GM Barty's Lost Mine of Phandelver (Inactive)

Game Master GM Barty


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OOC Discussion


Male LG Mountain Dwarf Cleric 2 (Torm / War) | HP: 17/17 | AC: 18 | Anim +5, Ins +5, Med +5, Srv +5 | Saves: Str +2, Dex +1, Con +2, Int +0, Wis +5*, Cha +2* | Init: +1 | Passive Perception 13 | Speed 25ft | Inspiration: 1 | Hit Dice: 1d8 | Spell Slots: 1st 2/3 | Active conditions: None.

Hail and well met, fellow travelers! This is Murph's dwarven cleric, checking in.


Well met, Rory! Are you fine being a cousin of Gundren Rockseeker, the dwarf who has employed the party at the campaign's start?


Male N Half-Elf Bard 1 | HP: 7/7 | AC: 13 | Arc +1, Ani +4, Ins +4, Per +4, Perf +4, Pers +4 Stea +3 | Saves: Str -1, Dex +3, Con -1, Int -1, Wis +2, Cha +4 | Init: +1 | Passive Perception 14 | Speed 30ft | Inspiration: 0 | Hit Dice: 1d8 | Spell Slots: 1st 2/2 | Active conditions: None.

Greetings one and all! Never saw an adventuring party that wasn't somehow improved by a bard; hence, here we are! I have some fundamental fluff for good starting points; I imagine we can workshop the rest and/or let it emerge through play, aye?

Now where's that tavern? they got a drink with my name on it and I know the just the song to trade for it...


Excellent! Are you okay with Gelin's campaign tie-in being that you've heard of a dragon in the town of Thundertree nearby, and you're hoping to convince this group of adventurers to reclaim the desecrated town, in return for penning their names into legend?


Male CG WoodElf Ranger 1 | HP: 10/10 | AC: 14 | Ath -1, Acr +5, SlghtHnd +5, Stealth +5, Per +4, Surv +4, AnHan +4 | S: +0, D: +5, C: +0, I: +0, W: +2, C +0 | Init: +3 | Perc: 14, | Speed 35ft | [/ooc][ooc]Active conditions: None.

Hi gang! Ren here. I can track, sneak, and my arrows usually hit their mark with ease. I’m a bit awkward amongst others but I hope you won’t hold it against me. I don’t know what it’s like to have friends.


Looks great Ren. How does this sound for a tie-in to the campaign?

You've heard that a group of mercenaries no better than bandits and bullies have been harassing a frontier town near Neverwinter. It brings up uncomfortable memories of your childhood, and you've signed on to this expedition to see if you can find a way to take them down.


Male CG WoodElf Ranger 1 | HP: 10/10 | AC: 14 | Ath -1, Acr +5, SlghtHnd +5, Stealth +5, Per +4, Surv +4, AnHan +4 | S: +0, D: +5, C: +0, I: +0, W: +2, C +0 | Init: +3 | Perc: 14, | Speed 35ft | [/ooc][ooc]Active conditions: None.

I like it! Let’s roll with that.


Male LN Half-Orc Monk 2 | HP: 13/13 | AC: 14 | His -1, Inv -1, Per +1, Stl +5, Srv +1 | Saves: Str +4, Dex +5, Con +0, Int -1, Wis +1, Cha -1 | Init: +3 | Passive Perception 11, Darkvision 60ft, Savage Attacks | Speed 40ft | Inspiration: 1 | Hit Dice: 1d8 | Active conditions: None.

Virat here.

This is what I have so far.
Grognard used to be an enforcer for a gang, but after a job went wrong after he let his anger get the better of him resulting in a mess; where getting his boss paid was no longer an option. He always had an anger problem, but this was the first time that he lost control, this scared him. He then went looking for a way to find a way to manage it. He meets a monk on the road that trained him, but was told to find true self-control is to travel, and when he was ready, he will find what he is looking for.


Male LG Mountain Dwarf Cleric 2 (Torm / War) | HP: 17/17 | AC: 18 | Anim +5, Ins +5, Med +5, Srv +5 | Saves: Str +2, Dex +1, Con +2, Int +0, Wis +5*, Cha +2* | Init: +1 | Passive Perception 13 | Speed 25ft | Inspiration: 1 | Hit Dice: 1d8 | Spell Slots: 1st 2/3 | Active conditions: None.

Of course, anything for family!

...by which I mean, cousin Gudrun's had a run of bad luck lately, and my aunt asked me to come along on his latest endeavor to make sure he's not running up more bad debt for the family.


Excellent, Grognard. Is it alright if that gang is the gang in this campaign that Ren knows of?


Male LN Half-Orc Monk 2 | HP: 13/13 | AC: 14 | His -1, Inv -1, Per +1, Stl +5, Srv +1 | Saves: Str +4, Dex +5, Con +0, Int -1, Wis +1, Cha -1 | Init: +3 | Passive Perception 11, Darkvision 60ft, Savage Attacks | Speed 40ft | Inspiration: 1 | Hit Dice: 1d8 | Active conditions: None.

Sounds good to me.


Male CN Fire Genasi Sorcerer 2 (pyromancer) | HP: 16/16 | AC: 12 (Mage Armour: 15) | His +1, Inv +1, Per -1, Stl +2, Srv -1 | Saves: Str +1, Dex +2, Con +5*, Int +1, Wis -1, Cha +5* | Init: +2 | Passive Perception 9, Darkvision 60ft. | Speed 30ft | Inspiration: 0 | Hit Dice: 1 / 1d6 | Spell Slots: 1st 0/3 | Active conditions: Mage Armour (8 hours)

Idrix is basically done I think. He's an egotistical but determined hunter of criminals. Not for the sake of good or justice, but to show off his prowess and get others to appreciate him as much as he does himself. And he does this with fire. Lots and lots and lots of fire!

I actually chose the 'Urban Bounty Hunter' background before I saw talk of a gang in this thread, which is a fortunate coincidence. I'd be more than happy for Idrix to have heard of this gang and decided that they are the ones he is going to trash next.

Mechanics:

Illix Ashir
Male Fire Genasi Sorcerer (pyromancer) 1
Chaotic Neutral
Height: 5' 8", Weight: 210lbs, Age 21
Init +1; Passive Perception 12
XP: 0
Inspiration: 0
--------------------
DEFENSE
--------------------
Armor: Unarmoured (10 +2 Dex)
AC: 12
HP: 9 (1d6 + 3 Con per level)
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee
Dagger

Ranged
Light crossbow

--------------------
STATISTICS
--------------------
Str 13 (+1), Dex 14 (+2), Con 17 (+3), Int 12 (+1), Wis 8 (-1), Cha 16 (+3)

Skills: Acrobatics +2, Animal Handling -1, *Arcana +3, Athletics +1, Deception +3, History +1, *Insight +1, *Intimidate +5, Investigation +1, Medicine -1, Nature +1, Perception -1, Performance +3, *Persuasion -1, Religion -1, Sleight of Hand +1, Stealth +3, Survival +2

Languages: Common, Primordial

Gear: A light crossbow and 20 bolts, arcane focus, Explorer's Pack, 2 daggers, set of rugged clothing.

Coin: 0 PP, 20 GP, 0 EP, 0 SP, 0 CP

--------------------
PROFICIENCIES
--------------------
Proficiency Bonus +2

Armor: None.

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.

Tools: Dice set, Thieves' Tools

Saving Throws: Charisma, Constitution

Skills: Arcana, Intimidation from Sorcerer
Insight, Persuasion from Urban Bounty Hunter

-----------------------------
RACIAL TRAITS
-----------------------------
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance
You have resistance to fire damage.

Reach to the Blaze
You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

-----------------------------
CLASS FEATURES
-----------------------------
Spellcasting

You cast Sorcerer Spells. An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips Known:

Control Flames (XGtE)
Create Bonfire (EE)
Fire Bolt
Prestidigitation

Spells Known:

Level 1
Burning Hands
Mage Armour

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + Charisma modifier.

Spell attack modifier = Your proficiency bonus + Charisma modifier.

Spellcasting Focus

You can use an arcane focus (found here) as a spellcasting focus for your sorcerer spells.

Sorcerous Origin: Pyromancer

Your innate magic manifests in fire. You are your fire, and your
fire is you.

Heart of Fire
At 1st level, whenever you start casting a spell of 1st level or
higher that deals fire damage, fiery magic erupts from you. This
eruption causes creatures of your choice that you can see within
10 feet of you to take fire damage equal to half your sorcerer level
(minimum of 1).

Fire in the Veins
At 6th level, you gain resistance to fire damage. In addition, spells
you cast ignore resistance to fire damage.

Pyromancer’s Fury
Starting at 14th level, when you are hit by a melee attack, you can
use your reaction to deal fire damage to the attacker. The damage
equals your sorcerer level, and ignores resistance to fire damage.

Fiery Soul
At 18th level, you gain immunity to fire damage. In addition, any
spell or effect you create ignores resistance to fire damage and
treats immunity to fire damage as resistance to fire damage.
-----------------------------
FEATS
-----------------------------
None.

----------------------
BACKGROUND - Urban Bounty Hunter
----------------------
Overview

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.

You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerun's great metropolises, such as Waterdeep, Baldur's Gate, or a less populous location, perhaps Luskan or Yartar - any place that's large enough to have a steady supply of potential quarries. As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives - but on the other hand, you can take down much more formidable targets with the help of your companions.

Skill Proficiencies: Choose two from among Deception, Insight, Persuasion, and Stealth.
Tool Proficiencies: Choose two from among one type of gaming set, one musical instrument, and thieves' tools.
Equipment: A set of clothes appropriate to your duties and a pouch containing 20 gp.

Feature: Ear to the Ground

You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Traits:

Personality Trait: The best way to get me to do something is to tell me I can't do it.

Ideal: Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)

Bond: I will become the greatest bounty hunter that ever lived.

Flaw: If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.

Appearance:

Idrix is a broad, fit man if not exceptionally tall. His head is bald but his ruddy, near-crimson skin has a bright orange-red beard with tiny flames flickering through it haphazardly. His bright red irises lie above a mouth used to smiling and laughing. His clothing is a strange mix of dull-brown heat-resistant cloth and flamboyant streaks of reds, oranges and yellows.

Personality:

Idrix is very outgoing and energetic. He can be incredibly charming or fearsome as the mood and situation take him. Subtlety is not his strong point, nor is patience.

Background:

Idrix is a native of Waterdeep, born to a line that can trace their roots back to the days of genie rule in Calimshan and the subsequent scattering. Very early on, he realised the power of his blood was his to command, if only his will was strong enough. He realised shortly after that he would need an outlet for his boundless energy and ambition. He chose to battle criminals head-on, burning their establishments to the ground, blasting them with fire, or chasing them through the streets. He cheerfully took on bounties that investigators or city guard would not touch, heedless of personal risk. He has worked with others, so long as they understand that his way is the way of flame, burning all that stands before him without pause or reflection.


Male N Half-Elf Bard 1 | HP: 7/7 | AC: 13 | Arc +1, Ani +4, Ins +4, Per +4, Perf +4, Pers +4 Stea +3 | Saves: Str -1, Dex +3, Con -1, Int -1, Wis +2, Cha +4 | Init: +1 | Passive Perception 14 | Speed 30ft | Inspiration: 0 | Hit Dice: 1d8 | Spell Slots: 1st 2/2 | Active conditions: None.

Convincing a group of murderhobos to risk life and limb to free up a great tavern via the epic slaying of a dragon, all to get some lyrics for a great song?

If that doesn't scream "bard" I don't know what does!


Male LG Mountain Dwarf Cleric 2 (Torm / War) | HP: 17/17 | AC: 18 | Anim +5, Ins +5, Med +5, Srv +5 | Saves: Str +2, Dex +1, Con +2, Int +0, Wis +5*, Cha +2* | Init: +1 | Passive Perception 13 | Speed 25ft | Inspiration: 1 | Hit Dice: 1d8 | Spell Slots: 1st 2/3 | Active conditions: None.

Gelin, yep, anything you put in the race / class lines in your profile will show up under your name in discussion/game play threads! Makes it a little easier for you / the GM to see some commonly used stats at a glance.

Speaking of: GM,any prefs on what we put in stat line? I've got pathfinder habits; don't know what's most often needed for 5e.


Male N Half-Elf Bard 1 | HP: 7/7 | AC: 13 | Arc +1, Ani +4, Ins +4, Per +4, Perf +4, Pers +4 Stea +3 | Saves: Str -1, Dex +3, Con -1, Int -1, Wis +2, Cha +4 | Init: +1 | Passive Perception 14 | Speed 30ft | Inspiration: 0 | Hit Dice: 1d8 | Spell Slots: 1st 2/2 | Active conditions: None.

@rory...that wasn't me.


@Rory Everything you've got in the stat line is great. Any racial or class features that have limited use between rests are also good to include, as well as the more common skill modifiers that I may end up rolling for you (stealth, perception, investigation, survival, and history tend to be common)


I'm on a flight for work at the moment, but once I settle into my hotel for the night I'll type up the start of the campaign. The gameplay thread should be up tomorrow!


Male CN Fire Genasi Sorcerer 2 (pyromancer) | HP: 16/16 | AC: 12 (Mage Armour: 15) | His +1, Inv +1, Per -1, Stl +2, Srv -1 | Saves: Str +1, Dex +2, Con +5*, Int +1, Wis -1, Cha +5* | Init: +2 | Passive Perception 9, Darkvision 60ft. | Speed 30ft | Inspiration: 0 | Hit Dice: 1 / 1d6 | Spell Slots: 1st 0/3 | Active conditions: Mage Armour (8 hours)

This template is from a Pathfinder game I've joined. I'll adapt it to fit Idrix's taglines, along with the notes above.

I'm looking forward to the gameplay thread. :)

Edit: Here is a template, using Idrix as an example. I think it covers the important information as is.


It has begun! I like to allow roleplaying sections like this every now and then to develop characters that know each other well. I find it makes for a more compelling PbP story when we can take a minute to handle roleplaying that typically happens more often at a table.


Male CN Fire Genasi Sorcerer 2 (pyromancer) | HP: 16/16 | AC: 12 (Mage Armour: 15) | His +1, Inv +1, Per -1, Stl +2, Srv -1 | Saves: Str +1, Dex +2, Con +5*, Int +1, Wis -1, Cha +5* | Init: +2 | Passive Perception 9, Darkvision 60ft. | Speed 30ft | Inspiration: 0 | Hit Dice: 1 / 1d6 | Spell Slots: 1st 0/3 | Active conditions: Mage Armour (8 hours)

Huzzah! I've spent a bunch of gold on a suit of fine clothing. Which will likely get promptly wrecked given Idrix's proclivities.


Male LG Mountain Dwarf Cleric 2 (Torm / War) | HP: 17/17 | AC: 18 | Anim +5, Ins +5, Med +5, Srv +5 | Saves: Str +2, Dex +1, Con +2, Int +0, Wis +5*, Cha +2* | Init: +1 | Passive Perception 13 | Speed 25ft | Inspiration: 1 | Hit Dice: 1d8 | Spell Slots: 1st 2/3 | Active conditions: None.
Gelin Brooklane wrote:
@rory...that wasn't me.

Oops, problems of forgetting people between recruitment/discussion on phone. Looks like it was Ren'kel asking.

And thanks for the even-better template, Idrix!


Male CN Fire Genasi Sorcerer 2 (pyromancer) | HP: 16/16 | AC: 12 (Mage Armour: 15) | His +1, Inv +1, Per -1, Stl +2, Srv -1 | Saves: Str +1, Dex +2, Con +5*, Int +1, Wis -1, Cha +5* | Init: +2 | Passive Perception 9, Darkvision 60ft. | Speed 30ft | Inspiration: 0 | Hit Dice: 1 / 1d6 | Spell Slots: 1st 0/3 | Active conditions: Mage Armour (8 hours)

These things happen. And you're welcome!


Male N Half-Elf Bard 1 | HP: 7/7 | AC: 13 | Arc +1, Ani +4, Ins +4, Per +4, Perf +4, Pers +4 Stea +3 | Saves: Str -1, Dex +3, Con -1, Int -1, Wis +2, Cha +4 | Init: +1 | Passive Perception 14 | Speed 30ft | Inspiration: 0 | Hit Dice: 1d8 | Spell Slots: 1st 2/2 | Active conditions: None.

Hmmm...I like the template, though it really just begs for new forum features that better replicate such a thing, honestly...


Male LN Half-Orc Monk 2 | HP: 13/13 | AC: 14 | His -1, Inv -1, Per +1, Stl +5, Srv +1 | Saves: Str +4, Dex +5, Con +0, Int -1, Wis +1, Cha -1 | Init: +3 | Passive Perception 11, Darkvision 60ft, Savage Attacks | Speed 40ft | Inspiration: 1 | Hit Dice: 1d8 | Active conditions: None.
Idrix Ashir wrote:

This template is from a Pathfinder game I've joined. I'll adapt it to fit Idrix's taglines, along with the notes above.

I'm looking forward to the gameplay thread. :)

Edit: Here is a template, using Idrix as an example. I think it covers the important information as is.

Thanks that is really helpful.


Male CN Fire Genasi Sorcerer 2 (pyromancer) | HP: 16/16 | AC: 12 (Mage Armour: 15) | His +1, Inv +1, Per -1, Stl +2, Srv -1 | Saves: Str +1, Dex +2, Con +5*, Int +1, Wis -1, Cha +5* | Init: +2 | Passive Perception 9, Darkvision 60ft. | Speed 30ft | Inspiration: 0 | Hit Dice: 1 / 1d6 | Spell Slots: 1st 0/3 | Active conditions: Mage Armour (8 hours)

Yeah, it would be great if this was more automated. But I'm happy to pass along my 5th ed version. Hopefully it'll make the game go more smoothly. :)


Male CN Fire Genasi Sorcerer 2 (pyromancer) | HP: 16/16 | AC: 12 (Mage Armour: 15) | His +1, Inv +1, Per -1, Stl +2, Srv -1 | Saves: Str +1, Dex +2, Con +5*, Int +1, Wis -1, Cha +5* | Init: +2 | Passive Perception 9, Darkvision 60ft. | Speed 30ft | Inspiration: 0 | Hit Dice: 1 / 1d6 | Spell Slots: 1st 0/3 | Active conditions: Mage Armour (8 hours)

Idrix has turned out talkative! I'll try to avoid mass quoting in future, but I wanted to convey that he loves getting his word in.


Inspiration dice can be used at the time of a roll to give you advantage (or to nullify disadvantage). You can only have one of these at a time. I don't give them out like candy but I'm not too stingy with them either, so use them as you wish!

Also, thanks Idrix for the statline, that's a fantastic template.

I'm going to leave just a bit more time for characters to finish responses and anything else the characters would like to know about each others' styles or abilities. Once I get back to the hotel after work I'll advance the story further.


Male CG WoodElf Ranger 1 | HP: 10/10 | AC: 14 | Ath -1, Acr +5, SlghtHnd +5, Stealth +5, Per +4, Surv +4, AnHan +4 | S: +0, D: +5, C: +0, I: +0, W: +2, C +0 | Init: +3 | Perc: 14, | Speed 35ft | [/ooc][ooc]Active conditions: None.

Survival
1d20 + 4 ⇒ (6) + 4 = 10

For possibly 1d6 + 2 ⇒ (1) + 2 = 3 food and 1d6 + 2 ⇒ (3) + 2 = 5 water

If he succeeds he’ll be happy to share the wealth every day.


Male CG WoodElf Ranger 1 | HP: 10/10 | AC: 14 | Ath -1, Acr +5, SlghtHnd +5, Stealth +5, Per +4, Surv +4, AnHan +4 | S: +0, D: +5, C: +0, I: +0, W: +2, C +0 | Init: +3 | Perc: 14, | Speed 35ft | [/ooc][ooc]Active conditions: None.

I don’t know if a 10 does it, but otherwise Ren would eventually offer some of his rations to Gelin. It would be uncomfortable feeding his his pet mouse while a party member goes hungry ;)


It's a DC 10 for this particular area, so that's enough food for 3 and water for 5!


Male CG WoodElf Ranger 1 | HP: 10/10 | AC: 14 | Ath -1, Acr +5, SlghtHnd +5, Stealth +5, Per +4, Surv +4, AnHan +4 | S: +0, D: +5, C: +0, I: +0, W: +2, C +0 | Init: +3 | Perc: 14, | Speed 35ft | [/ooc][ooc]Active conditions: None.

Ah nice! Looks like soups back on menu boys!


Male CN Fire Genasi Sorcerer 2 (pyromancer) | HP: 16/16 | AC: 12 (Mage Armour: 15) | His +1, Inv +1, Per -1, Stl +2, Srv -1 | Saves: Str +1, Dex +2, Con +5*, Int +1, Wis -1, Cha +5* | Init: +2 | Passive Perception 9, Darkvision 60ft. | Speed 30ft | Inspiration: 0 | Hit Dice: 1 / 1d6 | Spell Slots: 1st 0/3 | Active conditions: Mage Armour (8 hours)

I never rolled for a trinket, so here goes!

1d100 ⇒ 86

An empty silver snuff box bearing an inscription on the surface that says "dreams"

PHB p159-161 if anyone else is interested in rolling up one.


Male CN Fire Genasi Sorcerer 2 (pyromancer) | HP: 16/16 | AC: 12 (Mage Armour: 15) | His +1, Inv +1, Per -1, Stl +2, Srv -1 | Saves: Str +1, Dex +2, Con +5*, Int +1, Wis -1, Cha +5* | Init: +2 | Passive Perception 9, Darkvision 60ft. | Speed 30ft | Inspiration: 0 | Hit Dice: 1 / 1d6 | Spell Slots: 1st 0/3 | Active conditions: Mage Armour (8 hours)

@Ren: Those rolls are a bit painful. Hopefully not literally!


Male LN Half-Orc Monk 2 | HP: 13/13 | AC: 14 | His -1, Inv -1, Per +1, Stl +5, Srv +1 | Saves: Str +4, Dex +5, Con +0, Int -1, Wis +1, Cha -1 | Init: +3 | Passive Perception 11, Darkvision 60ft, Savage Attacks | Speed 40ft | Inspiration: 1 | Hit Dice: 1d8 | Active conditions: None.

Turns out it was a +5 to hit not that would have helped, plus I found some darts that I forgot about. I am always unsure if I can take the darts from my backpack and throw them in the same turn?

A natural 1 on my first roll, hopefully, that's not a sign :)


You have 1 interaction in each turn, which is something that takes some effort to do, but not so much that it would fill the whole 6 second turn. Drawing/sheathing a weapon is considered an interaction. A second interaction in the same turn takes the place of your action.

So you could:
Grab a dart from your pack (interaction)
Attack an enemy with your dart (action)

A fighter could:
Sheathe their longbow (interaction)
Draw their sword (action)

But then they wouldn't be able to make an attack with it. One note on all of this is that dropping something is free.

The fighter above could:
Drop their longbow (free)
Draw their sword (interaction)
Attack with sword (action)


Male CG WoodElf Ranger 1 | HP: 10/10 | AC: 14 | Ath -1, Acr +5, SlghtHnd +5, Stealth +5, Per +4, Surv +4, AnHan +4 | S: +0, D: +5, C: +0, I: +0, W: +2, C +0 | Init: +3 | Perc: 14, | Speed 35ft | [/ooc][ooc]Active conditions: None.

@Idrix: Ha! I know right? At least I flushed them out ;) I’ll also roll for a trinket. There’s some fun things on that list. 1d100 ⇒ 84

A receipt of deposit at a bank in a far-flung city.


Male LN Half-Orc Monk 2 | HP: 13/13 | AC: 14 | His -1, Inv -1, Per +1, Stl +5, Srv +1 | Saves: Str +4, Dex +5, Con +0, Int -1, Wis +1, Cha -1 | Init: +3 | Passive Perception 11, Darkvision 60ft, Savage Attacks | Speed 40ft | Inspiration: 1 | Hit Dice: 1d8 | Active conditions: None.
GM Barty wrote:

You have 1 interaction in each turn, which is something that takes some effort to do, but not so much that it would fill the whole 6 second turn. Drawing/sheathing a weapon is considered an interaction. A second interaction in the same turn takes the place of your action.

So you could:
Grab a dart from your pack (interaction)
Attack an enemy with your dart (action)

A fighter could:
Sheathe their longbow (interaction)
Draw their sword (action)

But then they wouldn't be able to make an attack with it. One note on all of this is that dropping something is free.

The fighter above could:
Drop their longbow (free)
Draw their sword (interaction)
Attack with sword (action)

Thank you that clears it up.


Male CN Fire Genasi Sorcerer 2 (pyromancer) | HP: 16/16 | AC: 12 (Mage Armour: 15) | His +1, Inv +1, Per -1, Stl +2, Srv -1 | Saves: Str +1, Dex +2, Con +5*, Int +1, Wis -1, Cha +5* | Init: +2 | Passive Perception 9, Darkvision 60ft. | Speed 30ft | Inspiration: 0 | Hit Dice: 1 / 1d6 | Spell Slots: 1st 0/3 | Active conditions: Mage Armour (8 hours)

That is helpful to read over, cheers.


Male LG Mountain Dwarf Cleric 2 (Torm / War) | HP: 17/17 | AC: 18 | Anim +5, Ins +5, Med +5, Srv +5 | Saves: Str +2, Dex +1, Con +2, Int +0, Wis +5*, Cha +2* | Init: +1 | Passive Perception 13 | Speed 25ft | Inspiration: 1 | Hit Dice: 1d8 | Spell Slots: 1st 2/3 | Active conditions: None.

Sorry to make everybody wait for me to roll a...2.


Male CN Fire Genasi Sorcerer 2 (pyromancer) | HP: 16/16 | AC: 12 (Mage Armour: 15) | His +1, Inv +1, Per -1, Stl +2, Srv -1 | Saves: Str +1, Dex +2, Con +5*, Int +1, Wis -1, Cha +5* | Init: +2 | Passive Perception 9, Darkvision 60ft. | Speed 30ft | Inspiration: 0 | Hit Dice: 1 / 1d6 | Spell Slots: 1st 0/3 | Active conditions: Mage Armour (8 hours)

No worries, it happens. Hopefully the goblins will trouble us no more!

Edit: Idrix is keeping up the low rolls. ;)


Male CG WoodElf Ranger 1 | HP: 10/10 | AC: 14 | Ath -1, Acr +5, SlghtHnd +5, Stealth +5, Per +4, Surv +4, AnHan +4 | S: +0, D: +5, C: +0, I: +0, W: +2, C +0 | Init: +3 | Perc: 14, | Speed 35ft | [/ooc][ooc]Active conditions: None.

Hi gang! I’m moving house today and totally underestimated the amount of work.. o.0

I’ll be posting when I can but it will be tomorrow at the latest.

Hope to check in today for a round of combat but the truck just arrived, gotta run!


Male CN Fire Genasi Sorcerer 2 (pyromancer) | HP: 16/16 | AC: 12 (Mage Armour: 15) | His +1, Inv +1, Per -1, Stl +2, Srv -1 | Saves: Str +1, Dex +2, Con +5*, Int +1, Wis -1, Cha +5* | Init: +2 | Passive Perception 9, Darkvision 60ft. | Speed 30ft | Inspiration: 0 | Hit Dice: 1 / 1d6 | Spell Slots: 1st 0/3 | Active conditions: Mage Armour (8 hours)

@Ren: Good luck with the house move!

@GM: Would you be okay with simple botting instructions for when PCs are away? Idrix is too hot heated in my mind to (normally) just defend himself, so I imagine he'd just chuck fire bolts if nothing else.


@Ren Best of luck, thanks for the heads up!

@Idrix: Perfectly fine with that.


Male CN Fire Genasi Sorcerer 2 (pyromancer) | HP: 16/16 | AC: 12 (Mage Armour: 15) | His +1, Inv +1, Per -1, Stl +2, Srv -1 | Saves: Str +1, Dex +2, Con +5*, Int +1, Wis -1, Cha +5* | Init: +2 | Passive Perception 9, Darkvision 60ft. | Speed 30ft | Inspiration: 0 | Hit Dice: 1 / 1d6 | Spell Slots: 1st 0/3 | Active conditions: Mage Armour (8 hours)

Cool. I've added this to the bottom of Idrix's profile too.

Botting Instructions (short):

By default, Idrix will not shy from a fight.

He will default to chucking Fire Bolt cantrips at enemies.

If he's wounded, he'll focus on the enemy who last wounded him, using his highest level spell slots to blast them. He won't deliberately toast his allies. After all, that would look bad.

e.g. At level one, he'd retaliate against such an enemy with Burning Hands.


Male CG WoodElf Ranger 1 | HP: 10/10 | AC: 14 | Ath -1, Acr +5, SlghtHnd +5, Stealth +5, Per +4, Surv +4, AnHan +4 | S: +0, D: +5, C: +0, I: +0, W: +2, C +0 | Init: +3 | Perc: 14, | Speed 35ft | [/ooc][ooc]Active conditions: None.

Thanks guys, it was a hard weekend but fun too and things should settle down now.


Rory Loudheim wrote:
How does aid another / help work in 5e? Since I'm proficient in Survival, can I give Ren advantage on his tracking / looking for blood?

Full wording from the SRD:

Sometimes two or more characters team up to attempt a task. The character who's leading the effort--or the one with the highest ability modifier--can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.
A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.


Defeating the goblin ambushers and finding the cave completes the first story milestone of this campaign. Each character receives 75 XP! I'll try and track most XP here so it doesn't clutter the gameplay thread, but please make sure you're tracking on your character sheets as well.

Gelin: 75/300 XP
Grognard: 75/300 XP
Idrix: 75/300 XP
Ren: 75/300 XP
Rory: 75/300 XP


Male CN Fire Genasi Sorcerer 2 (pyromancer) | HP: 16/16 | AC: 12 (Mage Armour: 15) | His +1, Inv +1, Per -1, Stl +2, Srv -1 | Saves: Str +1, Dex +2, Con +5*, Int +1, Wis -1, Cha +5* | Init: +2 | Passive Perception 9, Darkvision 60ft. | Speed 30ft | Inspiration: 0 | Hit Dice: 1 / 1d6 | Spell Slots: 1st 0/3 | Active conditions: Mage Armour (8 hours)

Good stuff!

A record of xp in discussion makes sense to me.


Male LG Mountain Dwarf Cleric 2 (Torm / War) | HP: 17/17 | AC: 18 | Anim +5, Ins +5, Med +5, Srv +5 | Saves: Str +2, Dex +1, Con +2, Int +0, Wis +5*, Cha +2* | Init: +1 | Passive Perception 13 | Speed 25ft | Inspiration: 1 | Hit Dice: 1d8 | Spell Slots: 1st 2/3 | Active conditions: None.

Aid another: cool -- I'd found the combat-specific reference, but glad it's that easy! And effective, apparently! :)

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