GM Jiggy's The Order of the Griffon (5e) (Inactive)

Game Master Jiggy

Current location: Koriszegy Keep
The Final Day
Theme music: Battle Against a True Hero


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Cripes, hope you're okay. If you can't get to it for a while, I'll just have you smack something, no biggie.


It would be kinda cool if I finally had a reason to look up what happens when you make your three death saves. You can do it, Mirrel!


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|

Prepare for something of an anticlimax.. :)


LG Dwarf Fighter 7 | AC 22 | HP 35/87 | Perc +1 | S+8/D+1/Co+7/I+1/W+1/C+0 Insp: [Y], 2Wind[Y] Surge[N] Superiority Die[3/5] Hit Die [3/7] Positive Conditions: | Negative Conditions:

Hey! I have power and internet! Woohoo thank you for posting for me GM Jiggy, that is pretty much exactly what I would have done.


Female Ranger/Summoner 4 - HP: 44/44 | AC 20/21 | T 15 | FF 16 | F: +8 | R: +10 | W: +7/9 | CMD 18 | Init +4(+2 deed)/(+2 FT) | Percep +8/10 | 20ft
Resources:
Pn: 3/3; SNA: 6/6

Second Wind: 1d10 + 4 ⇒ (2) + 4 = 6


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|
GM Jiggy wrote:
It would be kinda cool if I finally had a reason to look up what happens when you make your three death saves.

Turns out I was doing it wrong anyhow. We've always thought death saves were constitution based. Turns out they're just flat-out 55% good : 45% bad kind of things. Sorry about that.


LG Dwarf Fighter 7 | AC 22 | HP 35/87 | Perc +1 | S+8/D+1/Co+7/I+1/W+1/C+0 Insp: [Y], 2Wind[Y] Surge[N] Superiority Die[3/5] Hit Die [3/7] Positive Conditions: | Negative Conditions:

Yeah you need a 10 or above, I thought you had an ability that was giving you +1 to your rolls.

I think you get like 1 hp if you make your 3 saving throws right? and if you fail 3 you die.


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|
Thyra Fireforge wrote:

Yeah you need a 10 or above, I thought you had an ability that was giving you +1 to your rolls.

I think you get like 1 hp if you make your 3 saving throws right? and if you fail 3 you die.

3 saves means I stabilise. You need to roll a twenty to regain a hit point.

Now that I'm stable, it will take 1d4 hours to gain a hit point via rest.


Female Ranger/Summoner 4 - HP: 44/44 | AC 20/21 | T 15 | FF 16 | F: +8 | R: +10 | W: +7/9 | CMD 18 | Init +4(+2 deed)/(+2 FT) | Percep +8/10 | 20ft
Resources:
Pn: 3/3; SNA: 6/6

Oh, can I extract the poison? That would be legiiiiit.

Hey Pietro, if you can get Mirrel up and going, Halsere can get an extra bard bonus for his short rest.


LG Dwarf Fighter 7 | AC 22 | HP 35/87 | Perc +1 | S+8/D+1/Co+7/I+1/W+1/C+0 Insp: [Y], 2Wind[Y] Surge[N] Superiority Die[3/5] Hit Die [3/7] Positive Conditions: | Negative Conditions:

I don't really know to be honest but Spidre seemed like the type of character that wouldn't mind using poison.


Male Human Cleric of Njord 7 | AC22 | HP 24/52 | Perc. +8 | Insight +8 | S+3/D+1/Cn+5/I+1/W+8/Ch+1 | Spells: 1st (0/4), 2nd (1/3), 3rd (1/3), 4th (0/1) | Wrath 4/5 | HD 7/7 | Divinity 0/2 | Insp: [0] |

Prayer of Healing: 2d8 + 5 ⇒ (4, 1) + 5 = 10
HD: 1d8 + 2 + 1d6 ⇒ (3) + 2 + (3) = 8


Short rest is successful. When it looks like everybody's handled their recovery and whatnot, we'll move forward.

As for milking dead snakes for venom...

Let's say that for each snake, there's one chance for one person to make either a Nature check or a relevant tool check at DC 12. Success gets a dose of poison from that snake, while failure ruins/spills that snake's potential. Exceeding the DC by 5 or more gets you two doses from that snake.

Once applied to a weapon, it will remain potent for about an hour (or until a hit) before drying out and becoming useless. On a hit, the victim makes a DC 13 CON save or gains the poisoned condition for 1d4 rounds.


Female Ranger/Summoner 4 - HP: 44/44 | AC 20/21 | T 15 | FF 16 | F: +8 | R: +10 | W: +7/9 | CMD 18 | Init +4(+2 deed)/(+2 FT) | Percep +8/10 | 20ft
Resources:
Pn: 3/3; SNA: 6/6

I don't have a poisoner's kit (or proficiency), nor do I have proficiency in nature. Mirrel, bards can do anything, right? Help me out.


Also remember that there's no such thing as "trained only" skills in 5E.


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|

Hit Die: 2d8 + 1d6 ⇒ (6, 8) + (5) = 19


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|
GM Jiggy wrote:
Also remember that there's no such thing as "trained only" skills in 5E.

Yeah, by default it's an intelligence (Nature) check - although you can also make it a Dexterity (Nature) check or something if you thought that made sense.

Is it something one can assist with?


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It's working with some pretty small stuff, so I think I'd have to say there's only room for one person to do anything meaningful.


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|
Spidre wrote:
I don't have a poisoner's kit (or proficiency), nor do I have proficiency in nature. Mirrel, bards can do anything, right? Help me out.

Happy to, but you're actually a little better than me. Turns out bards can do anything...a bit. Oh I just remembered, I can cheer you on..


Female Ranger/Summoner 4 - HP: 44/44 | AC 20/21 | T 15 | FF 16 | F: +8 | R: +10 | W: +7/9 | CMD 18 | Init +4(+2 deed)/(+2 FT) | Percep +8/10 | 20ft
Resources:
Pn: 3/3; SNA: 6/6

From me? Joker's lucky I'm not wasting a dose of poison in his bowl.

-Posted with Wayfinder


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Female Ranger/Summoner 4 - HP: 44/44 | AC 20/21 | T 15 | FF 16 | F: +8 | R: +10 | W: +7/9 | CMD 18 | Init +4(+2 deed)/(+2 FT) | Percep +8/10 | 20ft
Resources:
Pn: 3/3; SNA: 6/6

Thyra is being very Thyra, jumping into a pit of undead. I nominate her for inspiration.


Human Wizard (enchanter) 6/Rogue 1 (Spy) AC16 HP 9/[37] passive perception 17 passive insight 11 Saves: S+0 D+3 Cn+1 I+5 W+3 Ch+2 Spells: 1st (3/4) 2nd (2/3) | HD 1/1(d8)|4/4(d6) | Insp: [Y] Fire Resistance

Seconded


Female Ranger/Summoner 4 - HP: 44/44 | AC 20/21 | T 15 | FF 16 | F: +8 | R: +10 | W: +7/9 | CMD 18 | Init +4(+2 deed)/(+2 FT) | Percep +8/10 | 20ft
Resources:
Pn: 3/3; SNA: 6/6

Erm, yeah, I assumed the bat flew away again. If I were a bat, that's what I'd do. But if not, can I change that to just cutting it up with muh swords?


If it flew away, I'd have either had you make an AoO, or else posted as to why you didn't get one.

Yeah, we can say you did your stabbing with the sword instead of the knife.


Re: Disarming — The person who got disarmed is not the only person who doesn't spend an action or provoke an AoO to pick up the fallen weapon. Just sayin'.


LG Dwarf Fighter 7 | AC 22 | HP 35/87 | Perc +1 | S+8/D+1/Co+7/I+1/W+1/C+0 Insp: [Y], 2Wind[Y] Surge[N] Superiority Die[3/5] Hit Die [3/7] Positive Conditions: | Negative Conditions:

Ahhhhhhh I see what you are getting at there


What's also interesting is tripping. If you're fighting toe-to-toe with someone, there's not much point in tripping them, unless you have an ally who can act before the target's next turn. Otherwise, they just stand up and keep fighting. But if you ready to knock them over right after their turn, then they're down for the whole gauntlet of attacks. Alternatively, if they're trying to run away and you have a means of tripping them, you can cost them half their movement so you can catch up to them.

All in all, 5E seems to have adopted a model of conditions being less severe and more situational, but easier to inflict. Kinda had to recalibrate my thinking, but in the end I think I like it.


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|

I'd like to use cutting words (applies a d6 bardic inspiration die as a penalty to Melmac's attack/damage/ability check) as a reaction if Melmac hits without critting - reducing his attack roll if he rolls below a 20 but not if he rolls 20. Is that possible?

(Presumably reducing a critical has no effect - my question being do I know they've criticalled before I try and use cutting words? Or do I have to make the call without knowing what the roll was?)


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I'm a big believer in abilities actually doing things, so I'd even let you say "If he hits by X or less".


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|

Cheers. Let's go for "if he hits but doesn't roll a 20" - then I'll use my reaction to spend a bardic inspiration die and reduce his attack by a d6.

It's a bit odd, since it's an effect originally intended for our side rather than the enemy - I'm supposed to apply it after seeing the roll but before knowing its effect - which is a little weird.


Why is that weird? It'd be dumb if all you knew was he hit, and subtracted a d6 from an attack that hit by a margin of like 8 or something. Seeing the roll first lets you know whether the ability is even worth using.


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|
GM Jiggy wrote:
Why is that weird? It'd be dumb if all you knew was he hit, and subtracted a d6 from an attack that hit by a margin of like 8 or something. Seeing the roll first lets you know whether the ability is even worth using.

What I find weird is the clause: "before knowing the results" - since in this case, once I see the roll, I know the result. It seems a meaningless restriction.


I guess I take that to mean "before knowing whether he rolled a max damage Sneak Attack and triggered seventeen CON saves against various poisons and diseases, or just hit for 1d4+1 damage", rather than "before knowing whether or not it would be a hit and if there's any point to using your ability".


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|

You're probably right. I'm certainly not a fan of mechanics where the player spends a resource only to discover it never had any hope of success, so I'm happy with that interpretation. :)


Human Wizard (enchanter) 6/Rogue 1 (Spy) AC16 HP 9/[37] passive perception 17 passive insight 11 Saves: S+0 D+3 Cn+1 I+5 W+3 Ch+2 Spells: 1st (3/4) 2nd (2/3) | HD 1/1(d8)|4/4(d6) | Insp: [Y] Fire Resistance

I have some health issues that may take me away from the forums for a few days or more. I will keep things rolling when I get back.


Yikes, sorry to hear that. Hope you get better soon.


There's talk of a long rest, but it's currently early afternoon. Do you guys want to go ahead and sleep here in this room now and then resume exploration in the middle of the night? Do you want to squeeze in a little bit of cautious exploration and then turn in only a little early? Do you want to spend the rest of the afternoon setting up a defensible position, talking strategy, and otherwise getting prepared before doing an overnight long rest? Something else?


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|

I'd suggest at least a short rest, although my spells are spent and Pietro's nearly are, so pushing on means we'll need to rely on more potions and second winds if we need healing.

If we have a long rest, I think we should withdraw to the level where we entered the dungeon and find a defensible position near the stairs up/down.. Make sure we keep the bugbears away from the lower levels and raising an alarm.


Female Ranger/Summoner 4 - HP: 44/44 | AC 20/21 | T 15 | FF 16 | F: +8 | R: +10 | W: +7/9 | CMD 18 | Init +4(+2 deed)/(+2 FT) | Percep +8/10 | 20ft
Resources:
Pn: 3/3; SNA: 6/6

I would be fine with taking a short rest and taking point. Thyra can hang back and shield me, Mirrel can hang back and buff me, Pietro can do whatever he does, Halsere can keep on doing fire bolts. We'll just be at a loss if we need to, say, shatter a bunch of skeletons or perform large-scale healing.


Spidre wrote:
Pietro can do whatever he does

It appears to be a semi-randomized mixture of crit-strings and hapless flailing. With that last fight being all the flailing and none of the crits, you could always play the odds and press on with the idea he'll be back on the crit train. ;)


So Pietro wants a long rest, but it looks like everybody else is okay with a short? I'll give a little more time for discussion, then if that's still where we're at we'll go with the majority.


LG Dwarf Fighter 7 | AC 22 | HP 35/87 | Perc +1 | S+8/D+1/Co+7/I+1/W+1/C+0 Insp: [Y], 2Wind[Y] Surge[N] Superiority Die[3/5] Hit Die [3/7] Positive Conditions: | Negative Conditions:

Thyra's got pretty much nothing left but she is good to continue going


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|
Thyra Fireforge wrote:
Thyra's got pretty much nothing left but she is good to continue going

After a short rest you'll get action surge, second wind and all your superiority die back, won't you? You'll just be down a few hit die.


LG Dwarf Fighter 7 | AC 22 | HP 35/87 | Perc +1 | S+8/D+1/Co+7/I+1/W+1/C+0 Insp: [Y], 2Wind[Y] Surge[N] Superiority Die[3/5] Hit Die [3/7] Positive Conditions: | Negative Conditions:

Yeah, I meant she is good to continue going w/o a short rest. With one I'd back at full strength.


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|

Ah, gotcha. She's braver than me. I definitely think we need a short rest. :)


Human Wizard (enchanter) 6/Rogue 1 (Spy) AC16 HP 9/[37] passive perception 17 passive insight 11 Saves: S+0 D+3 Cn+1 I+5 W+3 Ch+2 Spells: 1st (3/4) 2nd (2/3) | HD 1/1(d8)|4/4(d6) | Insp: [Y] Fire Resistance

Back but need some time before posting


No worries. Sounds like we're going with a short rest, so go ahead and roll HD here. Keep in mind that when you do a long rest later, you only get half your HD back. Also, during the course of your short rest, you'll determine that Melmac's axe is a +2, and his ring is a ring of protection (+1 to AC/saves). I'll let you guys figure out who wants those (though the axe should be easy) and roll your HD, and I'll advance us forward tomorrow.


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|

Hit Die: 1d8 + 1d6 ⇒ (1) + (2) = 3

Yay. :(

Hit Die: 1d8 ⇒ 5


Don't forget your CON mod, though.


Male Human Cleric of Njord 7 | AC22 | HP 24/52 | Perc. +8 | Insight +8 | S+3/D+1/Cn+5/I+1/W+8/Ch+1 | Spells: 1st (0/4), 2nd (1/3), 3rd (1/3), 4th (0/1) | Wrath 4/5 | HD 7/7 | Divinity 0/2 | Insp: [0] |

HD: 1d8 + 2 + 1d6 ⇒ (6) + 2 + (5) = 13


LG Dwarf Fighter 7 | AC 22 | HP 35/87 | Perc +1 | S+8/D+1/Co+7/I+1/W+1/C+0 Insp: [Y], 2Wind[Y] Surge[N] Superiority Die[3/5] Hit Die [3/7] Positive Conditions: | Negative Conditions:

Hit die: 2d10 + 2d6 + 8 ⇒ (4, 5) + (2, 5) + 8 = 24

I'll take the 24 hitpoints, that puts me at 37 of 44, if I need too, I can use a health potion or my Second Wind if it comes up, but I should be good.

Spidre or Pietro should take the ring I think, my AC is already pretty decent so shoring up their defenses I think would make sense.

I would offer up the Battleaxe first to anyone else who wants it, I do already have a magical shield so I don't mind letting someone else taking the battle axe if they want it.

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