OOC Thread

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Dec 6, 2017 3:00 pm
Yeah the door seems like a less risky route if we can unravel its secret.
Last edited December 7, 2017 10:19 am

Len

Dec 6, 2017 11:21 pm
So, do you guys want to return to the surface then? The door is still as shut as before, but you could try a few things:

1. Ask around town for more information
2. Try other resources at your disposal that you haven't tried yet
3. Find more equipment / tools / manpower to execute some plan to open it
4. Something else entirely
Dec 6, 2017 11:42 pm
I think we should head back to the inn. Gotta tell the owner what's up with their spring after all. Also I'd like to get a spell slot from a sort rest, used up both of mine on that battle. We should still have plenty of time before the egg sacks hatch I think. I'll have Pageflap do an arcane check with his magic vision before we leave though. On just about everything in the room actually. Do I need to roll several times for that?
Dec 7, 2017 4:20 am
Maybe check out the statue since there's magic a foot. Or more info about the white kenku
Dec 7, 2017 6:21 am
Probably not gonna get much info on the Kenku general from the villagers, but it's worth a shot. His keep is also an option, though it may be haunted. There should also be another path at the bottom of the hole we entered from that leads below the hand statue

Len

Dec 7, 2017 6:28 am
No need to roll multiple arcana checks. I wouldn't have asked you to roll anyway. The spell does what it does, no roll required, and you've gained some valuable insights from it.

To get back to the surface, everyone does an athletics check (DC 15) to climb the rope, followed by a CON saving throw (DC 6 this time). Failure on the climb check will result in 1d6 bludgeoning damage as you stumble and whack into the wall and you'll be at disadvantage to make your CON saving throw.

If you take a short rest at the top, you can use your Hit Dice to heal in addition to other class features like Pageflap's arcane recovery. The CON saves for the sauna tunnels will reset back to 5. If anyone incurs exhaustion from failed con saves, that does not reset until after a long rest.
Dec 8, 2017 1:10 am
Would it be possible to do an acrobatics check to climb the rope, or does it have to be Athletics?
Dec 8, 2017 3:06 am
Would a strength check to pull anyone up be a possibility?

Len

Dec 8, 2017 5:03 am
Sorry Jackech, Acrobatics is more for balancing type activities. If you were tightrope walking, Acrobatics would be appropriate.

Starrbeardo, that's using your head! Yep, you can definitely haul somebody up the rope. I'll let any character take the Athletics check on behalf of another character provided you are at the top. You can even have somebody use the Help action if you both pull on the rope, giving you advantage. However, any characters pulling up the rope will have to do another Con saving throw, and each attempt will escalate the DC by 1.
Dec 8, 2017 5:07 am
Would my plan of taking one's backpack off to reduce weight have helped at all with the Athletics check?

Len

Dec 8, 2017 6:14 am
Yeah, that sounds reasonable. Probably lower the DC because 15 assumes you're carrying your gear. Probably would lower it to 12, but you'd have to get your equipment up separately.
Dec 8, 2017 6:16 am
Yeah I thought so. That's why Pageflap tied it to the end of the rope, to pull it up once he was at the top.

Also Pageflap was at 3 hp at the end of the battle I think. Is he unconscious now?

Len

Dec 8, 2017 7:27 am
Sorry, I didn't quite get what was going on there. My fault. Let's redo the whole thing. I noticed that McDunno posted about having you help him look in his book, which may have a link to what is going on down there, so that would be another option since we are redoing things.

For future reference, you are correct that if you go to 0 hp you would be unconscious.
Dec 8, 2017 2:34 pm
lenpelletier says:
OOC:
Just to be clear, McDunno, you aren't risking Kit's death by climbing. As explained in the OOC thread, failure means taking 1d6 damage and disadvantage on a DC 6 Con Save (still fine odds). The worst that can happen is you take 6 damage and get a point of exhaustion. Raishe healed you in combat so you should be at full HP. Starrbeardo also came up with a good idea to differ that strength check to somebody who would haul you out rather than you climb yourself.
Whoops, sorry. I thought the DC was to make it up the rope and the damage was falling damage.

I was also a little confused as to our course of action. I thought Pageflap was going to try and inspect the doors and see what the sign said. I was hoping to tie in Kit's book with what we were seeing, but before I had a chance to post anything, people started rolling Athletics checks. I mean, we can still tie things together if we head back up (now that I know that Kit's -1 Athletics will just cause him to take damage, not die), but it still doesn't tell us what's on the sign.

On a side note, Len, how do you handle group Stealth checks? Do you base it on each individual roll, or do you allow for the "majority succeeds, the group succeeds" method? Individually, a 10 DC to get to the door quietly probably won't work, but as a group, we might have a pretty good shot.

Len

Dec 8, 2017 4:00 pm
In regards to ability checks, I pick the right check for the situation. I usually use the group check to resolve more general situations. If you were moving across country and trying to stay hidden, for example, I would use the group stealth check. If it were a specific situation of sneaking past a guard, I'd use individual.
Dec 8, 2017 5:11 pm
lenpelletier says:
Sorry, I didn't quite get what was going on there. My fault. Let's redo the whole thing. I noticed that McDunno posted about having you help him look in his book, which may have a link to what is going on down there, so that would be another option since we are redoing things.

For future reference, you are correct that if you go to 0 hp you would be unconscious.
Oh no, I was just saying that I had a plan to bring my equipment back up, we don't need to redo anything. I was just trying to be sure if Pageflap was unconscious or not. He had 3 hp at the end of the battle and took 6 just now from falling off the rope. Changing the athletics check from 15 to 12 wouldn't have helped Pageflap, but it may help anyone else trying to climb the rope if they do the same.

Len

Dec 8, 2017 6:16 pm
Raishe might be so kind as to heal him :)
Dec 8, 2017 10:19 pm
Hey guys!just wanted to let y’all know I’ll be very limited to my internet time this weekend. I will try to post if I can!

Len

Dec 9, 2017 4:29 am
So, to level up your character:

1. Choose the class you want to level in. I assume most of you will want to gain a level in your existing class. Technically you can take levels in multiple classes, but the rules are more complicated, so I don't recommend it. Multiclass characters are not more powerful than single class characters or anything. If you really must multiclass, I'll help on an individual basis.

2. You get all the level 2 features from the class you chose. These might include new spells, additional spell slots, new abilities, and other specializations. Consult your class description for more details.

3. You get more hit points. Refer to where it outlines your class's hit points; it'll be right below the starting hit points. Don't forget to add your CON modifier to that total. For example, Raishe has a +2 con and as a cleric gains 5 hp per level, for a total of 7 extra hp. You do not add to your current pool; you'll need to take a short rest and roll hit dice or a long rest to recover these.

4. You gain an additional hit die (you will now have 2). You can roll any number of these (+ con modifier) to regain HP during a short rest. When you take a long rest, you gain half the total back.
Dec 9, 2017 4:59 pm
I'm going to be gone most of the day (my posting tends to go way down on weekends), so I'll try to get into more specifics tonight or tomorrow. Kit will be multiclassing as a Warlock. This will give him some more offensive and defensive capabilities, but that's no guarantee he's going to be anymore of an "adventurer" than he is now! Anyway, like Len said, there's an array of things that you have to look at when multiclassing, so I'll detail what they are for me so you guys can, hopefully, avoid the mistakes I made when I was new to 5e if you ever choose to multiclass.

McDunno sent a note to lenpelletier
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