Please give me ten Survival Checks total, two Stealth Checks each, One check per character of Acrobatics, Athletics, Perception, or Investigation
OK, this is going to take me some time, I've never done this scale before, I think I just make one, then cut-n-paste it alot, just want you to know I'm working on this.
Can you tell me what a "Team Survival Check" is that: (I understand the other requests)
This post has potentially manipulated dice roll results.
Team Survival Checks:
Thalion: 21 Pippin: 8
You pickup the trail easily
Thalion: 20 Pippin: 16
Thalion: 8 Pippin: 12
Thalion: 23 Pippin: 22
You are getting closer to the source of the Orcs
Thalion: 19 Pippin: 15
Thalion: 14 Pippin: 24
Thalion: 18 Pippin: 21
You find "Bear" tracks that lead in another direction
Thalion: 9 Pippin: 21
Thalion: 10 Pippin: 12
Thalion: 23 Pippin: 19
You manage to make it, deep into the heart of the Darkwoods. From your distance, you can see the lights of the Orc camp, a massive village, deep inside the woods.
Stealth Checks:
Thalion: 6 Pippin: 22
Thalion: 18 Pippin: 21
You move silently
Skill checks:
Thalion Acrobatics: 20
Thalion Acrobatics: 13
You avoid traps and tripwires
Pippin Perception: 7
Pippin Perception: 14
Pippin spots some prisoners', beaten and bloodied, tied to trees.
This post has potentially manipulated dice roll results.
Initiative: Thalion: 20 Pippin: 10
If there is a chance we can maintain peace with the Owlbear then we do not attack Pippin casts: Speak with animals and says with hands up and open palms: "We will not hurt you"
Assuming the owlbear is combative, then we defend ourselves....
If the prisoners are able to fight Thalion has an extra short sword and a quarterstaff that he can/will give to the prisoners as his action. -or- If attacking the Owlbear makes more sense.... then Thalion attacks when his turn:
Thalion attack with bow: 11damage: 12crit: 5 Pippin attack with Poison Spraydamage: 12
Pippin casts: Speak with animals and says with hands up and open palms: "We will not hurt you"
The Owlbear does not understand beast language, Pippin would know not to spend a spell to cast this, instead, tries to use Charisma to Speak to the Monstrosity's Insight
(Pippin should wildshape and stand in front. When his beast form is hit to zero hitpoints, he will revert back into halfling form, creating a hitpoint buffer for the party)
Thanks for the coaching on Pippin. Sad that we are gonna (hopefully) kill the Owlbear, the idea of animal speaking with it worked when I played Baulder's Gate 3, yet this is not that game, I understand. I know this fight won't be easy.
Thalion takes 7+14 = 21 hp damage against 20 available, and falls unconscious. I think I need to roll now on his death saving throw since he fell before his turn in the round: Death Saving Throw: 8 - The unconscious and unlucky Thalion is wondering if he should have been a farmer as he had died in both individual combats and he did not even get an arrow off this time.
Pippin, rallies and moves to engage, uses [Tooltip Not Found] to transform into a big, CR1 (Circle of the Moon) animal that he has seen in his experience. Since an Owlbear is a CR3, he can't do that just yet. So, he thinks back to when he saw a dire wolf months ago, and transforms into that.
Pippin: Bonus action: [Tooltip Not Found] into the critter he has seen before... in order of preference: Dire Wolf, Brown Bear, Giant Hyena Pippin then attacks... rolls are for Dire Wolf: attack: 20 damage: 14
Thalion takes 7+14 = 21 hp damage against 20 available, and falls unconscious. I think I need to roll now on his death saving throw since he fell before his turn in the round: Death Saving Throw: 8 - The unconscious and unlucky Thalion is wondering if he should have been a farmer as he had died in both individual combats and he did not even get an arrow off this time.
Both your characters have one point of DM inspiration. So, when you roll your next Death save, roll it with advantage.
One of the prisoners, who is barely alive attempts a Medicine Check DC 10 vs 16, to stabilize Thalion, so that remains at 0 hp and stops making death saves.
At this point, Thelion has a 50/50 chance of dying, but Pippin can use a bonus action to revert out of wildshape and then his action to use cure wounds on Thelion, bringing him up from zero hp the amount of a regular heal, this time 1d8+4
At this point, Thelion has a 50/50 chance of dying, but Pippin can use a bonus action to revert out of wildshape and then his action to use cure wounds on Thelion, bringing him up from zero hp the amount of a regular heal, this time 1d8+4
Pippin could also stay in Dire Wolf form, use his action to perform a Medicine Check, as you keep your Wisdom score and trained skills while in beast form, so your medicine check will be 1d20+6. Then you can use Combat Wild Shape to spend a bonus action and lose one spell slot to heal the Dire Wolf 1d8+0 hp.
OK, so what's a Medicine Check, is that a HELP action to stabilize Thalion and move him from to hp --> 1 hp? I follow the idea of using Combat Wild Shape bonus action to heal himself.
And, so I can run the odds, I think get a cure light wounds on Thalion means Pippin goes to human form, with AC of 15 and 17 HP and the Owlbear get two attacks against Pippin, right?
There is a section in the Player's Handbook that discusses what Skills represent and so each skill can perform some special actions like Medicine, which can Stabilized a dying creature and bring that creature to 0 hitpoints and unconscious but no longer "dying" and no longer needing to make death saves.
I think Owlbear has damage: 34 total, I think we need 2-4 hits to kill it by my math. During that time he will get 4-8 attacks against us I don't like the odds, especially with a Pippin AC of 15. Is there a way to leave combat by having the dire wolf grab Thalion by the collar and run? In all three of these combats so far, I feel like I'm going to wipe.
And, so I can run the odds, I think get a cure light wounds on Thalion means Pippin goes to human form, with AC of 15 and 17 HP and the Owlbear get two attacks against Pippin, right?
Yeah, I think using the dire wolf to lick your wounds at Medicine +6, and use a bonus to heal the wolf, is the highest chance to survive this combat. Sorry, I made it so hard. But these are the choices and this scenario is fairly standard. I'm just glad you have a druid who can tank.
I think Owlbear has damage: 34 total, I think we need 2-4 hits to kill it by my math. During that time he will get 4-8 attacks against us I don't like the odds, especially with a Pippin AC of 15. Is there a way to leave combat by having the dire wolf grab Thalion by the collar and run? In all three of these combats so far, I feel like I'm going to wipe.
Yeah, that's a creative approach. You can even disengage and lure the Owlbear away but that means abandoning Thelion and leaving him to attempt a final death save.
What I think you are missing is that when your Dire Wolf drops to 0 or lower hitpoints, you can transform back into a Dire Wolf again with full hp.
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OK, this is going to take me some time, I've never done this scale before, I think I just make one, then cut-n-paste it alot, just want you to know I'm working on this.
Can you tell me what a "Team Survival Check" is that: (I understand the other requests)
Survival check: Tialion (roll here) Pippin: (roll here)
Team Survival Checks:
Stealth Checks:
Skill checks:
You pickup the trail easily
You are getting closer to the source of the Orcs
You find "Bear" tracks that lead in another direction
You manage to make it, deep into the heart of the Darkwoods. From your distance, you can see the lights of the Orc camp, a massive village, deep inside the woods.
You move silently
You avoid traps and tripwires
Pippin spots some prisoners', beaten and bloodied, tied to trees.
Your skill challenge allow you to sneak into the camp undetected and cut the two prisoners free and carry them out.
You get nearly half way back when you come upon an Owlbear
Roll initiative
Owlbear init 12+1
Initiative: Thalion: 20 Pippin: 10
If there is a chance we can maintain peace with the Owlbear then we do not attack
Pippin casts: Speak with animals and says with hands up and open palms: "We will not hurt you"
Assuming the owlbear is combative, then we defend ourselves....
If the prisoners are able to fight Thalion has an extra short sword and a quarterstaff that he can/will give to the prisoners as his action. -or-
If attacking the Owlbear makes more sense.... then Thalion attacks when his turn:
Thalion attack with bow: 11 damage: 12 crit: 5
Pippin attack with Poison Spray damage: 12
The Owlbear does not understand beast language, Pippin would know not to spend a spell to cast this, instead, tries to use Charisma to Speak to the Monstrosity's Insight
<Head Twitch>, <Shoulder Shimmy>, <Nod>, <Shake>, Charisma Check 3-1
The Owlbear takes 10 damage and makes a Con Save DC 14 vs 7+3
The angered Owlbear rages and charges Thalion
Beak Attack: 19 Damage: 11
Claw Attack: 16 Damage: 8
(Pippin should wildshape and stand in front. When his beast form is hit to zero hitpoints, he will revert back into halfling form, creating a hitpoint buffer for the party)
Round 2
Thalion, Pippin << Your Turn
Owlbear (injured, -10, -10)
Thanks for the coaching on Pippin. Sad that we are gonna (hopefully) kill the Owlbear, the idea of animal speaking with it worked when I played Baulder's Gate 3, yet this is not that game, I understand. I know this fight won't be easy.
Thalion takes 7+14 = 21 hp damage against 20 available, and falls unconscious. I think I need to roll now on his death saving throw since he fell before his turn in the round:
Death Saving Throw: 8 - The unconscious and unlucky Thalion is wondering if he should have been a farmer as he had died in both individual combats and he did not even get an arrow off this time.
Pippin, rallies and moves to engage, uses [Tooltip Not Found] to transform into a big, CR1 (Circle of the Moon) animal that he has seen in his experience. Since an Owlbear is a CR3, he can't do that just yet. So, he thinks back to when he saw a dire wolf months ago, and transforms into that.
Pippin: Bonus action: [Tooltip Not Found] into the critter he has seen before... in order of preference: Dire Wolf, Brown Bear, Giant Hyena Pippin then attacks... rolls are for Dire Wolf: attack: 20 damage: 14
Owlbear (injured, -20, dire wolf -14) and now is bloodied.
Both your characters have one point of DM inspiration. So, when you roll your next Death save, roll it with advantage.
The Owlbear doesn't miss a beat, and begins an onslaught of attacks agains this "dire wolf"
Beak Attack: 21 Damage: 12
Claw Attack: 17 Damage: 14
Round 3
Thalion, Pippin << Your Turn
Owlbear (injured, -10, -10)
Thalion (one fail) rolls death save with advantage: 8
Pippin in Dire Wolf form: has taken 13 / 37 hit points of damage. Makes a large roar and attempts to [Tooltip Not Found]: attack: 11 damage: 10
Beak Attack: 22 Damage: 14
Claw Attack: 12 Damage: 16
One of the prisoners, who is barely alive attempts a Medicine Check DC 10 vs 16, to stabilize Thalion, so that remains at 0 hp and stops making death saves.
At this point, Thelion has a 50/50 chance of dying, but Pippin can use a bonus action to revert out of wildshape and then his action to use cure wounds on Thelion, bringing him up from zero hp the amount of a regular heal, this time 1d8+4
Pippin could also stay in Dire Wolf form, use his action to perform a Medicine Check, as you keep your Wisdom score and trained skills while in beast form, so your medicine check will be 1d20+6. Then you can use Combat Wild Shape to spend a bonus action and lose one spell slot to heal the Dire Wolf 1d8+0 hp.
OK, so what's a Medicine Check, is that a HELP action to stabilize Thalion and move him from to hp --> 1 hp? I follow the idea of using Combat Wild Shape bonus action to heal himself.
And, so I can run the odds, I think get a cure light wounds on Thalion means Pippin goes to human form, with AC of 15 and 17 HP and the Owlbear get two attacks against Pippin, right?
There is a section in the Player's Handbook that discusses what Skills represent and so each skill can perform some special actions like Medicine, which can Stabilized a dying creature and bring that creature to 0 hitpoints and unconscious but no longer "dying" and no longer needing to make death saves.
I think Owlbear has damage: 34 total, I think we need 2-4 hits to kill it by my math. During that time he will get 4-8 attacks against us I don't like the odds, especially with a Pippin AC of 15. Is there a way to leave combat by having the dire wolf grab Thalion by the collar and run? In all three of these combats so far, I feel like I'm going to wipe.
Yeah, I think using the dire wolf to lick your wounds at Medicine +6, and use a bonus to heal the wolf, is the highest chance to survive this combat. Sorry, I made it so hard. But these are the choices and this scenario is fairly standard. I'm just glad you have a druid who can tank.
Yeah, that's a creative approach. You can even disengage and lure the Owlbear away but that means abandoning Thelion and leaving him to attempt a final death save.
What I think you are missing is that when your Dire Wolf drops to 0 or lower hitpoints, you can transform back into a Dire Wolf again with full hp.