| Gunnar Thorstein |
I don’t suppose Gunnar has a healing potion I have overlooked in our inventory, does he?
| DM - Tareth |
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I thought you all had a couple of Healing Potions a while back. To avoid anyone having to dig back through a zillion posts. Let's just say, you've had plenty of opportunity to purchase/find a couple of basic healing potions of the 2d4+2 variety.
Random #: 1d3 ⇒ 3
Looks like you have three of them among the group. With a 2 in 5 chance of Gunnar or Luthael carrying 1 of them...
Random #: 1d5 ⇒ 3 Looks like Raseri, Ingryd, and Scramsax each have one potion.
| Scramsax |
Scramsax will administer a potion next round if Raseri doesn't this round (and if Scram is still alive). Raseri might have a better upcast spell option than 2d4+2, also.
| Scramsax |
Yep, not good...auto-crits incoming.
The bees can’t be targeted by attacks, spells, or effects, and they vanish when your rage ends.
The bees aren't though. Not sure if you commanded them to do anything as a bonus action earlier (you never do for some reason).
| Scramsax |
DM, I forgot the Poison condition on previous rolls, but doesn't really change anything I guess. Attacks would have used the first rolled (if Hide success) or lowest of the two (if Hide failed), and I think either way hit. Then, the disadvantage on Hide would be offset by Supreme Sneak so again a straight roll.
| Scramsax |
I like how in pbp you get to see the 'alternate timeline' of not Counterspelling. :) That was clutch, thanks Gunnar!
level 10 hp: 1d8 ⇒ 6
| Gunnar Thorstein |
Just glad I rolled high enough for it to work!
We roll for hp? It has been a while.
Wizard d6+ con: 1d6 + 3 ⇒ (3) + 3 = 6
| Scramsax |
Not sure on the rolling, couldn't remember so just rolled.
Tough choice on the 'special' rogue 10th level ASI for me.
Resilient(Con): Would be handy, but is more a response to DM-style than a character driven choice.
Skilled(Nature, Animal Handling, Survival): Already knowledgable about poisons, a smart/wise guy, and Scram has now been in the wilderness for a very long time. Not to mention living as a dryad for a while, growing and managing a successful bean-skyscraper restaurant/hotel, and terraforming an ancient forest. Mechanically sets me up to get more mileage from Reliable Talent. Also syncs up with long term idea to cheat Scramsax into becoming a respected druid (which I find hilarious).
Lucky: Would do both of the above since +5 is roughly proficiency, but tracking resources other than inventory/coin goes against my desired playstyle for this character. Reliable Talent next level would also make this less powerful anyways.
Skill Expert: Another Expertise for one of (Ath, Acro, Inv, Hist) would be nice, and a brand new skill. I think Skilled is a bit better though with Reliable Talent in mind.
Martial Adept: Some cool action economy breaking stuff that synergizes with thief, but once per short rest and pretty situational. Not character driven.
Mage Slayer, Sentinel: Ways to get off-turn sneak attacks, but requires staying in melee.
Actor: I love everything about this feat but would probably end up annoying everyone. xD Also 'Scram is a bad liar' is a cornerstone of the character.
Tough or +2 Dex: Yes, but lame.
Poisoner: Bonus action apply is nice, but I prefer the way we've been doing it (ie. finding random things in the wilderness with more varied effects than just poison damage/condition).
Tavern Brawler: I like this with thief because of the improvised weapon proficiency, meaning thief can throw acid/alchemist flasks with bonus Fast Hands. However, 24 sort of patched this so I think that interpretation is considered a mistake. Also, we never really encounter PHB shops to refill Fast Hands applicable stuff.
Weapon Master: Whip, Heavy Crossbow, Blowgun, Net would all offer more combat fun than sling/dagger. Another cornerstone of the character though is 'Scram always appears unarmed' (hidden dagger, sling disguised as bracelet).
Alert: Another one I love but we don't use initiative so its kind of useless here.
Initiate, 'X' Touched: Don't want spells.
Scion of Outer Planes+: Cool but out of place for the campaign.
Telepathic, Telekinetic: If only the telepathy was normal.
Multiclass: Too close to some good stuff to take a level penalty now.
Others: meh.
---------------
So, maybe not the strongest choice but I think I'll go with Skilled(Nature, Animal Handling, Survival). Hrm, Medicine is tempting too but I think we have that covered and pretending to be a doctor is more fun than actually being one.
| Luthael Invictusol |
HP: 1d8 ⇒ 7
New HP = 71 +7 +2 Con = 80
1 new cantrip and Divine Intervention
Any interest in converting to 2024?
| Gunnar Thorstein |
Scramsax:
Really hard to pass up Dex +2 if you are not already at a 20.
Other than that, skilled seems like a good choice to further character goals, though you may want to multiclass or pick up magic initiate (druid) at some point if you are wanting to pursue that route long-term.
| Gunnar Thorstein |
Gunnar: I believe we've been doing the HP increase is rolled or average, which ever is higher.
Will move things forward on Monday.
Thanks!
New stuff for Gunnar:
- Improved Abjuration lets him add his proficiency bonus to dispel magic and counterspell checks.
- In honor of the last combat and the blessing of Kohrs, he has picked up Fire Bolt "Flame of the Sun God".
- For our convenience, he has picked up Tiny Hut "Freyja's Respite" as a ritual to keep us protected and warm while traveling.
- New 5th level spell is Bigby's Hand "Fist of Odin", a fun force-based multi-faceted attack spell that uses bonus actions in subsequent rounds to activate.
| Scramsax |
I'll probably take the +2 dex at 12 if we go that far. I know its great, its just not that fun to get a bunch of +1s. Reliable Talent also relies on proficiency, so the more skill proficiencies I have the better. Not that its an amazing class ability, but I wanted to play with it.
For the magic, I was thinking thief's Use Magic Device instead of actual casting. "...only the true druid of the ancients may wield this staff..." and Scram fakes it.
Unrelated, I was thinking Scram gives Gunnar the spell storing ring. Its awkward and not working out like I hoped.
| Gunnar Thorstein |
I'll probably take the +2 dex at 12 if we go that far. I know its great, its just not that fun to get a bunch of +1s. Reliable Talent also relies on proficiency, so the more skill proficiencies I have the better. Not that its an amazing class ability, but I wanted to play with it.
For the magic, I was thinking thief's Use Magic Device instead of actual casting. "...only the true druid of the ancients may wield this staff..." and Scram fakes it.
Unrelated, I was thinking Scram gives Gunnar the spell storing ring. Its awkward and not working out like I hoped.
How about if we load the ring with spells that cast as a reaction? That way it won't mess up your action economy. Gunnar could load it with Shield (+5 ac, stops magic missiles), Absorb Elements (resistance to incoming elemental damage and add it to your melee weapon), and Counterspell (1d20+9 vs. 10 + incoming spell level). All reactions and abjuration spells that would protect you and/or the party...
(This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.)
| Gunnar Thorstein |
Actually, reading the description, Gunnar's Improved Abjuration may not work through the ring for the counterspell, so maybe an extra Shield and a Misty Step (bonus action) would be useful instead.
| Scramsax |
Yeah, that's a good set which certainly makes it strong. I just had a different flavor idea with it I guess (utility spells), but sure let's do that next long rest.
edit: Agreed on the interpretation of the level 10 feature. Ring wearer is the caster.
| Scramsax |
Haha, sorry. Earlier that was me saying 'someone open the door' without saying it. English can be used to communicate <-- something I sometimes forget.
| Scramsax |
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Drunk bear liver muppeteers would be a force to be reckoned with.
| Raseri Whitescale |
Hello! I'm still alive!
I have some good news! I've got a new job that's much closer to home, and I'll be starting on July 14th! I'm hoping that I can get caught up soon after that and start playing Raseri again. Thanks for your patience and my apologies for the absence.
| Luthael Invictusol |
Woot!
+1
| Scramsax |
Nice, glad you found something more manageable. :)
| Raseri Whitescale |
It's actually going to be a very easy commute. I thought it was in the office, but it's work from home.
| Luthael Invictusol |
@GM Tareth
Luthael wants to confirm with his locate object that the obvious eggs are in fact dragon eggs and not an illusion.
| Scramsax |
How exactly are we going to transport them?
Scram could Teleport everyone and the eggs once we're far enough from the corrupted line effect. Luthael knows Scram's bracelet can do that from a conversation back in the Margreve.
| Scramsax |
Stalker's Retreat eggs in hand and none the worse for wear.
Standing
Was something cut off at the end?
| Scramsax |
Scram can teleport us back to Lenovco or the Dragon's Lair whenever. It would be better if someone had some object from either place for teleport accuracy. Scram definitely doesn't, I think those are the two places in the entire game she didn't take some kind of keepsake from (save the consolation liver-muppet). <_<
| Luthael Invictusol |
So, Luthael will Scry before Long Rest and then pray for Sending afterwards.
| Luthael Invictusol |
I'm scrying the nest, such that I can see the harpies. The Daylight should still be running within an hour, I think.
| Gunnar Thorstein |
Gunnar will use a total of 4 hours and 100 gp of reagents to scribe Knock from the captured spellbook into his own spellbook. It may extend a bit into his watch for the night, but he should still get good rest.
| Luthael Invictusol |
I’m away from keyboard this Friday to next Monday inclusive. Cheers
| Gunnar Thorstein |
Note for those inside the protective spell:
Freyja's Respite*
Legacy • 3rd LevelEvocation
Customize*
Casting Time:
11 minutes
Range/Area:
Self/10ft.
Components:
V, S, M(a small crystal bead)
Duration:
8 hours
Notes:
(Tiny Hut)
Source:
Player’s Handbook (2014)
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
| Scramsax |
Yes, part of the confusion may have been my fault. The fireplace, door, and kitchen of my post were at worst imaginary...following the running gag of Scramsax owning a master suite inside Ingryd's tangle of bear fur.
Scram did (foolishly) go outside the hut to greet the visitors, however.
| Luthael Invictusol |
I forgot about the hut but would have stayed inside.
I'll wait to post after GM determines how the hut modifies the scene.
Cheers
| DM - Tareth |
Alright, so it looks like the Tiny Hut protects anyone inside from both the flash and the poison effect. No save necessary. Of course, the poison gas does linger within the room, so until it is cleared, anyone leaving the hut must make the save.
It's interesting how this spell has morphed a bit from 1st to 5th edition. I was just curious and checked my original AD&D PHB and there it says "In no way will Leomund's Tiny Hut provide protection from missiles, weapons, spells, an the like." It was a useful shelter from the elements and possibly avoiding random encounters, but not the mini-fortress they've turned it into. Ah well.
I guess Scram is the only one who needs to save.
| Gunnar Thorstein |
Gunnar has to stay inside the hut to keep it active, so he will plan to stay put and guard the eggs, making him basically a non-factor in this fight. I will see if there is any spell he can cast on an ally before they leave the hut to fight that might be of benefit.
| Scramsax |
...not the mini-fortress they've turned it into...
This is one of the spells they revised in 2024. Now only 3rd and lower spells are blocked and its not total invincibility against everything.