| Edlethron |
I'm starting to board a flight. Can't post until late tomorrow.
Ed would vote to go with the kuo toa if he says it safe. He needs allies to conquer the drow slavers.
| GM Infinity |
A few notes about travel, and I will put this in the campaign info later after work since I think its important party is aware of these mechanics. I also need a cheat sheet since this info is pretty spread out among different sources.
You guys can elect one of 3 travel paces. I will assume normal pace unless someone says something different. There are mechanical consequences:
Travel Pace:
Fast: -5 to passive perception, no foraging, greater chance to get lost, 8 miles per day
Normal: 6 miles per day
Slow: improved foraging, stealth available, less chance to get lost, 4 miles per day
Getting lost: At the end of any short or long rest, the party navigator will make a wisdom survival check to determine if he gets lost. Deep delvers are not immune to this check unless currently navigating to somewhere the party has previously been.
Food and Water:
Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death
Food
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.
A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.
A normal day of eating resets the count of days without food to zero.
Water
A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.
If the character already has one or more levels of exhaustion, the character takes two levels in either case.
One wisdom survival check per day determines whether food and water are found.
If multiple characters make the check, I will use the highest result.
If found, 1d6+wis mod is rolled for pounds of food.
A second 1d6+wis mod is rolled for gallons of water.
Misc:
I will assume the marching order on slide 1 unless told otherwise.
Anyone can map while traveling assuming you have the materials to do so with no penalty or other mechanical consequence.
| Froog Nackle |
Am I correct in assuming that Guidance would not help on the survival check? As in, the one check at the end represents the whole journey, not just that instance.
As for marching order. We only have a few people that can't see in the dark. If there is no ambient light source, those people can be together to use my light spell.
| GM Infinity |
Not quite Kriv, you did your hp for the first short rest correct by spending your 1 HD and adding con mod. At the end of day 1 you all had a long rest and thus restored lost hp. You also regain the HD you spent and can use it in the next short.
Taking multiple shorts at 1st wouldn't work that way since you only have 1 HD to spend on recovery. This changes as you level up and could perhaps take multiple shorts.
| Froog Nackle |
Yeah, 5th is a little odd in that you gain all your hp back on a long rest pretry much no matter what.
Having a watch schedule would be handy. Frog would be up for whatever but wouldn't suggest anything as the concept just wouldn't occur to him.
| Cade Whistler |
I left for my table top game last night at 4pm I hop on my computer this morning and there are 24 posts. I love the enthusiasm for this game.
| Cade Whistler |
Question: Sorcerer Origin Feature (Tide of Chaos): You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. You must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
This looks like it is self only. But it uses no exclusionary language. So I was just wondering. Can it be used to give others advantage.
| Cade Whistler |
I am leaving for Disney World tomorrow will be returning late Thursday. I will check if time permits from the room in the evening.
| GM Infinity |
Thanks for bearing with me on the survival rolls, first time I'm really trying to track it...not just in 5e but like ever. XD I just felt like something a little different, and the adventure's chapter on survival was pretty interesting. In retrospect I should have probably made it where only one person can roll, but we'll just continue as we have. Once we get to a settlement that element of the game will probably be done anyways.
| Gael Lloris |
GM:
gael also has the 'deep delver' feature.
deep delver
You have a knack for making your way in the deep places of the world. You can recall the twists and turns of passageways and tunnels such that you can always retrace your steps underground. You're also well acquainted with foraging and survival in the Underdark, and can determine when sources of food and water are safe to consume. You can always find sufficient food and water for yourself and up to five other people in the Underdark, as long as sustenance is available in the area.
However, if this messes up some of the themes in this particular adventure, I don't mind switching it out for something else.
Just let me know.
| GM Infinity |
Yeah, I might go with that Froog. Group checks are if a majority passes the DC, then its success. So for instance, last rolls would have been a fail for the checks, but then Gael and Khaz' deep delver would have found 12 lbs/12 gallons automatically making you just a little short. That seems reasonable.
Like I said though, just a few more days of worrying about it.
| GM Infinity |
Guys, standing your ground is great, but I won't lie, what's coming will be tough. For that reason, I think I'll give you guys control of the NPC prisoners for this battle.
In other words, you'll control 2 characters this combat. You can both act on your initiative count. You can have the NPC run away, talk, fight, do whatever.
So, choose your NPC! If multiple PCs want the same NPC, roll d100 and higher wins. All but Stool are options, here they are with a brief mechanical description:
Shuushar - uses kuo-toa mechanics, melee no sticky shield
Topsy/Turvy (act as one) - uses bandit
Jimjar - uses spy mechanics
Ront - uses orc mechanics
Buppido - uses derro without hooked staff
Derendil - fighterlike, poison immunity
Eldeth - scout, ranged
| GM Infinity |
Just place him on the map wherever you want.
Some of the NPC stat blocks arent on Roll20s free compendium, so I'll post in a slide. Kriv, yours will use the quaggoth stat block which I just put on slide 2.
He has multiattack, meaning you get to make 2 attacks each round. He also has a nice Wounded Fury ability that gives him advantage when he is less than 10 hp.
| Kriv The Exile |
Btw just to explain my plan better it was pretty much to get everyone across but to have those with melee capability stay behind as others crossed just incase drow showed up and not to actually wait for said drow..
(I know....I suck at explaining my plans XD)
| GM Infinity |
Btw just to explain my plan better it was pretty much to get everyone across but to have those with melee capability stay behind as others crossed just incase drow showed up and not to actually wait for said drow..
Ok, if you are not explicitly waiting there for them to arrive there will be no encounter and we can just move on then.
| Kriv The Exile |
Just leaving this here for today since theirs a chance we might have a power outtage.
Rolls for escaping the grapple.
Escape Grapple: 1d20 + 5 ⇒ (7) + 5 = 12
Disadvantage
Escape Grapple: 1d20 + 5 ⇒ (2) + 5 = 7
Second round if I am still awake.
Escape Grapple: 1d20 + 5 ⇒ (14) + 5 = 19
Disadvantage
Escape Grapple: 1d20 + 5 ⇒ (5) + 5 = 10
Third Round if I am somehow by some miracle still awake and the mimic aint dead.
Escape Grapple: 1d20 + 5 ⇒ (19) + 5 = 24
Disadvantage
Escape Grapple: 1d20 + 5 ⇒ (4) + 5 = 9
Hopefully this is all for naught and my power will stay on, if it does will simply copy and paste form here while adding some flair .
| Kriv The Exile |
Oh and just incase I still get to use my bonus actions for a dagger attack.
Round 1
Dagger: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Round 2
Dagger: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Round 3
Dagger: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d4 + 3 ⇒ (2) + 3 = 5