| Dorn Kindleheart |
90 - An ancient arrow of elven design.
Is it a Black Arrow by any chance? Because that could be important given the current situation.
-Posted with Wayfinder
| Supreme Being |
90 - An ancient arrow of elven design.
Is it a Black Arrow by any chance? Because that could be important given the current situation.
-Posted with Wayfinder
Dorn, I believe you already rolled didn't you.
Trinket #20: a glass jar containing a weird bit of flesh floating in pickling liquid.
| Supreme Being |
Sorry about that... My bad...
You may add those items to your equipment list, and if you wish to come up with a story of how you came by them... then it might be juicy.
| Eiryn Dirandul |
Bor, you are frightened, not panicked. You only can't approach the beast, you don't have to run and hide from it.
Just saying. From a roleplaying standpoint, it seems OK, though I would have just hunkered down or froze.
Just saying.
-Posted with Wayfinder
| Bor Bersk |
Bor, you are frightened, not panicked. You only can't approach the beast, you don't have to run and hide from it.
Just saying. From a roleplaying standpoint, it seems OK, though I would have just hunkered down or froze.
Just saying.-Posted with Wayfinder
We're typing at the same time! I was waiting for my pdf to load so I could read the condition details... I had already posted before it did. I think I was remembering how Turn Undead works...
| Vanoe'adae |
hm... the d20 roll failed, but then I added my wisdom modifier (minus the +, apparently) and the attack rolls and now it's too late to edit. With the GMs permission, I'll just let it ride as a failed save and a missed attack and cowering against the parapet.
| Supreme Being |
hm... the d20 roll failed, but then I added my wisdom modifier (minus the +, apparently) and the attack rolls and now it's too late to edit. With the GMs permission, I'll just let it ride as a failed save and a missed attack and cowering against the parapet.
Just go ahead and roll over. You get an extra 1d4 from the bless spell anyway.
| Dorn Kindleheart |
I'll take average HP. So that's 5 + Con = 7 HP. So my new total is 17 HP. I'm also taking silent image as my new spell. Current HP is no 14/17 HP.
| Dorn Kindleheart |
Note: I believe that casting the sacred Flame defeats the bless right?
Casting a spell will only end a concentration spell, if it is a concentration spell. An instantaneous spell like Sacred Flame would not. So you can cast multiple different spells, but only have 1 concentration spell up. Check out p.203 to 204 of the PHB.
BTW, I just finished leveling up. Since I'm a spontaneous caster, would I get access to my new spell slot right away? Or would I need to take a long rest first?
| Tycandus |
Sorry about the delays guys, my wife and I are on vacation visiting my parents and I couldn't get to the computer for most of Monday and Tuesday. Things should be less crazy tomorrow. I also didn't pack all my gaming books, so won't have access to the PHB to level the rest of the way until Friday night
1d10 ⇒ 3
1d10 ⇒ 7
| Eiryn Dirandul |
One new spell, one new spell slot and channel divinity. But don't get excited, this is only Turn Undead and Knowledge of the Ages, so no good old channel positive energy. I'm playing a priest of knowledge, not healing.
I find it strange that the knowledge domain seems to be focused partly on mind affecting. It seems odd and doesn't really fit in my opinion. They could have given some of the divination spells from the wizard as domain spells instead of Command, Suggestion and Confusion. And the channel divinity: read thoughts is cool, but why add a Suggestion to it?
Not sure how Eiryn will handle this. Manipulating others by force of magic is kind of evil in my opinion.
Any suggestions?
| Dorn Kindleheart |
Just because a character can do something doesn't mean that they need to. So don't worry about it. It can become a source of drama if it ever does come up.
Oh, I forgot that I used a hit die earlier. So I'm actually at full HP.
-Posted with Wayfinder
| Eiryn Dirandul |
I'll see this as a challenge to come up with a cool explanation, why a god of knowledge would grant me this powers.
-Posted with Wayfinder
| Vanoe'adae |
I think Eiryn's got a pretty cool moral puzzle. Maybe her god wants her to wrestle with it because she will grow in wisdom and understanding by doing so. Maybe her god is paradoxically stupid about puny human minds and can't tell the difference between taking knowledge in through learning and putting knowledge out through enchantment (though that does seem flimsy). Maybe the thinking was "These aren't the droids you're looking for" and stormtroopers don't deserve free will?
Personally, I like the idea that she's got this power but she's troubled by using it. The power isn't given her so she can make puppets out of lesser mortals, but is power she discovers. By her wrestling with the inner working of her own mind, she learns ways to influence others'.
Also, I like how easy it is to level up in 5e.
| Treggor Mynth |
I don't have all of that morality nonsense to worry about. A pirate's life for me, yo-ho!
As a sidenote, I hope I run into you guys again sometime.
Also, yes, leveling took like 2 minutes. It was pretty ridiculous.
| Eiryn Dirandul |
Awesome, thanks for the input!
-Posted with Wayfinder
| Supreme Being |
I don't have all of that morality nonsense to worry about. A pirate's life for me, yo-ho!
As a sidenote, I hope I run into you guys again sometime.Also, yes, leveling took like 2 minutes. It was pretty ridiculous.
Don't worry you will! You haven't made it off the roof yet :-). I'll get up a post tomorrow morning to move things along. Will everybody be done with the massive task of leveling up by then?
| Eiryn Dirandul |
5e is pretty neat in that regard. Picking a spell was what took the longest.
-Posted with Wayfinder
| Bor Bersk |
We can talk tactics here all we want. I think we should wait to see if while on top the keep we can survey the town and what's in it. Maybe there is a commander base camp on the outskirts? Maybe, there are armed guards standing outside a doorway of a manor house? Maybe a cultist flag has been raised outside the tavern?
It would be easier to see such from up top probably. Then we can decide the best means of approach. My vote is for gnomish hang gliders.
| Eiryn Dirandul |
Right there with you: Gliders, no other option.
-Posted with Wayfinder
| Bor Bersk |
I thought Bor was my full-speed-ahead-damn-the-torpedoes guy.
But we should probably see what we can learn before we start roaming the streets again.
Unless, I get the opportunity to be the torpedo, dropped from a glider.
| Supreme Being |
Sorry about the delay guys. This is my last big business trip of the year, so things should stabilize soon. I'll do my best to get a post up tonight. If not then Friday is an office day so then for sure. Again, sorry about the lack of posting. Dang, real life :-)
| Eiryn Dirandul |
No problem. I know how it is sometimes, especially as a GM, since you have to really think a lot more about what you post.
-Posted with Wayfinder
| Supreme Being |
Eiryn>
Bad girl... You've been reading other peoples spoilers haven't you... :-)
Just a note on Masterwork... which I have stolen (sort of) from Pathfinder. Masterwork gives you +1 to hit only, not to damage. If you'll notice for the most part these will be items that have limited uses. You won't find (I'm still considering this) swords, axes, bows etc... but arrows, and bowstrings and things that have a limited life.
Still messing around with 5E and adding some things, and maybe taking some things away. The rarity of magic I like, but I don't mind giving the PC's a small reward every now and then at least till they find magic of their own.
A note on magic items. Permanent magic items will have a story, and the better ones a great history. I don't know if you're familiar with Earthdawn, but one of the great aspects of that is that as you find out more about the item's history, you form a closer bond with it, and unlock more of it's potential. Not every Magic item will be like that, but I'd rather give one magic item a lot of flexibility, than having to keep up with several magic items.
For instance, you might find a +1 dagger. When you discover where it is forged it suddenly has the ability to shed light like a torch on command. When you find out who crafted it, it might grow warm and vibrate when you near undead, When you explore the mine that the metal it is formed from it might gain the returning ability.
Thoughts?...
I guess everyone is going to follow Escobert, so I'll need a marching order in order to move forward, and potential light sources, along with any special preparations or precautions.
| Eiryn Dirandul |
I like the suggestion about magic items. The problem is the Identify spell. But, that could be counted by an extended attunement rule. After period X of time and finer attuning to an item, you can unlock further abilities. Also 5e plans for charakters to have some time to do crafting and enhancing of items on their own.
I like what you did with the bowstring. Things like that sound great for masterwork gear. But I wouldn't use the pathfinder approach. Make the item look and feel special, bonuses aren't anything.
-Posted with Wayfinder
| Treggor Mynth |
Personally I dislike the notion of "getting to know" your weapon unless it's an intelligent item. If I were doing it, I'd probably just eliminate the simpler magical bonuses like +1 or flaming. If you want a sword wreathed in flame, that's awesome, but instead of just doing a ton more damage, the only mechanical benefit is that it sheds light as a torch and can count as fire damage in addition to slashing (for purposes of weaknesses and resistance). Other than that, I think named magic items are cool, but that's a minor detail.
-Posted with Wayfinder
| Eiryn Dirandul |
Flaming is no simple bonus as you just described yourself. It is maybe very commonly known and a flame tongue isn't going to surprise any long time Gamer. But it still is a neat item with interesting possibilities.
The simple +1 also isn't the end of it. The weapon has some story to it, it is skillfully crafted and it will be nearly unbreakable, able to cut through minor metals and so on. The +1 is just the basic way to show how this item is special in comparison to other items if it's kind.
Also, I agree with you on not using growing weapons, unless they are really special and/or intelligent.
-Posted with Wayfinder
| Vanoe'adae |
I'm pretty in favor of increased flavor for magic items. In one of the playtests, they had tables that gave a ton of options for creating history and purpose of an item. I'm really hoping that makes it into the DMG. Actually, I don't care, because I'll use it anyway.
I like anything that makes magic feel more magical, and magic items in particular. Giving them stories should be required, though not necessarily of the GM. As long as whatever it does grows out of what it is.
A thing I'd like: A +1 battle axe of orcish manufacture that lets you take a bonus action to move towards an enemy when you score a crit. The orcs never knew it did that because orcs do that naturally, and nobody would know that until they got a crit with it.
A thing I'd hate: A +1 battle axe that lets you take a bonus action to move towards an enemy when you score a crit after you've owned it for a month.
I also like what you did with the bowstring, incidentally. For those who didn't read my spoiler: This is a MW Elven Bowstring. It makes you bow Masterwork, until you roll a 1 on an attack roll. It then breaks and must be replaced.
| Dorn Kindleheart |
I would recommend not giving numerical bonuses to masterwork items. A +1 in 5e is a big deal.
Magical items that grow in power and have a history are perfectly fine with me. And I echo Vano when I say that I hope that the DMG keeps the cool tables to customize magic items. If not I'll definitely be using the rules from the playtest.
One thing I did in Pathfinder was give players bits of divine inspiration to explain power ups of items.
After slaying the black dragon, you are struck with an idea. Without thinking twice you plunge your blade into its acidic blood. The weapon smokes and corrodes for a moment before it seems to drain the blood into the blade itself. Rebuilding the blade as a shade of dark green. You draw the weapon back and feel it has become more.
Your +1 longsword is now a +2 Corrosive Longsword. :-)
-Posted with Wayfinder
| Dorn Kindleheart |
Oh, in addition to the 10 MW bolts, Dorn will take 10 mundane ones.
-Posted with Wayfinder
| Eiryn Dirandul |
I have a question: what year is it? In Lost Mine of Phandelver I didn't find any date and no mention of any of the storyline during 4e (wich I didn't follow at all) at first. Then I saw, that the destruction of Neverwinter during the eruption of Mount Hotenow is supposedly 30 years past. So it seems LMoP plays in 1481 DR. And if I am not mistaken, Tyranny of Dragons plays after that. Since I own the adventure myself, I searched the book for any information on the city of Neverwinter itself, but didn'T find very much.
Long story short: Should I read up a bit on the Spellplague and stuff, since Eiryn must have been born during that time, or how do you want to handle this?
| Eiryn Dirandul |
I did a bit of research for my own Lost Mine of Phendelver adventure and, well, it's all a bit confusing when it comes to hwo things are in the "present day". Tyranny of Dragens is at 1489 DR as far as I could pin it down (link). But the GM has the final say on such things. According to official lore, the Spellplague and everything 4e still happened, but the Sundering revoked many of the effects of the last years. Still, things happened, Neverwinter got destroyed and rebuilt for example. I don't know about Waterdeep, but I guess officially there has happened a lot, too.
According to canon the Spellplague ended mere 10 years ago, so everyone of us would have lived at least through the last few years of those events.
Just let me know how you want to handle this.
Also, out of curiosity, did you guys play 4e or are into the Forgotten Realms lore of the time or of previous editions?
| Dorn Kindleheart |
I've also read quite a few of the FR books including the dark elf series. And I made it a point to read all the Sundering books, which funnily enough helps not much at all.
I know for sure that Mask, Mystra, Helm and Lathander are back again, as is the Weave. Those floating islands all pretty much collapsed, except for a few.
Oh, Myth Drannor got destroyed. Again. And Netheril kind of got its ass handed to them, and is largely responsible for the destruction of many, many magical items.
-Posted with Wayfinder
| Supreme Being |
HI guys. Sorry about the delay. End of the year has been crazy, and I've got some travel coming up next week. I haven't given up on this game as it's enjoyable, but will be putting it on Hiatus until after the first of the year. Hopefully you guys will stick with me when I pick things up again.
PS: I read all the Sundering books, so the Spellplague definitely happened, and you can feel free to verse yourselves on the history.
| Eiryn Dirandul |
Thanks for letting us know. I'll be there as soon as the story continues. Looking forward to it.
I hope you all have nice holidays, a merry Christmas and a happy new year!
-Posted with Wayfinder
| Supreme Being |
Finally getting caught up, and new post will be up by tomorrow at the latest. Hopefully everyone had a nice holiday, and all are still here!
| Eiryn Dirandul |
Very nice,looking forward to it.
-Posted with Wayfinder
| Bor Bersk |
ACK... I had to reread a bit to figure out where the heck we were.
I admit I am unfamiliar with swarm mechanics in 5e.
Swarms have resistances to some stuff and immunity to more stuff... Fight and find out! Mechanically, they can occupy the space of another creature and vice versa. So don't worry about not being able to move about.