Do we need to roll anything for: - making our makeshift stopper - swimming across the water - retrieving of the stopper to allow the water to continue to drain
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
Subject: Re: General OOC Mon Apr 11, 2022 10:05 am
Another AKA wrote:
Do we need to roll anything for: - making our makeshift stopper - swimming across the water - retrieving of the stopper to allow the water to continue to drain
... having intimate relations with the toothy table?
Do we need to roll anything for: - making our makeshift stopper - swimming across the water - retrieving of the stopper to allow the water to continue to drain
No to all of the above, you've effectively navigated the "trap" by plugging it, and the edges of the pond aren't deep enough that you can't pull yourself out with some help, so a swim roll is of no consequence. Feel free to RP yourselves moving across as you like.
IC is closed, welcome to round one. Another quick reminder that we're doin speed factor initiative, so go ahead and refresh yourselves in the house rules channel if you are fuzzy on it.
Ok, all bad guys will be moving into combat and attacking.
Dolgrim 1: Init 18 (+2 Size Bonus) = 20. Will move to Helden and attack with a spear and morningstar. Spear: 16 to hit Helden, miss. Morningstar: 10 to hit, miss.
Dolgrim 2: Init 3 (-5 Ranged, Loading weapon) = -2 Will fire their light crossbow at Izar and close with Kho'nan for a spear stab. L. Crossbow: Natty 1.
Dolgaunt 1: Init 21 (+0 Size) Will move to close with their tentacles and start slapping Helden. 2 Tentacles: 14 to hit, and 12 to hit. Miss & miss.
Dolgaunt 2: Init 13 (+0 Size) Will also move to close with their tentacles and start slapping Helden. 2 Tentacles: 24 to hit for 9 Bludgeoning, 25 to hit for 6 Bludgeoning. If either of these hit they will grapple you, with a DC 12 to escape.
Dolgaunt 3: 19 Init (+0 Size) Will move to close with Kho'nan and make two tentacle strikes and two swipes with its claws. 2 Tentacles: Nat20. Sorry man, that's 13 Bludgeoning and you're grappled. The other is a 20, for 9 Damage. 2 Claws: 17 to hit, 14 to hit, both miss.
Init 11 -2 (Cast level 2 spell: Spiritual weapon) = 9 Bonus action: Cast Spiritual Weapon within 5ft of closest Dolgrim and attack (in shape of a warhammer) - 7 to hit aka Nat 1 - Miss Action: Attack closest Dolgrin - 20 to hit, 9 Bludgeoning damage
Escape roll: Str 19 roll
Helden brings his hammer up, summoning a glowing duplicate near one of the creatures, but the glowing hammer miss completely. With a grunt of displeasure, he swings his own hammer.
Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
Subject: Re: General OOC Fri Nov 18, 2022 7:49 am
Init 7
RAGE (did we reset after hiatus? If not, this is my second) Path of the Beast - Carapace +2 AC; HP/HP Max +8
Attempt top break grapple (advantage STR): 13
In the event that that is successful, I would really like to fuck this fucker the fuck up please.
Attack with Dorn Dergar: 17 to hit, Damage 11 (after rage bonus)
I think I did that right? Awaiting results of grapple before IC.
EDIT - IC:
Kho'nan roars, and so too did the beast. He throws his arms up, breaking the grapple as his skin hardens and the barely controlled madness takes him. His roar is culminated with a sudden, brutal swing of his Dorn Dergar...
Last edited by Iron and Metal on Mon Nov 21, 2022 2:51 pm; edited 1 time in total
Benobo
Posts : 99 Join date : 2021-06-15
Subject: Re: General OOC Fri Nov 18, 2022 3:34 pm
Init 18 Movement: move in front of Helden, square diagonal right above him BA: Shield of Faith on Kho'nan Action: Throw trident @ furthest Dolgaunt (I think Dolgaunt 3? the one by the lava initially) (13 to hit, 6 damage. If the attack misses Oraam will expend Saving Face to add +3 to the attack roll, up to a 16.)
Another AKA
Posts : 716 Join date : 2020-08-11
Subject: Re: General OOC Sun Nov 20, 2022 2:06 pm
Init : 21 (22 minus casting level 1 spell) Movement : 5ft diagonally to remain between Oraam and Helden BA : n/a Action : Faerie Fire on the 4 enemies that make up a tetromino (aka shaped like a tetris piece) - 20-foot cube within 60ft outlined in blue light. Dex save 14 for creatures in the area when the spell is cast. On failed save, affected creatures: - Shed dim light in a 10-foot radius; - Grant advantage on attack rolls if the attacker can see them - Cannot benefit from being invisible.
IC : Izar slips away from the closest aberration, which was suddenly far too close for comfort. While the creatures were not pleasant to look at, she figured that her best move would be to try and make them easier to see."Bright as the night sky" The Bard intones, evoking the soft glow of starlight in a clear sky.
Murcurie Admin
Posts : 687 Join date : 2017-10-16 Age : 27
Subject: Re: General OOC Tue Nov 29, 2022 6:41 pm
Okay, that's round 1, let's move on to round 2. the Dolgrim are affected by Faerie Fire and you are all at advantage to hit them.
Dolgrim 1: Init 19 (+2 Size Bonus) = 21. Will attack Helden again with a spear and morningstar. Spear: 15 to hit Helden, miss. Morningstar: 11 to hit, miss. again.
Dolgrim 2: Init 7 (+2 Size) = 9 Will swing on Kho'nan for a spear stab and a morningstar. Spear: 15 to hit for 6 piercing. Morningstar: 21 to hit for 5 bludgeoning.
Dolgaunt 1: Init 12 (+0) Will continue slapping Helden. 2 Tentacles: 20 to hit for 7 bludgeoning, and 10 to hit, miss. The one that landed will grapple you again, Escape DC: 12.
Dolgaunt 2: Init 16 (+0 Size) Will continue slapping Helden. 2 Tentacles: 9 to hit, 11 to hit. Miss and miss.
Dolgaunt 3: 14 Init (+0 Size) Will slap Kho'nan from range with the tentacles. 2 Tentacles: 19 to hit for 7 bludgeoning, and 15 to hit. Those miss with your new AC, right?
Subject: Re: General OOC Thu Dec 01, 2022 10:59 am
Init : 11 (11 minus 0 casting cantrip) Movement : n/a BA : Bardic Inspiration for Helden* Action : Vicious mockery on Dolgaunt 2 - Wis save (14) or take 1d4 (3pts) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn
IC : Drawing on reserves of magic and of spite from the time spent within the mines, Izar taunts one of the Dolgaunts, “Crawl back up the slack arse you dropped out of.” It was satisfying, if not necessarily effective.
*Once within the next 10 minutes, can roll 1d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. Can wait until after d20 is rolled before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails.
Init : 8 (8 minus 0 Normal Melee attack) Movement : n/a BA : Attack with Spiritual Weapon - 15 to hit, 12 Damage Action : Melee attack - 24 (Advantage), 10 Damage
Break free of Grapple - 6, fail
IC : He focuses oh his enemy, the glow illuminating them guiding his hand as he brings the hammer down, simultaneously focusing and swinging down with the glowing hammer.
Benobo
Posts : 99 Join date : 2021-06-15
Subject: Re: General OOC Thu Dec 01, 2022 5:53 pm
Initiative: 13 (+ 3 DEX - 2 for 2 handed weapon) Action: Stab Trident into enemy to the right of helden, above Kho'nan. (13+7 = 20 to hit, 13 damage.) Movement: Move to a space where that action is do-able. Most likely beneath Helden.
IC: Oraam charges forward, trident lowered to deliver a stab to the gut. He yells "For the Ghaal'dar!"
Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
Subject: Re: General OOC Tue Dec 06, 2022 2:52 pm
Initiative: 10 (+0 Cantrip) Action: Cast Infestation on the nearest living tentacled fuck who I didn't just knock on their ass. I can't remember but I assume this is my only action for the round, correct? Movement: Not sure where I should go - open to suggestions if anyone has an idea.
Infestation:
The target must succeed on a Constitution saving throw, or it take 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move
IC: There is laughter from Kho'nan's amorphous black belly as the Beast emerges. Dozens of holes open up on Kho'nan's left arm and a cloud of insects rushes forth toward his intended victim...
Subject: Re: General OOC Thu Dec 29, 2022 10:23 am
I have more in store than XP for your troubles. Izar, the Dolgaunt resisted your vicious mockery. Kho'nan, the Dolgaunt also resisted your infestation. Good news is, Oraam killed the Dolgrim before he could hit you at the end of the round, so that damage doesn't occur. Helden, you were attacking the Dolgrim Oraam killed, and because of that I reassigned your attacks to the other dolgrim, which was enough to finish it off as well. We are on to round 3, here's the enemy's actions.
Dolgaunt 1: Init 11 (+0) Will close with Helden and do his best. 2 Claws: 19 to hit for 6 B, and 13 to hit for a miss. 2 Tentacles: 17 to hit for 8 B and a grapple, and give me a Con save please.
Dolgaunt 2: Init 14 (+0 Size) Will close into Helden Oraam and Kho'nan and try to take down Oraam. 2 Claws: 25 to hit for 8 B, 17 to hit for 6B 2 Tentacles: 9 to hit, and another 9 to hit.
Dolgaunt 3: 17 Init (+0 Size) Will slap Kho'nan from range with the tentacles again. 2 Tentacles: 13 to hit, 14 to hit.
Subject: Re: General OOC Thu Dec 29, 2022 12:54 pm
Concentration checks for both hits: 18 & 26, Shield of Faith (+2 AC on Kho'nan) is still up.
11 Initiative (+0)
Action: Trident at Dolgaunt 2: 14 to hit, 13 damage BA: none move: none
IC: Battered by the Dolgaunt's slashes, Oraam hastily stabs back, hoping to strike a killing blow once more. "Is everyone alright?" he says over the sound of battle.
Another AKA
Posts : 716 Join date : 2020-08-11
Subject: Re: General OOC Thu Jan 05, 2023 12:52 pm
how are folks doing for hp? Would any healing be welcomed?
Init : 12 (13 minus casting level 1 spell) Movement : n/a BA : n/a Action : Dissonant Whispers against Dolgaunt 1 - Wis save 14. On fail, 3d6 (8 psychic, save half) and must immediately use its reaction to move as far as its speed allows away from you (doesn't have to move on save). Reaction : Cutting Words*: When a creature (Dolgaunt 1) makes an attack roll, expend Bardic Inspiration and subtract 1d6 (3) from the creature's roll
IC : The ringing crash of weapons and armor against the Dolgaunts' claws is an angry treble, punctuated by the heavy thudding of tentacles strikes. The cacophonic accompaniment serves as a warp to Izar's harshly whispered weft; a coarse auditory tapestry made to rub the mind raw. "Eaaaaaaat shiiiiiiit!" The bard is just able to make out Oraam's question to the group over the din of combat; the answer, and what Oraam does with it will be of interest.
*Since it is after the roll, but before knowing the result, this would apply to the next damage roll that it makes
ic edited for syntax
Last edited by Another AKA on Tue Jan 10, 2023 7:58 pm; edited 1 time in total
Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
Subject: Re: General OOC Tue Jan 10, 2023 10:12 am
Shield of Faith is coming in clutch right now. Cheers. AC is currently 28 unless my math is wrong - 20 +4 Unarmored Defense +2 Shield of Faith +2 Carapace.
I think Kho'nan is doing all right with HP for now, AKA. Listed as 46/49
Init: 3 (5 -2 melee heavy) movement: N/A Action: Thrash-fuck that tentacled douche one square away with the Dorn Dergar in reach-mode. I believe I still get advantage from Fairie Lights: 20 to hit (rolled the wrong dice and added the correct modifier here), 9 Damage
Init: 9 (normal melee attack +- 0) No movement BA: Spiritual weapon attack closest enemy! 25 to hit - 6 bludgeon damage A: Melee attack! 19 to hit - 7 bludgeon damage
Con save: 4 (Nat 1 + 3)
ICC: Helden grins as the things get smashed and go down, yelling out he swings again, the glowing spiritual weapon swinging in time with his own swings.
Murcurie Admin
Posts : 687 Join date : 2017-10-16 Age : 27
Subject: Re: General OOC Sun Jan 29, 2023 2:14 pm
Iron and Metal wrote:
Shield of Faith is coming in clutch right now. Cheers. AC is currently 28 unless my math is wrong - 20 +4 Unarmored Defense +2 Shield of Faith +2 Carapace.
Minor correction here, your base AC is 10, and you get +1 from the buckler and +5 from unarmored defense (con+dex mods) putting you at 20 total. As a consolation prize, your current and max HP increases by 8 (lvl+CON) when you use carapace too.
Izar, you were effective on both accounts, causing the Dolgaunt to run away, though it used it's move action to move back. You also negated a hit on Helden with the negative from cutting words.
Great job on round 3, here's round 4 actions for the Dolgaunts. I'm also recording how much damage they've taken, as this rockin' app I'm using keeps deleting it...
Dolgaunt 1: Init 9 Will continue to strike at Helden 2 Claws: 18 to hit for 5 B, and 13 to hit for a miss. 2 Tentacles: 25 to hit for 8 B and a grapple, and give me another Con save please. Damage taken: 8
Dolgaunt 2: Init 9 (+0 Size) Will continue to try and take down Oraam. 2 Claws: 11 to hit for a miss, 14 to hit for another miss 2 Tentacles: 18 to hit for 5B and a grapple, and if you could also give me a Con save. Damage taken: 22
Dolgaunt 3: 6 Init (+0 Size) Will move out of Kho'nan's threatened area, provoking an AoO, to move above Dolgaunt 1 and strike at Helden. 2 Tentacles: 23 to hit for to 8B and a grapple, and I'll need second Con save from you. Damage taken: 26
Last edited by Murcurie on Fri Feb 03, 2023 4:29 pm; edited 1 time in total
Another AKA
Posts : 716 Join date : 2020-08-11
Subject: Re: General OOC Mon Jan 30, 2023 8:46 pm
Initiative : 11 (11 minus 0 casting cantrip) Movement : n/a BA : n/a Action : Vicious mockery on Dolgaunt 2 - Wis save (14) or take 1d4 (3pts) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn
IC : The bard mutters an invective, flinging the magically infused barb at the closest dolgaunt.
Perception: 8
Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
Subject: Re: General OOC Tue Jan 31, 2023 11:25 am
AoO: 18 to hit, 13 damage! EAT SHIT DOLGANUTS!
Initiative : 21 (20 +1 -2 heavy attack) Movement : dependent AoO results potentially. BA : n/a Action : Attack same Dolganutsack attacking Helden that I just hit with the AoO, assuming he is still alive. If not, direct it at the next one attacking Helden. I have a 10' reach with this weapon, so if I need to move, please retcon this action to include it. - 11 to hit, 10 damage.
IC: Kho'nan saw the enemy trying to slip away and swung heavily in the air, out and around, bringing the heavy steel of the Dorn Dergar crashing down. With that done, he shifted his stance and repeated the action, basking in the wet-crunch that each hit resulted in.
Init: 5 (normal melee attack +- 0) No movement BA: Spiritual weapon attack closest enemy! 16 (+3 from bardic inspiration) to hit - 5 bludgeon damage A: Melee attack! 19 to hit - 6 bludgeon damage
Con #1: 8 Con#2: 13 Perception: 13
wow what dog shit rolls hahahaha
ICC: Helden's swings with hammer and faith strike a tempo, alternating with each swing and hit. Although there is blood dripping from his wounds, his face is one of religious fanaticism.
"COME! WE WORSHIP AT THE ALTAR OF WAR!!"
Last edited by DonQwaf on Fri Feb 03, 2023 3:40 pm; edited 2 times in total
Iron and Metal likes this post
Benobo
Posts : 99 Join date : 2021-06-15
Subject: Re: General OOC Fri Feb 03, 2023 2:50 pm
Initiative: 11 Con save 11 Perception 15
Action: stab the dude that just grappled me (NAT 20 TO HIT, 11 DAMAGE!) BA: Offhand swing with my fist (16 to hit, 1 damage) No movement.
(took the 5 damage and assuming grappled - if I kill him beforehand then let me know.) IC: Oraam, still yelling but this time a grumble of what sounds to be a mixture of both gnomish and goblin curses as he furiously stabs into the dolgaunt attacking him before stabbing it then quite solidly pimp slapping it.
Murcurie Admin
Posts : 687 Join date : 2017-10-16 Age : 27
Subject: Re: General OOC Fri Feb 03, 2023 4:38 pm
Helden, The second CON save will not be needed as Kho'nan has killed the Dolgaunt he was fighting and Oraam did the same. Izar you have changed one attack to a hit from a miss and have also turned an attack from a hit to a miss (if Helden's AC is greater than 18). Oraam, Kho'nan, there is a private IC for your good perception checks.
Helden, since you've mentioned you're struggling keeping track of your damage, I went ahead and tallied it up for you. Also, that first con save was a fail, so it's going to constrict you for 9 more damage.
Helden's damage: 50 points
EDIT: Forgot round 5's actions.
Dolgaunt 1 Initiative: 18 Dolgaunt 1 will continue to constrict Helden. Please give me two more CON saves. 2 Claws: Dirty 20 for 5B, 13 for 5B
Action: Cure Wounds on Helden for 9HP. Movement: Go towards behind the Dolgaunt to hopefully provide flanking with any melee character that would like to get some advantage.
IC: Seeing the Warpriest go down, Oraam rushes to his side and places a hand on him, sending a wave of healing energy through him. He then rushes behind the Dolgaunt and says "The magma's acting weird!"
Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
Subject: Re: General OOC Sun Feb 05, 2023 10:06 am
Initiative : 18 (19+1 -2 heavy attack) Movement : Approach last Dolgadick (stay in reach) BA : n/a Action : Attack last enemy - 17 to hit, 10 damage.
IC: It'ssss looking like pure Khyberrrr hisses the fanged mouth on Kho'nan's stomach. Kho'nan focuses on the remaining enemy, closing in for the kill.
Subject: Re: General OOC Mon Feb 06, 2023 10:33 am
Initiative : 2 (4 minus 2, casting 2nd level spell) Movement : n/a BA : 2nd level Healing word for Helden (2d4+4; 12hp restored) Action : (Try and fail to) Throw a dagger at remaining Dolgaunt (8 to hit for 5 damage)
IC : As the last orison of Helden's bloody lithurgy rings through the air, it is met with the opening notes of a dirge. Drawing a deep breath, Izar hurls their magic at the cleric, punctuating the spell with the throw of a dagger; a fitting bit of flair for a priest of war that would punctuate the retelling of this fight quite nicely.
The blade whips through the sweltering air and connects with a satisfying thud; if only it had hit the last living Dolgaunt, rather than the corpse of one of its fallen brethren. Those with keen hearing can pick out from amid the fray, the bard's frustrated muttering. "Khyber's tits! This is why I don't play darts..."
Helden's CON saves, 6 and 10, both fails. The dolgaunt will heal some off that (which Kho'nan will remedy) and swing at Oraam with the claws, I believe only the 20 will hit, so that's 5B to you Ben.
Helden, you're alive this round with 21hp.
Kho'nan and Oraam, you have flanking, and Helden, if you scoot between Kho'nan and the Dolgaunt, you will also have flanking.
Alright, let's begin round 6, starting with the Dolgaunt's actions:
Initiative: 15 Actions: Continue to bleed Helden and swipe at Oraam. Please give me two more CON saves my friend. 2 Claws: Dirty 20 for 7B, and 23 for 5B
Dolgaunt 1: 15
Quick edit: I'll allow anyone proficient in Arcana to make another insight check this round after Oraam and Kho'nan called out the magma.
IF CONSCIOUS: 12 Arcana, Action to strike dolgaunt (23 to hit, 11 damage) no BA/move
IF UNCONSCIOUS: 14 Death save, one success
Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
Subject: Re: General OOC Sun Feb 19, 2023 11:00 am
Initiative : 18 (19+1 -2 heavy attack) Movement : n/a BA : Crusher talent - on a hit, smash enemy into the protruding rock face to his left (Additional damage?) Action : Attack last enemy w/advantage flanking - 24 to hit, 15 damage.
IC: Kho'nan was on the verge of being lost in his rage. The enemy was still alive. The Beast needed blood. He roared and swung his Dorn Dergar in a full 360 circle above his head, twisting his body for the most leverage before bringing it crashing down - catching the filthy squid between heavy steel and volcanic rock.
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
Subject: Re: General OOC Sun Feb 19, 2023 1:11 pm
Murcurie wrote:
Yeah buddy. We’ll be moving fast. I’m hoping for big story points and fast transitions. I don’t want us to get hung up on random shit, which is why I’m not requiring people to post daily, though a “I don’t have anything to say here” post in the OOC would be nice. I’ll update every day or so, and whenever we hit a milestone I’ll level us up. Should only be a handful of combats between levels, I’m aiming for a 2-3 months between leveling, if we keep up our posting
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
Subject: Re: General OOC Tue Feb 21, 2023 7:47 am
Questions: How many enemies did Kho'nan kill this go around? I am counting at least two Dolgaunts, but I may be off. Second question, do they count as "Elite" level enemies? I also murk'd a few wererats, but can't remember how many exactly. Same question - Mook or Elite level enemies?
Apologies - this is for my personal goals section.
Subject: Re: General OOC Wed Feb 22, 2023 10:47 pm
All the enemies are standard goons, nothing elite here. To be honest, I don't recall how many of anything you've killed. I hope I can make it up to you by leveling you all to level 5.
Chapter 2 starts when you all wake up tomorrow. Whatever RP you want to do is open in Ch. 1.
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
Subject: Re: General OOC Thu Feb 23, 2023 7:19 am
Haha you make it up to me every day just by existing, you gorgeous man peach.
Legit thought the Dolgs were elite because of how they kicked our ass a bit. I am going to add 3 goons then to the goals list. I think that's right.
Second question/issue: Kho'nan would have returned to the mimic and brough meat for it. Does he/the party get a reward/friend/lover?
EDIT: At some point can we get a "Dramatis Personae"/"NPC" page going with who we know and what we know about them? It's been so long I kind of forgot about some important people and the overarching mission lol. I am re-reading through the IC now to familiarize myself.
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
Subject: Re: General OOC Tue Feb 28, 2023 4:51 pm
Downtime Actions:
1) Send word ASAP back to the Mror Holds - specifically to the Hills Tribes of the Clan Shieldcrusher and its allies for a force of miners to come reinforce us here. Obviously we won't give them directions right to our camp, but to a series of meeting places where they can be met, the area vetted, and once clear led back to our camp.
The Dwarf miners are paramount to getting these mines up and running as successfully as possible.
2) Use my stone masonry expertise to help shore up the defensives of both the camp and the reclaimed mine. Maybe even teach some of the others while I do it so that they won't be useless in repairs/continuing to build while I am gone.
Kho'nan will allow anyone who isn't worthless to shadow him in this endeavor.
Additionally, at some point I need to meet up with Hagen and show him the Therianthropes he swore wouldn't be in the mines.
3) Brew with Izar. Izar mentioned wanting to record and observe, so might as well make some good ass beer. And on great rolls, that means we have some magical brews too.
As a Group:
- Figure out what to do with Veil's remains. The priest's words were fuckin cryptic, so if that means convincing Kho'nan to lay him to rest, then so be it.
- Plan our next move. We have secured step one, now what?
- Create a tighter bond OOC during the downtime. I feel like we are all on a level playing field from an IC perspective, so spending this time growing tighter as a group would be beneficial, I think.
1) is already finished, Oraam sent your missive before you left for the mines.
2) Go ahead and give me some rolls. You'll have about a week of downtime after your meeting in the morning, I'll allow you one roll per day spent on this, and you can roll Mason's tools (intelligence) to teach and direct the soldiers or Mason's Tools (Strength) to build them yourself. I'm going to treat this as a defensive wall as outlined here https://www.gmbinder.com/share/-LqYSNljZOcKK2_05_f7, with one worker being able to make one 10'x10'x6" panel per day using the raw stone from the mines.
3) Again you can give me rolls on this one, I'll allow you to start a brew during your lunch break (to be read short rest) throughout the masonry. You have access to barley, wheat, and sugar in camp, but you'll have to head in to Thaliost to get anything else.
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
Subject: Re: General OOC Fri Mar 03, 2023 8:02 am
Mason's Tools - If you'll allow it, I want to use strength (obviously that's a better chance of success) to build the walls. If we only need four walls, that's four rolls. Correct me if I am wrong. So, I want to succeed in building the walls with (hopefully) 4 strength rolls, and then use the remaining intelligence rolls - if I have them - to teach whomever is watching/helping Kho'nan.
Really trying to be logical to my/our best benefit and not min-maxy, but let me know if you're not down with that.
OK, so four days spent building/being shadowed but not much teaching; the remaining three days spent walking through/around and explaining what was done. Again, if this is too min-maxy I will adjust.
Brewing Rolls (Wis): 4 (oof, first brew is shite), 19 (second is fantastic), 19, 6, 18, 6, 7. I will shell out the 10 GP for one of these to be a Dwarven Courage (Adv on rolls vs Frightened); the rest can be Kho'nan's standard Shieldcrusher Stout. Looks like two of them will be awesome, and four of them will be pretty shit.
Subject: Re: General OOC Fri Mar 03, 2023 12:10 pm
To give people the necessary knowledge to cut blocks and slap them down, I set a DC of 8. For every 5 you beat that, I'll give you an extra personnel trained. So off those rolls, there's 7 skilled laborers trained in masonry now, presuming they're all going to succeed, that's 70' per day now, allowing them and yourself to place a considerably larger amount of fortification. You're just doing regular planning and construction, nothing min-max going on here.
Also, I'm looking at the brewing rules you're using and I'm not sure we're using them right. If your first roll was to make the mash on a brew, you failed, and you'd know it right away that something was off, your other brew will mash and ferment just fine, but while it's going, you can't brew anything else. If you're looking for a brew of dwarven courage, you got it, but the rest are gonna be fails. I won't make you pay gold for supplies or anything, the camp can provide. Chock it up to being out of practice, teaching Izar, or stale ingredients, but it looks like getting a proper brew out here is tougher than it looks.