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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Nathadriel wrote:

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.

You can definitely make ability checks while concentrating on a spell; otherwise, guidance doesn't really do anything. As for this particular case, I'd have let you have it, but you rolled well enough without it anyway. :)


Weather: 3d10 ⇒ (1, 6, 1) = 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

Leveled


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

Level 2 Int check for Stealth Prof.: 1d20 + 1 ⇒ (16) + 1 = 17 vs DC 12
Level 3 Int check for Stealth Prof.: 1d20 + 1 ⇒ (12) + 1 = 13 vs DC 12

Leveled.


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

Stealth Prof.: 1d20 + 1 ⇒ (4) + 1 = 5 vs. 8

Curses!


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
GM Jiggy wrote:
Nathadriel wrote:

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.

You can definitely make ability checks while concentrating on a spell; otherwise, guidance doesn't really do anything.

I guess I wondered whether it was intended for other people. I think I get a bit hung up on the "concentration" terminology though - I need to remember it's just a game-term not a real thing.


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

Levelled - it now turns out I can suddenly heal diseases with a touch. Should have thought of that last night! :)

Intelligence checks for Insight skill (DC - 8):
Level One: 1d20 + 0 ⇒ (1) + 0 = 1
Level Two: 1d20 + 0 ⇒ (18) + 0 = 18

1 out of 3 successes towards gaining proficiency with insight.


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

Working on picking up Nature (DC 12).
INT: 1d20 + 0 ⇒ (17) + 0 = 17
INT: 1d20 + 0 ⇒ (12) + 0 = 12
Woo! Two successes.


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

With the addition of the Extended metamagic at level 3, I am going to take to casting mage armor at the start of the day every day, consuming 1 1st level spell slot and 1 sorcery point to keep the spell for 16 hours and boosting my AC to 14.

Wild Magic Surge: 1d20 ⇒ 15


Why won't my weather roll stick?


Weather: 3d10 ⇒ (4, 8, 4) = 16

Ah, there it goes. Weird.


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 can't remember - do I make my poison save at the start or end of my turn?


I'm actually not sure for 5E, but I picked the effects of this poison with the idea it would be at the end of your turn. If it were at the beginning, then the damage would be extra nasty while the first round of the debuff would be meaningless. So at least for this one, we'll go with end of turn.


Cheers.


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: 1d2 - 1 ⇒ (2) - 1 = 1


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

hitdice: 1d8 + 1 ⇒ (1) + 1 = 2
hd: 1d8 + 1 ⇒ (4) + 1 = 5


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

hitdice: 1d8 + 1 ⇒ (8) + 1 = 9


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 ⇒ (3) - 1 = 2


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

Hit Die: 1d8 + 1 ⇒ (3) + 1 = 4


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

Gordon's critical reminded me of something - I'm not sure how you play it, but our group had a long discussion about the ranger's various bonus damage dice and critical damage. The PH suggests that all dice are doubled on a critical (not just the weapon damage die) and calls out a rogue's sneak attack as one example.

We had some debate about whether hunter's mark was part of the attack or something else. Similarly with the "+d8 to a wounded enemy" feature whose name I've forgotten. Our group decided the PH rule was very general and literally applied to all dice.


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 ⇒ (3) - 1 = 2


Nathadriel wrote:

Gordon's critical reminded me of something - I'm not sure how you play it, but our group had a long discussion about the ranger's various bonus damage dice and critical damage. The PH suggests that all dice are doubled on a critical (not just the weapon damage die) and calls out a rogue's sneak attack as one example.

We had some debate about whether hunter's mark was part of the attack or something else. Similarly with the "+d8 to a wounded enemy" feature whose name I've forgotten. Our group decided the PH rule was very general and literally applied to all dice.

After playing a couple of sessions with an assassin rogue (who auto-crits any surprised opponent), I think I'd have to say that there's no problem at all with multiplying ALL dice on a crit. That's how we'll do it, unless and until it starts to seem like an issue.


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

Hit Dice: 2d6 + 4 ⇒ (5, 4) + 4 = 13 during short rest.


Glitching as I try to roll for weather; maybe this post will clear it up.


Weather: 3d10 ⇒ (5, 3, 7) = 15

Did it work?


Yay! :/


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

*NOTICE* Attending Gen Con 2015, unlikely to respond until late Sunday or Monday. Please BOT as required.


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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

*Jealous pout*


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

hd: 1d8 + 1 ⇒ (8) + 1 = 9


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

Hit Die: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7


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

Woohoo stat bumps!

I still have 1 unused language slot from character creation, and now have another from the +1 Int bump. Is it appropriate/possible to use one (or both) to learn Hilvan?


That unused slot really should have already been filled in, so settle on something you could've had at character creation. As for the INT increase, I don't recall any ties between INT and bonus languages in 5E.


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

Roger, roger. Elven


On holiday and struggling with consistent Internet. Should be back soon.


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

Just double checking 15 fire damage from burning hands, half from save (7) and half from fire resistance (3), yes?


Layali Amani wrote:
Just double checking 15 fire damage from burning hands, half from save (7) and half from fire resistance (3), yes?

Sounds right to me.


Aaaaand that's pretty much it. I've obviously planted the seeds for more, but your original objective is complete, and thus ends this chapter. Enough has developed that any continuation would require some additional work and planning, so I can't really just keep going. I might be able to assemble the various plot hooks into a sequel at some point in the future (and any of you would be welcome to join such a game), but the original story is now finished.

Thanks for helping me try this experiment of sandbox-ish adventuring, and I hope it was fun more often than not. :)


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

It's been fun. The story developed some intriguing subplots along the way. Hope you develop it further one day. Thank you for running the adventure.

It's been fun roleplaying with everyone. :)


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

Thanks to Jiggy for running this, it was intereseting and a lot of fun! There certainly are plenty of hooks laying around to still do a lot with, so that's awesome!

Thanks to the players too! It was fun roleplaying with you guys!

Oh, and I killed a dragon :)


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

Thank you all. Had a great time, even if Gordon was a bit of an insufferable boor. :)

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