GM MattMorris |
Strongbox key was for the box in Hallod's quarters. You guys opened it the rogue way, I think.
GM MattMorris |
Noala can serve as a trainer if anyone wants some ranger training.
She also offers two unique feats:
RELENTLESS STALKER [reaction] FEAT 2
UNCOMMON, MOVE, RANGER
Trigger An adjacent creature you are hunting attempts to move away from you using an action that has the move trait.
Your hunted prey cannot escape your relentless pursuit. Stride up to your Speed in tandem with the triggering creature, remaining adjacent to the foe throughout its movement until it stops moving or you run out of movement. You can ignore difficult terrain during this movement unless the difficult terrain is caused by a magical effect.
WILDERNESS SPOTTER FEAT 2
UNCOMMON, GENERAL, SKILL
Prerequisite Expert in Survival
Select one type of terrain from the following list: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You can use Survival in place of Perception to roll initiative when in the selected terrain in a natural location (not a structure) even if you weren’t tracking or otherwise using Survival before the encounter. You can also use Survival instead of Perception to notice traps in natural locations in the chosen terrain; if you find a snare in this way, you can also use Survival instead of Thievery to Disable the Device.
Special You can select this feat more than once. Each time you select it, the feat applies to a new type of terrain.
The first one is a Ranger feat, so it would only be of interest to Robyn, but the second one is a Skill feat, so anyone Expert in Survival could select it.
GM MattMorris |
Yes! Get in there. :)
Happy to have you. We are leveled up to 2, by the way.
GM MattMorris |
Houserule Alert: I've decided that in the home games I'm running critical failures on stabilization checks will only count as failures. The rules as written are a bit to deadly for my taste. (Hopefully it won't come up in this fight!)
Vetch |
For Alex:
"After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends."
And
"You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame, wash off acid, or use Medicine to Administer First Aid to stanch bleeding. This allows you to attempt an extra flat check immediately.
The GM decides how your help works, using the following examples as guidelines.
Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames.
Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage.
Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient.
Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute."
Bennington Good Good |
Houserule Alert: I've decided that in the home games I'm running critical failures on stabilization checks will only count as failures. The rules as written are a bit to deadly for my taste. (Hopefully it won't come up in this fight!)
Ominous, but thank you, Matt!
GM MattMorris |
GM MattMorris wrote:Houserule Alert: I've decided that in the home games I'm running critical failures on stabilization checks will only count as failures. The rules as written are a bit to deadly for my taste. (Hopefully it won't come up in this fight!)Ominous, but thank you, Matt!
I've been thinking about it since Mike B.'s character died in our Age of Ashes game. He got downed by a crit, then critically failed his save, so he died in 1 round. It wasn't very fun!
Bennington Good Good |
I can see how that would be a real bummer. I think I'll follow your lead on that.
BTW, I removed the wounded condition, assuming that I'd be able to rest for a few while Vetch meditated with nature.
GM MattMorris |
Sorry guys, I'll get a post up tomorrow. It was a Day here. Felt 1,000 hours long, but I didn't get half the things done I wanted to.
GM MattMorris |
I did get to take a short bike ride around the neighborhood with Finley yesterday. I think that was in hour 36. :)
We're chipping away at the yardwork. Hopefully backyard home office will be set up by the end of the week.
GM MattMorris |
Nice work, y'all. Things were going to get pretty hairy if you didn't kill the orc boss that turn.
Vetch |
Fair to assume that working together we could drag Uhtred into that hut or out past the wall, whichever we decide?
Vetch |
Never divided this up, but some relevant loot from the alchemist lab:
lesser acid flask (4), lesser alchemist’s fire (3), lesser bottled lightning (4), minor elixir of life (4),
GM MattMorris |
Yeah, you can drag him easily. Whoever wants to do it can accomplish it.
Vetch |
Just a note to say I'm going to change up Vetch's spell selection in the morning. Have to figure it out, but going to get at least a heightened heal in there!
Uhtred son of Uhtred |
if it's okay, I'll roll treat medicine's for Vetch to work on Uhtred. Not sure how much time we have before needing to call it a night in order to get enough sleep, but I'm assuming we have a few hours at least? and then we can take some time in the morning unless we think surprising them at first light is important
NatureHealing: 1d20 + 11 ⇒ (20) + 11 = 31 for healing: 4d8 ⇒ (5, 3, 6, 1) = 15
NatureHealing: 1d20 + 11 ⇒ (11) + 11 = 22 for healing: 2d8 ⇒ (8, 7) = 15
NatureHealing: 1d20 + 11 ⇒ (2) + 11 = 13
NatureHealing: 1d20 + 11 ⇒ (7) + 11 = 18 for healing: 2d8 ⇒ (3, 1) = 4
NatureHealing: 1d20 + 11 ⇒ (18) + 11 = 29 for healing: 4d8 ⇒ (2, 2, 7, 7) = 18
including sleep, that should do it with 5 attempts. If we're putting in the work at the top of each hour, that could mean either 4 attempts in a little over 3 hours of time the first night along with 1 attempt first thing in the morning, or 3 attempts in a little over 2 hours along with 2 attempts in a little over an our in the morning. Are either of those okay?
GM MattMorris |
Either of those is fine with me. You folks should figure out a plan of approach for the morning, too.
Vetch |
Perhaps scout it during the day to see if more sentries appear, but otherwise, yeah, seems like one way in, and we certainly have to worry about that archer on the roof. Feel like once we get inside it's not as big of a deal.
Vetch |
We used one on him to revive him, but I'm fine being the person who doesn't get one of the healing ones or an alchemist fire since I have cantrips.
So the plan: We return, Guldun or Bennington sneak closer for some recon on what's transpired in the night, reports back and we make a plan from there, but seems likely we are headed into the main structure, unless we want to search that orc house with the throne for loot first.
Bennington Good Good |
Ooh, Matt, I goofed up! BGG doesn't know tanglefoot. That's somebody else! Do you want to retcon that -10 movement penalty for
2d4 + 4 ⇒ (3, 2) + 4 = 9 cold damage?
Vetch |
I constantly mix up characters, especially with two dwarf rangers with wolves and a rogue/sorcerer and bard aren't that far apart
Vetch |
Here's my suggestion for splitting it up:
Guldun: moderate alchemist’s fire, lesser tanglefoot bag
Uncle: lesser elixir of life, moderate alchemist’s fire, mistform elixir
Uhtred: lesser elixir of life, moderate alchemist’s fire, moderate fire energy mutagen.
Vetch: moderate alchemist’s fire, lesser tanglefoot bag