Another example of playing with kids and calling out all sorts of things but the right word. I have a feeling that this group is going to make me a much more precise DM. Help shall be called next time.
I want to clarify, (and I should have prior) that dorn and aria are investigating the unlit hallway that they opened, not the hallway Volneer opened and tossed a torch into
Since we are about to begin another encounter, I'd like to get a sense of how folks wanted to be kitted out during the exploration phase that we had just been doing.
For the folks with shields, you may start with shield donned or doffed, at you discretion.
Similarly, for the folks with weapons and/or arcane foci, you may start with them drawn or sheathed, etc.
With your next IC post, please let me know what, if anything, your character is carrying.
@OTheophylus, after the last encounter, you had Dorn doff his armor. Is that still the case, or did he put it back on during the time we were not tracking things round-by-round?
Also, last call for spending hit dice. A short rest was taken, but no one opted to spend any hit dice during the short rest.
No hit dice for me, Dorn has shield and dagger equipped, armor off. I believe this will be his default for standard exploring, but I’ll make sure to try and always note when he’s switching out equipment, in and out of encounters.
"Dorn will move to the end of the hallway north, with stealth. 14 And persuade the ghoul to send both grimlocks 24"
You have declared two actions. Of the two, the interaction between the two characters is the central to the reason for the post. The attempt to hide will be ignored.
Also, I like this attempt to impersonate a cult member much better as an ability check using Charisma [Deception] (vice Charisma [Persuasion]).
You aren't trying to convince this ghoul cultist about what a good idea sending the slaves to the next room is. Rather, you are trying to convince the ghoul cultist that he is speaking to someone that someone that he already knows.
You may also roll an additional 1d4 due to Kneecap's guidance spell that is active on Dorn.
...
@All, I will get a post up following Dorn's use of Charisma [Deception]. We are now tracking things round-by-round, please include an initiative roll with your next IC posts.
Ugh ... this die roller. @OtoutoDwimble, please reroll the init, attack and damage from the previous post ... all of them are wonky. Please use just the {roll} tags for the dice and do not try to use the macro that formats* the rolls.
"Volneer is going to return to the summoning chamber and scream, "IT'S DEVOURING ME! SEND- AHHHH" Deception: 16
OOC: I don't know why but it won't let me unbold... I'm taking the help action for Dorn's deception check, Initiative 12"
The action, help, does not require any rolls.
Also, Volneer will be able to move 30' during this round's worth of activity ... he won't be able to return to the other chamber that quickly since we are tracking things round-by-round.
"Volneer is going to return to the summoning chamber and scream, "IT'S DEVOURING ME! SEND- AHHHH" Deception: 16
OOC: I don't know why but it won't let me unbold... I'm taking the help action for Dorn's deception check, Initiative 12"
The action, help, does not require any rolls.
Also, Volneer will be able to move 30' during this round's worth of activity ... he won't be able to return to the other chamber that quickly since we are tracking things round-by-round.
Right. Okay, well then instead of "Help" I'll Dash and get as far as I can.
^^ Yes, of course. The die did not have be rerolled, I just applied a different modifier (so you got a 22 instead of a 24 ... I didn't even roll the ghoul's opposed Wisdom [Insight] because the was no way it was going to exceed 22 ... and that was before you added in the forgotten +1d4 from Guidance.)
This tale is not using the optional rule for flanking.
In our eagerness to post ... I think some folks may be missing or reading over that-which-has-gone-before.
Please make an effort to see what the previous posters have contributed to the tale before you craft your next IC posts.
I only mention it because this trying to adjudicate this Deception roll has been a roller coaster.
Sometimes, I'll grant, it is funny ... so I don't mind that folks didn't pick up what Dorn was putting down ... but I'd like to keep the extraneous and repeat rolls from becoming the norm.
@OTheophylus, I unmarked the last use of a Luck Point from Dorn's sheet. The reroll for the skill check was not needed (so the Luck Point that rerolled the reroll was not needed either).
That crummy init roll stands, however. Another 1 for the paladin!?
Another example of playing with kids and calling out all sorts of things but the right word. I have a feeling that this group is going to make me a much more precise DM. Help shall be called next time.
I want to clarify, (and I should have prior) that dorn and aria are investigating the unlit hallway that they opened, not the hallway Volneer opened and tossed a torch into
^^ I had assumed that, yes.
I swear to god if I roll another natural one 👀👀👀
that’s like my 3rd or 4th already
Well, the good news is, you essentially cannot roll less than your passive perception ...
(Saving up all those nat 20's for some smite-y, paladin goodness, probably)
Since we are about to begin another encounter, I'd like to get a sense of how folks wanted to be kitted out during the exploration phase that we had just been doing.
For the folks with shields, you may start with shield donned or doffed, at you discretion.
Similarly, for the folks with weapons and/or arcane foci, you may start with them drawn or sheathed, etc.
With your next IC post, please let me know what, if anything, your character is carrying.
@OTheophylus, after the last encounter, you had Dorn doff his armor. Is that still the case, or did he put it back on during the time we were not tracking things round-by-round?
Also, last call for spending hit dice. A short rest was taken, but no one opted to spend any hit dice during the short rest.
No hit dice rolls for me.
No hit dice for me, Dorn has shield and dagger equipped, armor off. I believe this will be his default for standard exploring, but I’ll make sure to try and always note when he’s switching out equipment, in and out of encounters.
"Dorn will move to the end of the hallway north, with stealth. 14 And persuade the ghoul to send both grimlocks 24"
You have declared two actions. Of the two, the interaction between the two characters is the central to the reason for the post. The attempt to hide will be ignored.
Also, I like this attempt to impersonate a cult member much better as an ability check using Charisma [Deception] (vice Charisma [Persuasion]).
You aren't trying to convince this ghoul cultist about what a good idea sending the slaves to the next room is. Rather, you are trying to convince the ghoul cultist that he is speaking to someone that someone that he already knows.
You may also roll an additional 1d4 due to Kneecap's guidance spell that is active on Dorn.
...
@All, I will get a post up following Dorn's use of Charisma [Deception]. We are now tracking things round-by-round, please include an initiative roll with your next IC posts.
Ugh ... this die roller. @OtoutoDwimble, please reroll the init, attack and damage from the previous post ... all of them are wonky. Please use just the {roll} tags for the dice and do not try to use the macro that formats* the rolls.
[and by formats, I mean completely dorks up]
"Volneer is going to return to the summoning chamber and scream, "IT'S DEVOURING ME! SEND- AHHHH" Deception: 16
OOC: I don't know why but it won't let me unbold... I'm taking the help action for Dorn's deception check, Initiative 12"
The action, help, does not require any rolls.
Also, Volneer will be able to move 30' during this round's worth of activity ... he won't be able to return to the other chamber that quickly since we are tracking things round-by-round.
Right. Okay, well then instead of "Help" I'll Dash and get as far as I can.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
"No plan of operations reaches with any certainty beyond the first encounter with the enemy's main force."
—Helmuth von Moltke, Prussian Field Marshall and Military Strategist.
We remember this today as '‘No plan survives first contact with the enemy."
Two questions:
In the future, if we don't apply the right skill, can we keep the roll and just change the modifier? 😂
and are we using flanking rules?
^^ Yes, of course. The die did not have be rerolled, I just applied a different modifier (so you got a 22 instead of a 24 ... I didn't even roll the ghoul's opposed Wisdom [Insight] because the was no way it was going to exceed 22 ... and that was before you added in the forgotten +1d4 from Guidance.)
This tale is not using the optional rule for flanking.
In our eagerness to post ... I think some folks may be missing or reading over that-which-has-gone-before.
Please make an effort to see what the previous posters have contributed to the tale before you craft your next IC posts.
I only mention it because this trying to adjudicate this Deception roll has been a roller coaster.
Sometimes, I'll grant, it is funny ... so I don't mind that folks didn't pick up what Dorn was putting down ... but I'd like to keep the extraneous and repeat rolls from becoming the norm.
In the current encounter, when the enemies are no longer surpirsed, they will act on an init count of 6.
Yeah, I think we need to work on our strategy a bit, though we are a new group!
Oh, and Volneer! :)

@OTheophylus, I unmarked the last use of a Luck Point from Dorn's sheet. The reroll for the skill check was not needed (so the Luck Point that rerolled the reroll was not needed either).
That crummy init roll stands, however. Another 1 for the paladin!?
So do we have a surprise round, and then roll initiative (those who haven't yet) ?