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Post by venger on Nov 21, 2015 19:38:43 GMT -5
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Post by Wolfgar on Nov 22, 2015 8:37:48 GMT -5
Awesome!
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Post by Bolo on Nov 22, 2015 22:16:49 GMT -5
I'm looking at Flaming Sphere, Shatter, Spider Climb, and Web as possibilities for my two free second-level spells on leveling up. Any opinions?
The duration of Spider Climb in 5e is totally different from in 1e. It lasts for up to an hour, but it requires concentration. So Eustace could climb all the way up to the top of the beer-lift shaft (for example) with no problem, except that if he took 1 hit point of damage from a bee sting 10 feet from the top, he'd fall hard the whole way down. Maybe if he could temporarily borrow the feather of feather falling from Quarion while spider-climbing?
Flaming Sphere lasts for a up to a minute, with concentration, and moving it each round is a bonus action. Am I right that this means it would effectively be a second attack each round, so long as the caster keeps concentration? E.g. in one round, Eustace could move 15', zap someone with a ray of frost or shoot at them with a crossbow, then move another 15' and roll the sphere into a second someone for 2d6?
Gust of Wind isn't in the abbreviated rulebook. Does the gust originate at the caster, or can it start at a designated point? It seems like it would be most useful in a hallway, but if the gust originates at the caster, then he would have to be in the front rank, or the gust would affect his companions just as much as the enemy.
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Post by venger on Nov 22, 2015 23:15:13 GMT -5
Flaming Sphere lasts for a up to a minute, with concentration, and moving it each round is a bonus action. Am I right that this means it would effectively be a second attack each round, so long as the caster keeps concentration? E.g. in one round, Eustace could move 15', zap someone with a ray of frost or shoot at them with a crossbow, then move another 15' and roll the sphere into a second someone for 2d6? As long as the action doesn't break concentration, I don't see why not. Gust of Wind isn't in the abbreviated rulebook. Does the gust originate at the caster, or can it start at a designated point? It seems like it would be most useful in a hallway, but if the gust originates at the caster, then he would have to be in the front rank, or the gust would affect his companions just as much as the enemy. 2nd-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
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Post by Wolfgar on Nov 23, 2015 11:30:58 GMT -5
I agree that gust of wind would be difficult to use without being in the first rank or last rank. It might be useful for dispersing breath weapons or poison clouds.
I think that with some practice you could use it to operate a hover board. You just need a large shield to sit in and then angle the blast under and slightly behind you.
I can see concentration being an issue. Fly also requires concentration. Who is going to want to fly if the magic user could stop concentrating at any moment. You would want to buff the magic user so either he doesn't take damage or has really good Constitution saves.
Spider climb could also be used in conjunction with pitons and ropes. You wouldn't move as fast but you wouldn't have to worry about falling as far. Still you could only get one person to the top of the cliff at a time.
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Post by Ginger on Nov 23, 2015 19:37:11 GMT -5
I copied my three battle master maneuvers here so everyone can review them.
Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one crea- ture within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll.
Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
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Post by venger on Nov 24, 2015 11:24:54 GMT -5
I can see concentration being an issue. Fly also requires concentration. Who is going to want to fly if the magic user could stop concentrating at any moment. You would want to buff the magic user so either he doesn't take damage or has really good Constitution saves. Yeah, I can see this being hilarious.
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Post by Wolfgar on Nov 24, 2015 22:15:45 GMT -5
This is exactly the type of hover board I was thinking about. The star destroyer is just a bonus.
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Post by venger on Nov 25, 2015 13:04:35 GMT -5
I played that for way too long.
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Post by Ginger on Dec 28, 2015 0:30:13 GMT -5
Can we get a short refresher? We'd just vanquished the spiders and forced the ettercap to flee. How much treasure is left at the bottom of the crevasse? Ginger didn't use any of his abilities yet, so he's in great shape to press on.
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Post by venger on Dec 28, 2015 11:37:48 GMT -5
Can we get a short refresher? We'd just vanquished the spiders and forced the ettercap to flee. How much treasure is left at the bottom of the crevasse? Ginger didn't use any of his abilities yet, so he's in great shape to press on. Yes! Give me a day or two. Happy holidays everybody!
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Post by venger on Dec 31, 2015 19:29:12 GMT -5
We have a new subforum for our timeline. Let's see how consistent I am with the updates.
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Post by Wolfgar on Jan 1, 2016 18:19:19 GMT -5
Should we post discussions here or in the timeline? I can always move this post.
I see we have rescued yet more people. I think we have done that in almost every week of this campaign.
Still some unresolved questions. -do we take the sword -do we collect plant samples from the elven family trees for the wizard who lives on the island -how do we reunite Gambol with his master -do we return immediately to town with the rescued townsfolk and treasure -will be able to find this place again -why didn't the ettercap expand into the rest of complex -what about the singing on the other side of the hill.
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Post by venger on Jan 1, 2016 21:38:20 GMT -5
Should we post discussions here or in the timeline? I can always move this post. I see we have rescued yet more people. I think we have done that in almost every week of this campaign. Still some unresolved questions. -do we take the sword -do we collect plant samples from the elven family trees for the wizard who lives on the island -how do we reunite Gambol with his master -do we return immediately to town with the rescued townsfolk and treasure -will be able to find this place again -why didn't the ettercap expand into the rest of complex -what about the singing on the other side of the hill. Discussion is fine wherever. Probably better here, so the timeline stays uncluttered. Rescuing folks does seem to be a recurring theme. The introductory 5e module hinged on it. Good news, at least if there's a TPK, the bad guys aren't averse to taking prisoners.
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Post by Ginger on Jan 3, 2016 18:40:12 GMT -5
Random thought on abilities we don't use: ritual spell casting. You can cast augury without using a spell slot it you spend an extra 10 minutes to do it as a ritual. It just expends the consumable resources of the spell.
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Post by Wolfgar on Jan 3, 2016 22:08:02 GMT -5
I need to borrow the PHB to find out about some of these new rules. I'll trade you the DMG next time.
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The Ruins
Jan 4, 2016 13:38:07 GMT -5
via mobile
Post by venger on Jan 4, 2016 13:38:07 GMT -5
I need to borrow the PHB to find out about some of these new rules. I'll trade you the DMG next time. Ritual casting is in the free rules set I think, completely forgot about it though.
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Post by Ginger on Jan 4, 2016 18:08:10 GMT -5
A quick skim shows Augury and Identify as spells we have tagged with the "ritual" category, but I don't know everything we have. I think it's basically the ones that have a monetary cost to them, so that you won't cast them a million times. Augury also has an inherent limitation in that it starts giving bad advice only when used too many times. Clerics can only cast rituals of spells they've prepared, but wizards can cast anything in their books.
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Post by Ginger on Jan 4, 2016 20:22:42 GMT -5
Detect magic is also a ritual, yet has no consumed resources, which means we can do it any time we have 10 minutes to spend. Here is a full list I found:
1, Alarm 1, Comprehend Languages 1, Detect Magic 1, Detect Poison and Disease 1, Find Familiar 1, Identify 1, Purify Food and Drink 1, Speak with Animals 1, Tenser's Floating Disk 1, Unseen Servant 2, Animal Messenger 2, Augury 2, Beast Sense 2, Gentle Repose 2, Locate Animals or Plants 2, Magic Mouth 2, Silence 3, Feign Death 3, Leomund's Tiny Hut 3, Meld Into Stone 3, Phantom Steed 3, Water Breathing 3, Water Walk 4, Divination 5, Commune 5, Commune with Nature 5, Contact Other Plane 5, Rary's Telepathic Bond 6, Drawmij's Instant Summons 6, Forbiddance
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Post by Ginger on Mar 6, 2016 22:07:11 GMT -5
Big win today in the shrine. We used good tactics to win the fight. Now we need to identify our new items, including the 2 additional scrolls, the collar, and the shield.
I vote we advance on the ogre cave next, which should have enough aggregate XP to get us up to 5th level, which is a big one.
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Post by Wolfgar on Mar 7, 2016 11:07:19 GMT -5
I think if the naga had attacked Ginger and Quarion and the wolves had gone after the other 3 it would have been a very different combat. The illusion was definitely good thinking.
BTW, I think we shortchanged the wolves' critical hits on Ginger. Reading the rules I think you should roll all damage dice twice as opposed to adding a single additional die (which is what I think we have done previously). Here is the text for reference.
Critical Hits
When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal.
This would also apply to critical hits for some magic spells.
Ogres are going to be a good challenge. No spells but tons of hit points and damage. Does the Daughter of the Leaves know anything about the other caves that dot the side of the mountain?
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Post by Ginger on Mar 7, 2016 12:49:46 GMT -5
Yes, that's correct for the critical hits, although I don't think I ever got low enough for it to make a difference.
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Post by venger on Mar 28, 2016 11:52:13 GMT -5
3 weeks later... (oops!) BTW, I think we shortchanged the wolves' critical hits on Ginger. Reading the rules I think you should roll all damage dice twice as opposed to adding a single additional die (which is what I think we have done previously). Here is the text for reference. Critical Hits When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. This would also apply to critical hits for some magic spells. So we're saying a 2d6+3 bite would be a 4d6+3 critical bite? Ouch. Ogres are going to be a good challenge. No spells but tons of hit points and damage. Does the Daughter of the Leaves know anything about the other caves that dot the side of the mountain? Before this weekend I will post the treasure recovered from the naga, the reward from the Daughter of Leaves and whatever information she provides.
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Post by Ginger on May 23, 2016 9:28:33 GMT -5
Any fun ideas for things to do while in town? We have enough money that we should silver any weapons. It's 10x the cost, so a quiver of silver arrows is a great idea.
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Post by Bolo on May 23, 2016 17:03:00 GMT -5
Eustace would like to use his alchemical skills to investigate the lime sample that he took from the pit. Can he determine whether this is just a natural deposit, or the product of some past event, or a load of lime brought in from elsewhere by someone?
Eustace would also like to visit Selvaster, the wizard on the island. (1) To show him his notes on the encounter with the black pudding, and to ask if he knows anything more about black puddings. (2) To say that we saw an underground area with some promising crystalline formations, but that we bypassed it because there was evidence of a creature nearby that turns victims to stone and then eats them. What does he know about such creatures? (3) To offer him the specimens from the two phase spiders. Would Selvaster like to have these, and if so, what will he exchange for them?
Unless (2) produces a very comprehensive answer, Eustace would also like to use his researching skills elsewhere in town to find out more about creatures that petrify-and-eat.
And yes, sure, he'd like to silver his dagger and his plain crossbow bolts (but not the ghostbusters ones). He doesn't use them much, but if he ever needed to, it's a relatively cheap upgrade.
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Post by Ginger on May 24, 2016 8:36:40 GMT -5
Can Wicked Pete and Ginger spar a bit to test out the diamond pick? Maybe Ginger's battle master skills, Dwarven heritage, and soldier background combine to give him some extra insight? As it is a ceremonial Dwarven weapon, Ginger would be happy to trade the javelin of lightning to Wicked Pete for it.
We should see if any of the temples have any interest in the necklaces that prevent turning. Either information about a particular evil cleric could have fashioned them, or interest in buying or trading for them.
Can a combination of Arcana checks, book research, and further identifications give us more info about the creature being created by the Iron cube? More powerful than the fire gem, equal or less?
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Post by Ginger on Nov 12, 2016 17:22:16 GMT -5
What's the plan for the next mission? Hag's Crag is another step along the quest line to free the forest from evil influence.
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