When the party I DM for split up, one of them got eaten by a hunter shark. Well they actually succeeded in defeating it by a very clever use of shape water, but then the player dropped out of campaign, so I had the shark to eat her. Our DM actually plays with the same player in Curse of Strahd campaign.
Our DM actually plays with the same player in Curse of Strahd campaign.
Not me. Saw some red flags as that tale began to take shape one and withdrew from the CoS tale. My sense is that it will fizzle soon.
I find red flag situations, when they pop up, are way easier to handle as a player than they are to deal with when they occur to a DM.
A player can simply politely withdraw from the tale, but the DM bears a certain responsibility to be an orchestra conductor of sorts to manage expectations / disagreements.
Hey, we're DnD players - we turn any benifit our DM gives us into a problem.
We had an option to get stuff from Havenford baron? Now basically banished.
Sending stones? Unlimited and uncontrolled possibility to spam a teammate with extended car(t) insurance messages.
Wand of fireballs? Better don't give it to us.
Extended cart insurance. Large life insurance policies. Familiar fur insurance policies. Honestly, with us low-rollers, best just insure everything.
Also, I that idea of the spam messages coming from the sending stones reminds me of a collaborative story telling I did a few years ago that involved a bunch of supernatural creatures, one of which was a reaper in a grim reaper guild tasked with reaping the souls of the living at the end of their lives. Well, if anything went wrong, he had something akin to a Sending Stone, but it connected to an IT-style help desk for the guild. The help desk was manned by a very disgruntled reaper who always had to help newer reapers deal with their issues.
Yes, unrelated to DnD, but I'm a story teller in general, and have fun with others just coming up with ideas.
"If your wildshape lasts for more than 2 hours, please contact a cleric"
Spam messages with sending comes from the Critical role 2nd campaign, where Jester just used sending all the time to basically everyone. Matt Mercer just told "how can one harmless spell do so much damage".
And the 800-REAPER hotline sounds amazing "Uuuummm, what do you mean you reaped its soul and its not dead? Oh it's a cat? Yeah, that's a known bug, just do it 8 more times."
Arcana 8 + 5 = 13 for bow. 4 + 5 = 9 for ring. I will assume that neither succeed.
These rolls weren't needed to determine any of the gear was magical. For the sending stones, since it cast a specific spell, I used the roll to have Rinn identify the spell it was casting. Two ways to get to the same result. There's a bit of overlap there ... but I don't want you guys to think that Intelligence (Arcana) roll will be required to identify magic items.
Identifying A Magic Item (DMG, pg 136)
Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items display their magical nature conspicuously. Whatever a magic item's appearance, handling the item is enough to give a character a sense that something is extraordinary about it. Discovering a magic item's properties isn't automatic, however.
The identify spell is the fastest way to reveal an item's properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item's properties, as well as how to use them.
Potions are an exception; a little taste is enough to tell the taster what the potion does.
Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it's a ring of feather falling. Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, "Your steps feel strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.
I mean a high arcana roll might help to know what it is, if it's like some super cool relic that everyone has seen a poster of (middle opening of Wizards weekly magazine).
Arcana 8 + 5 = 13 for bow. 4 + 5 = 9 for ring. I will assume that neither succeed.
These rolls weren't needed to determine any of the gear was magical. For the sending stones, since it cast a specific spell, I used the roll to have Rinn identify the spell it was casting. Two ways to get to the same result. There's a bit of overlap there ... but I don't want you guys to think that Intelligence (Arcana) roll will be required to identify magic items.
Thanks for the correction. I think I must have picked that up in my 3.5e days, and likely from a house rule or something; been a while, so could be wrong.
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Yay, we have walkietalkies! Unlimited power!
Almost makes you want to ... (steeples fingers and grins) ... split the party, no?
Nooooooo, weeee wooouldn't......
So Shaggy and Scooby, you go to the basement.
Anyway - Toads at least can hold his ground with 2 wildshapes. For a while at least.
Hehe, perfect way to turn a party benefit into a problem.
Hey, we're DnD players - we turn any benifit our DM gives us into a problem.
We had an option to get stuff from Havenford baron? Now basically banished.
Sending stones? Unlimited and uncontrolled possibility to spam a teammate with extended car(t) insurance messages.
Wand of fireballs? Better don't give it to us.
When the party I DM for split up, one of them got eaten by a hunter shark.
Well they actually succeeded in defeating it by a very clever use of shape water, but then the player dropped out of campaign, so I had the shark to eat her. Our DM actually plays with the same player in Curse of Strahd campaign.
:D
Not me. Saw some red flags as that tale began to take shape one and withdrew from the CoS tale. My sense is that it will fizzle soon.
I find red flag situations, when they pop up, are way easier to handle as a player than they are to deal with when they occur to a DM.
A player can simply politely withdraw from the tale, but the DM bears a certain responsibility to be an orchestra conductor of sorts to manage expectations / disagreements.
Oh yeah, DM needs to conduct whatever shitshow is happening.
Will be traveling for much of the day tomorrow, gang.
Wednesday is shaping up to be real busy as well, but I should be able to check in and post by Thursday for sure.
No worries. Thanks for letting us know.
So, we have an elven bow and a ring of some sort. We can probably split up the treasure according to who would find them most useful.
Also, while Rachael's commentary is not necessary, I feel like it's fun. I mean, she's a cat, of course she's sassy.
And I think we could probably leave the elven ruin and go up the cliff to continue on after everyone is ready. Doubt there's anything else here.
So, I guess we got one dungeon completed =) Here's hoping to many more, and no more Baron-based bans!
We can probably wrap up this scene and go to the next area once DM is a bit more free.
Extended cart insurance. Large life insurance policies. Familiar fur insurance policies. Honestly, with us low-rollers, best just insure everything.
Also, I that idea of the spam messages coming from the sending stones reminds me of a collaborative story telling I did a few years ago that involved a bunch of supernatural creatures, one of which was a reaper in a grim reaper guild tasked with reaping the souls of the living at the end of their lives. Well, if anything went wrong, he had something akin to a Sending Stone, but it connected to an IT-style help desk for the guild. The help desk was manned by a very disgruntled reaper who always had to help newer reapers deal with their issues.
Yes, unrelated to DnD, but I'm a story teller in general, and have fun with others just coming up with ideas.
Yeah, we need medical as well.
"If your wildshape lasts for more than 2 hours, please contact a cleric"
Spam messages with sending comes from the Critical role 2nd campaign, where Jester just used sending all the time to basically everyone. Matt Mercer just told "how can one harmless spell do so much damage".
And the 800-REAPER hotline sounds amazing "Uuuummm, what do you mean you reaped its soul and its not dead? Oh it's a cat? Yeah, that's a known bug, just do it 8 more times."
These rolls weren't needed to determine any of the gear was magical. For the sending stones, since it cast a specific spell, I used the roll to have Rinn identify the spell it was casting. Two ways to get to the same result. There's a bit of overlap there ... but I don't want you guys to think that Intelligence (Arcana) roll will be required to identify magic items.
Identifying A Magic Item (DMG, pg 136)
I mean a high arcana roll might help to know what it is, if it's like some super cool relic that everyone has seen a poster of (middle opening of Wizards weekly magazine).
Thanks for the correction. I think I must have picked that up in my 3.5e days, and likely from a house rule or something; been a while, so could be wrong.