier to the roll is +5.

How does that sound to everyone?


Male Halfling Ranger 3 - HP (8/28) AC 16 - Perc. 14 - S +2/D +6/Co +2/I +1/W +2/Ch -1 (Lucky) (Adv: psn, fear) (Resist: psn)- HD 3/3

Looks fine to me. Bastard.

Arrow Recovery from before: 1d2 - 1 ⇒ (1) - 1 = 0


Female Tiefling Sorceress 3 AC 15 HP 7/20 Init +2 Pass Perception 11 Saves: Str -1 Dex +2 Con +4 Int +2 Wis +0 Ch +6 Sorcery Points 2/3

Seems legit.


Hmmm, looks like there was a little confusion on the terrain. I was originally picturing that the path to the goblins started with 15ft of slope, followed by 25ft of level ground. Seems that my description could also have been interpreted in the reverse (25ft of low-ground followed by 15ft of slope). To keep from having to backtrack, we'll just say that because of various outcroppings and recesses, both versions exist. Fight's almost over anyway, no big deal. :)

Also, Gordon, did you mean to put DISadvantage on that shot?


Male Halfling Ranger 3 - HP (8/28) AC 16 - Perc. 14 - S +2/D +6/Co +2/I +1/W +2/Ch -1 (Lucky) (Adv: psn, fear) (Resist: psn)- HD 3/3
GM Jiggy wrote:

Hmmm, looks like there was a little confusion on the terrain. I was originally picturing that the path to the goblins started with 15ft of slope, followed by 25ft of level ground. Seems that my description could also have been interpreted in the reverse (25ft of low-ground followed by 15ft of slope). To keep from having to backtrack, we'll just say that because of various outcroppings and recesses, both versions exist. Fight's almost over anyway, no big deal. :)

Also, Gordon, did you mean to put DISadvantage on that shot?

Whoops, yeah. That's how I calculated it; I just wrote it wrong.


Male Wood Elf Cleric 3 (life domain) - HP (0/21) AC 17(19) Init +3 Perc +5 Str +2 Dex +2 Con +1 Int +0 Wis +5 Cha +1

I seem to have miscalculated hit point totals.im afraid my channel can only heal you up to ten hp, Gordon not 14. Looks like I wasted some - sorry about that. :(


Male Halfling Ranger 3 - HP (8/28) AC 16 - Perc. 14 - S +2/D +6/Co +2/I +1/W +2/Ch -1 (Lucky) (Adv: psn, fear) (Resist: psn)- HD 3/3

I was only down to 11 to start with. You said I was healed 3...


Male Wood Elf Cleric 3 (life domain) - HP (0/21) AC 17(19) Init +3 Perc +5 Str +2 Dex +2 Con +1 Int +0 Wis +5 Cha +1

Yeah, I miscalculated (I thought you were on seven so I "allocated" you three - my channel divinity can only heal the very wounded and only up to half their maximum).


Female Tiefling Sorceress 3 AC 15 HP 7/20 Init +2 Pass Perception 11 Saves: Str -1 Dex +2 Con +4 Int +2 Wis +0 Ch +6 Sorcery Points 2/3

GM Jiggy, based on your reading of Thaumatury do you believe I could have 3 instances of the spell active all with the same effect, or do the 3 instances of the spell each need to be doing a separate effect?

Ideally Layali would like to use 3 instances of the spell to dim the flames on 3 of the 4 buildings to buy the bucket brigade more time...


Male Wood Elf Cleric 3 (life domain) - HP (0/21) AC 17(19) Init +3 Perc +5 Str +2 Dex +2 Con +1 Int +0 Wis +5 Cha +1

Did we ever finalise what happened with our reward? Did we buy one healing potion and split the rest?


Layali Amani wrote:

GM Jiggy, based on your reading of Thaumatury do you believe I could have 3 instances of the spell active all with the same effect, or do the 3 instances of the spell each need to be doing a separate effect?

Ideally Layali would like to use 3 instances of the spell to dim the flames on 3 of the 4 buildings to buy the bucket brigade more time...

I don't think there's any such restriction; you could totally have three of the same effect running. As for dimming the flames, I think that's actually referring to just the amount of light emitted (note how it's listed alongside brightening). Even so, I like the idea, so I'll allow CHA checks (not saves) to see just how well you can push the limits of your magic. Make one check per building for now, and note which building is getting which check.


Female Tiefling Sorceress 3 AC 15 HP 7/20 Init +2 Pass Perception 11 Saves: Str -1 Dex +2 Con +4 Int +2 Wis +0 Ch +6 Sorcery Points 2/3

I wanted to give you guys a heads up, this week and next might be a little crazy/spotty for me. I am going to try my best to at least post daily, but this week I am doing single dad duty and next week I am going on vacation to Spain. I should have regular access once I arrive in Madrid to post daily at least, but just a heads up on some impending turbulence :) Thanks!

BTW - GM Jiggy: I am loving this so far and having a lot of fun!


Layali Amani wrote:
BTW - GM Jiggy: I am loving this so far and having a lot of fun!

Glad to hear it!


The walk-and-talk with Chela (and any dialogues stemming therefrom) will be long enough that we'll call it a short rest, so go ahead and consider that done. Roll any HD here in Discussion (remember to add your CON mod, and also remember that you can roll one and see the result before deciding whether to roll the second).


Male Halfling Ranger 3 - HP (8/28) AC 16 - Perc. 14 - S +2/D +6/Co +2/I +1/W +2/Ch -1 (Lucky) (Adv: psn, fear) (Resist: psn)- HD 3/3

Hit Die: 1d10 + 2 ⇒ (4) + 2 = 6

Eh, good enough


Init +3 | HP 24/24 | AC 16 | Ki 0/3 | S+3/D+5/C+2/I+0/W+3/C-1 | Perc +5 | Ins +3

Hit Die: 1d8 + 1 ⇒ (5) + 1 = 6


Male Wood Elf Cleric 3 (life domain) - HP (0/21) AC 17(19) Init +3 Perc +5 Str +2 Dex +2 Con +1 Int +0 Wis +5 Cha +1

No hit die spent for me, but the break will replenish my channel divinity feature.


Female Tiefling Sorceress 3 AC 15 HP 7/20 Init +2 Pass Perception 11 Saves: Str -1 Dex +2 Con +4 Int +2 Wis +0 Ch +6 Sorcery Points 2/3

I'll probably regret it if I don't...

1d6 + 2 ⇒ (4) + 2 = 6


Male Wood Elf Cleric 3 (life domain) - HP (0/21) AC 17(19) Init +3 Perc +5 Str +2 Dex +2 Con +1 Int +0 Wis +5 Cha +1

Thanks for the pm, Jiggy.

Just to let the rest of you know - I've been in transit the last thirty hours or so and my Ipad decided not to connect to Wifi, so my posting was somewhat haphazard as I snatched a moment or two in the various lounges. Now I'm back at work and face a bit of a backlog. I should be back to posting more regularly in the next 24 hours.

Sorry for the abrupt cessation - I kept thinking it was about to clear up...

Cheers


Female Tiefling Sorceress 3 AC 15 HP 7/20 Init +2 Pass Perception 11 Saves: Str -1 Dex +2 Con +4 Int +2 Wis +0 Ch +6 Sorcery Points 2/3

I am going to go ahead and call it till Monday for me at this point. I have to pack and travel today and tomorrow, arriving in Madrid on Sunday morning. So realistically I won't be doing much before Monday morning. Have a great weekend everyone!


Have a safe trip! Given we just started a climactic battle, I'll pilot Layali for the time being.


Man, next time we have group combat, I've gotta come up with a plan that involves fewer dice. :/


Wow awesome Epic Combat! Well done Jiggy. That must be taking some work. :)


Male Halfling Ranger 3 - HP (8/28) AC 16 - Perc. 14 - S +2/D +6/Co +2/I +1/W +2/Ch -1 (Lucky) (Adv: psn, fear) (Resist: psn)- HD 3/3

Curses! I'd hoped we'd level to 3 after that epic fight. But surely between that and the previous attack, the villagers all leveled up to 2, and don't need us anymore, right?


So, I'm not finding anything in the PHB for how to identify magic items, other than the identify spell. So I think what we'll do is (unless you do simply cast identify) allow an Arcana check in conjunction with a casting of detect magic. The DC will vary with the item. If you fail, the same person can't try again until you level (or they just decide to cast identify).

Sound reasonable?

Oh, also, rules for sundering from here on out: I'm thinking the AC for a carried or worn item will be 10 plus the wielder's DEX save bonus. HP will vary by item, meaning I'll just be making it up as I go. ;)

Sound reasonable?


Female Tiefling Sorceress 3 AC 15 HP 7/20 Init +2 Pass Perception 11 Saves: Str -1 Dex +2 Con +4 Int +2 Wis +0 Ch +6 Sorcery Points 2/3

Sorry, I don´t have my books or access to my pdfs at the moment but I thought you automatically identified magic iteams after a long short rest. It´d be in the DMG I think. Your purposed solution seems reasonable though.


Hey, that works. We'll go with that. Spend an hour of downtime examining an item, and POOF! you know what it is. Good enough for me.


Male Halfling Ranger 3 - HP (8/28) AC 16 - Perc. 14 - S +2/D +6/Co +2/I +1/W +2/Ch -1 (Lucky) (Adv: psn, fear) (Resist: psn)- HD 3/3

Arrow recovery: 1d6 - 1 ⇒ (5) - 1 = 4


I'll go ahead and post what the scepter is here. Just remember that you guys don't know until you've spent at least a short rest.

Chromatic Scepter
This scepter enables a spellcaster to channel their power into an elemental blast, acting as the chromatic orb spell. The scepter serves as the material component, and pointing it in the direction of the target serves as the somatic component. The scepter supplies no power of its own; the wielder must expend their own spell slots, just as if they were casting the spell themselves. However, the wielder need not have chromatic orb as a spell prepared or known, or even on their class spell list. If you have spell slots, you can use them to cast chromatic orb from this scepter.


Male Wood Elf Cleric 3 (life domain) - HP (0/21) AC 17(19) Init +3 Perc +5 Str +2 Dex +2 Con +1 Int +0 Wis +5 Cha +1

If nobody has any objection, I'm going to claim one of the breastplates. Nathadriel is getting up close and personal more than I'd anticipated..


Weather: 3d10 ⇒ (2, 4, 2) = 8


Male Halfling Ranger 3 - HP (8/28) AC 16 - Perc. 14 - S +2/D +6/Co +2/I +1/W +2/Ch -1 (Lucky) (Adv: psn, fear) (Resist: psn)- HD 3/3

Can we pick a fight before we leave, just to get that last bit of XP before level 3?


Female Tiefling Sorceress 3 AC 15 HP 7/20 Init +2 Pass Perception 11 Saves: Str -1 Dex +2 Con +4 Int +2 Wis +0 Ch +6 Sorcery Points 2/3

We could have hunted down the winged things that displaced the goblins :)

I am officially back to normal posting as well.


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I'm sure killing Gordon would be enough to get the rest of the party up to 3rd level.

Just kidding. Don't kill Gordon. That's my job.

Anyway, don't worry. Even if there's no XP between now and the eastern ruins, that's a big enough area that you'll probably be camping out at least once before finishing, so you'll have leveled before it's done. You'll just have to face your first challenge or two at 2nd instead of 3rd, that's all.

Weather: 3d10 ⇒ (5, 9, 10) = 24


Hey guys, I want to implement a new houserule, unless someone objects. (Though I doubt anyone will, because it's a strict upgrade for you guys.)

I don't like how you can never learn new skill proficiencies. Therefore, my idea is this:

• Each time you level up, you can make an INT check to make progress toward learning a new skill. The DC is 8 if the skill you're trying to learn is on your class's skill list, or 12 if it's not.

• As soon as you make your third successful check for a given skill, you become proficient in that skill.

So unless someone has an objection, go ahead and retroactively roll (here in Discussion) your INT checks from having leveled up to 2nd earlier.


Male Halfling Ranger 3 - HP (8/28) AC 16 - Perc. 14 - S +2/D +6/Co +2/I +1/W +2/Ch -1 (Lucky) (Adv: psn, fear) (Resist: psn)- HD 3/3

Cool. I'll try for Stealth.

Int for Stealth proficiency: 1d20 + 1 ⇒ (11) + 1 = 12

-Posted with Wayfinder

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

So, on further reflection, I like being able to pick up more skill proficiencies, but I don't like my character progression being dependent on die rolls (that's why we don't roll for hp anymore, after all).

How about something like this:

Every level, you get 2+Int mod "learning points" to apply toward gaining proficiency in a skill or tool. Tools and class skills take 10 points to earn proficiency, while cross-class skills take 15. Each subsequent proficiency costs 2 more.

So a 8-Int character can still gain one proficiency eventually. A 10 Int character could gain a couple at 6 and 12. My 12-Int ranger could pick up the rest of his class skills at 5, 9, and 13, plus a cross-class skill at 20. And so on.

What do you think?


I'm with you on not having central aspects of your character progression, such as HP, be dependent on dice. But since this is something extra in the first place, such that nobody's gimped if they have bad rolls, I don't think it's really an issue.


Male Wood Elf Cleric 3 (life domain) - HP (0/21) AC 17(19) Init +3 Perc +5 Str +2 Dex +2 Con +1 Int +0 Wis +5 Cha +1

Do you think it would have been possible to cast guidance on myself before making the "Prepare Lakeleaf Wisdom (Medicine)" check?

It's a touch, 1 minute/concentration spell which grants the target +1d4 on their next ability check. It seems to me I would be able to concentrate on a spell and make an ability check (since I can concentrate on a spell and fight or cast other non-concentration spells). However, I figured this specific check would take more than a minute, so didnt use it. I'd be interested to know what you thought, Jiggy for future reference?

Also, in case it comes up, if anyone finds themselves about to make an ability check that takes less than a minute - Nathadriel can cast guidance at will, so feel free to 'write that in' if it's useful.

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