If you Longstridre Narstin to get me up to 35 ft instead of 25 (so I'm gaining 10ft per round instead of losing it), once I get within 60ft I could try to hit him with Command and order him to Grovel or something that woul dkeep him in place for a round to give everyone a chance to catch up. Currently 50 feet away, he'll move to 110, if I got longstrider next round, would close to 40 feet, he moves to 100, close to 30, he moves to 90, then could move to 55 the next round to command). So would need him to not successfully stealth away form us for a couple rounds. And I have a +3 con mod, so I can dash 2 more times before taking any levels of exhaustion.
Carrying an ally doubles movement cost. Rodolfo moves 3 times per turn now... it is possible to stop it if the dice go you way. Just a question of how spread out you'll be by then.
I mean I can say that Rodolfo will also cast Longstrider on Narstin and everyone else is just doing movement + action:dash.. then we can pretty much cycle through the next three turns and get to a go:no-go stage within just the next post or two.
I’m fine with either option. If we let it go, we can try to slowly track it after the party re-assembles.
If the chase continues, then Beegred will move+dash every round, but not to exhaustion.
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
You can all choose to end the chase, especially as you will all get spread out.
Look, I never said I'm a super-experienced DM. This is the first time I use these chase mechanics. When I set up the chase, I used the actual distance on the map as the starting distance and then gave the Grick Alpha the first turn. Although to be honest, I moved (move+dash) everyone that was before the Grick Alpha in initiative order, so if I had started at the top of the initiative order, nothing would really have changed.
If the Grick would have retreated while in melee combat, all would have probably worked out, because there wouldn't have been such a big lead at the beginning. But you all started combat at long range and absolutely walloped it for more than half it's health on the first turn. So that long range you used to your advantage became a disadvantage when it became a chase.
Once this is all over, we can go over the mechanic. If you all don't like it, then I will not use it again. Playing is about everyone having fun. I'm not going to force optional mechanics on you all if you don't enjoy it. That being said, if the Grick Alpha was in melee when the chase started, there would be many more options (in range of more spells) and less chance of becoming exhausted.
If you don't like it, end the chase. It will get away and have a chance to roll some hit dice before you find it again and battle starts again. I won't make finding it random, I will say it's guaranteed. But how fast you find it will depend on some survival rolls.
I've never done chase as a DM, so I'm glad to see a demonstration of it in action. It seems like the way it should work: the party gets spread out, and the leaders might get get counter-attacked before the rest of the party catches up. I'll have to remember to use this, if I have a party that is too eager to fight instead of using caution. :-)
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
I thought this would be way more interesting than, "The grick alpha dashes and runs away. Is anyone in range to do anything about it? No, then combat over. It ran away."
Rodolfo burned a spell slot doing something that will really help. It's up to him to decide if the chase is called off or if he wants to see if he can catch the Grick.
This post has potentially manipulated dice roll results.
So I'll try to write this out and Kerrec can verify and add other necessary rolls.
In the current turn (lets call it turn 3) the Grick Alpha took its turn. Assuming everyone but Rodolfo moves/dashes, but no exhaustion then this is what Rodolfo would do.
Turn 3 - complication for Rodolfo: 14. He will cast Longstrider on only himself (just for the sake of simplicity), increasing his movement speed to 35. He will then move and bonus action dash for a total of 70 feet, putting him 163 - 70 = 93 feet behind the monster. He has now used 2 out of 4 dashes before exhaustion rolls.
Turn 4 - Grick Alpha does its thing. The DM can fill in the complication and dashing and stealthing stuff, but I assume it moves 60 feet putting it 93 + 60 = 153 feet ahead of Rodolfo.
Rodolfo complication roll: 15 (phew). He moves + bonus action Dash + action Dash = 105 feet towards the monster, leaving him 153 - 105 = 48 feet behind it. At this point all 4 of his free Dashes have been used.
Turn 5 - Grick Alpha does its thing. The DM can fill in the complication and dashing and stealthing stuff, but I assume it moves 60 feet putting it 48 + 60 = 108 feet ahead of Rodolfo.
Rodolfo complication roll: 18. DC10 constitution saving throw to avoid becoming blind - 17. He will move 35 feet to be 108 - 35 = 73 feet away and then bonus action dash another 15 feet to be within 60 feet of it. And then uses Wand of Viscid Globs - ranged attack roll: 13. He will move 5 feet back and end his turn there. DC 10 constitution check at the end of turn to avoid getting a level of exhaustion: 18.
I'll stop here :) But Rodolfo is now in a position to repeat the same thing next turn if necessary.
Kerrec - I apologize if this is way overstepping my boundaries as a player. There is a whole lot of rolls and intentions now described in this post and if others just keep running forward then you can pick and choose from this list to resolve this thing.
OK, so Rodolfo invested a spell slot into this chase and seems to be doubling down. So I will play out the whole chase, since most of you can't do anything from range, with the following conditions:
Beegred said he'd move and dash, but not risk exhaustion. I will assume the same for the rest. The Grick Alpha will push into exhaustion.
I will use Rodolfo's rolls above, but fill in the rest. I will do my best to not put the rest of your or NPC's into extra danger. For example, I will have Eldeth stop and deal with the rats instead of suffering damage from them.
The goal is to get Rodolfo within 60 feet to use the Wand, until he hits the Grick.
Beegred needs to go back and get his shield and sword where he dropped them.
Do we really need a short rest? The Hunter's Mark lasts a total of an hour. Might be useful to have the advantage while trying to track the Grick.
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Just a reminder: Sovereign Phylo invited you to the Garden of Welcome 'tomorrow'. If you take a long rest, you'll be expected to head back to the Inner Circle melding mound.
If you all take a 1 hour break to drop exhaustion levels and roll hit dice, then the Grick Alpha will be able to roll hit dice as well. So I see no point in making the group roll for Survival again to find it. I'm just going to hand waive and say the trail is plenty fresh for Beegred to follow.
All OK with that?
And FYI, if you all hit it for 1/2 its health before it gets to act, I'm going to do the same thing again. It makes sense it wouldn't stick around for that.
And FYI, if you all hit it for 1/2 its health before it gets to act, I'm going to do the same thing again. It makes sense it wouldn't stick around for that.
Although Beegred would charge straight in, like last time, I assume brighter minds would stop him until the group is able to surround the Grick. And to let Rodolfo fire some "gobs" first within 60'.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
If you Longstridre Narstin to get me up to 35 ft instead of 25 (so I'm gaining 10ft per round instead of losing it), once I get within 60ft I could try to hit him with Command and order him to Grovel or something that woul dkeep him in place for a round to give everyone a chance to catch up. Currently 50 feet away, he'll move to 110, if I got longstrider next round, would close to 40 feet, he moves to 100, close to 30, he moves to 90, then could move to 55 the next round to command). So would need him to not successfully stealth away form us for a couple rounds. And I have a +3 con mod, so I can dash 2 more times before taking any levels of exhaustion.
Command requires the creature to understand your language. :(
Longstrider would put Skameros at 40ft a turn, but even if he caught up to the grick he's got no way to keep them from running still
What if I carried Rodolfo to get us closer to the grick so he could use the wand? Skameros can carry up to 510 pounds without issues.
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
Carrying an ally doubles movement cost. Rodolfo moves 3 times per turn now... it is possible to stop it if the dice go you way. Just a question of how spread out you'll be by then.
Then I think this chase is just a waste of our time IMHO
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
I mean I can say that Rodolfo will also cast Longstrider on Narstin and everyone else is just doing movement + action:dash.. then we can pretty much cycle through the next three turns and get to a go:no-go stage within just the next post or two.
I’m fine with either option. If we let it go, we can try to slowly track it after the party re-assembles.
If the chase continues, then Beegred will move+dash every round, but not to exhaustion.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
You can all choose to end the chase, especially as you will all get spread out.
Look, I never said I'm a super-experienced DM. This is the first time I use these chase mechanics. When I set up the chase, I used the actual distance on the map as the starting distance and then gave the Grick Alpha the first turn. Although to be honest, I moved (move+dash) everyone that was before the Grick Alpha in initiative order, so if I had started at the top of the initiative order, nothing would really have changed.
If the Grick would have retreated while in melee combat, all would have probably worked out, because there wouldn't have been such a big lead at the beginning. But you all started combat at long range and absolutely walloped it for more than half it's health on the first turn. So that long range you used to your advantage became a disadvantage when it became a chase.
Once this is all over, we can go over the mechanic. If you all don't like it, then I will not use it again. Playing is about everyone having fun. I'm not going to force optional mechanics on you all if you don't enjoy it. That being said, if the Grick Alpha was in melee when the chase started, there would be many more options (in range of more spells) and less chance of becoming exhausted.
If you don't like it, end the chase. It will get away and have a chance to roll some hit dice before you find it again and battle starts again. I won't make finding it random, I will say it's guaranteed. But how fast you find it will depend on some survival rolls.
I've never done chase as a DM, so I'm glad to see a demonstration of it in action. It seems like the way it should work: the party gets spread out, and the leaders might get get counter-attacked before the rest of the party catches up. I'll have to remember to use this, if I have a party that is too eager to fight instead of using caution. :-)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
I thought this would be way more interesting than, "The grick alpha dashes and runs away. Is anyone in range to do anything about it? No, then combat over. It ran away."
Rodolfo burned a spell slot doing something that will really help. It's up to him to decide if the chase is called off or if he wants to see if he can catch the Grick.
So I'll try to write this out and Kerrec can verify and add other necessary rolls.
In the current turn (lets call it turn 3) the Grick Alpha took its turn. Assuming everyone but Rodolfo moves/dashes, but no exhaustion then this is what Rodolfo would do.
Turn 3 - complication for Rodolfo: 14. He will cast Longstrider on only himself (just for the sake of simplicity), increasing his movement speed to 35. He will then move and bonus action dash for a total of 70 feet, putting him 163 - 70 = 93 feet behind the monster. He has now used 2 out of 4 dashes before exhaustion rolls.
Turn 4 - Grick Alpha does its thing. The DM can fill in the complication and dashing and stealthing stuff, but I assume it moves 60 feet putting it 93 + 60 = 153 feet ahead of Rodolfo.
Rodolfo complication roll: 15 (phew). He moves + bonus action Dash + action Dash = 105 feet towards the monster, leaving him 153 - 105 = 48 feet behind it. At this point all 4 of his free Dashes have been used.
Turn 5 - Grick Alpha does its thing. The DM can fill in the complication and dashing and stealthing stuff, but I assume it moves 60 feet putting it 48 + 60 = 108 feet ahead of Rodolfo.
Rodolfo complication roll: 18. DC10 constitution saving throw to avoid becoming blind - 17. He will move 35 feet to be 108 - 35 = 73 feet away and then bonus action dash another 15 feet to be within 60 feet of it. And then uses Wand of Viscid Globs - ranged attack roll: 13. He will move 5 feet back and end his turn there. DC 10 constitution check at the end of turn to avoid getting a level of exhaustion: 18.
I'll stop here :) But Rodolfo is now in a position to repeat the same thing next turn if necessary.
Kerrec - I apologize if this is way overstepping my boundaries as a player. There is a whole lot of rolls and intentions now described in this post and if others just keep running forward then you can pick and choose from this list to resolve this thing.
OK, so Rodolfo invested a spell slot into this chase and seems to be doubling down. So I will play out the whole chase, since most of you can't do anything from range, with the following conditions:
The Grick Alpha gets away. What is the plan now? Short rest and try again? Or call it a day and let the Circle of Hunters deal with it?
Beegred needs to go back and get his shield and sword where he dropped them.
Do we really need a short rest? The Hunter's Mark lasts a total of an hour. Might be useful to have the advantage while trying to track the Grick.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
"Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink."
Rodolfo will need two long rests at least to remove his 2 levels of exhaustion unless someone has some sort of divine powers that can restore him
So the Grick will either have to wait - or Rodolfo will have to live with the penalties and hopefully not get more levels of exhaustion.
those are my thoughts :)
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
Just a reminder: Sovereign Phylo invited you to the Garden of Welcome 'tomorrow'. If you take a long rest, you'll be expected to head back to the Inner Circle melding mound.
It's actually not that bad - the rules about chase that Kerrec linked to also mention this special case:
So a short rest now and a long rest later would be OK.
Nice! Even I wasn't aware of that.
If you all take a 1 hour break to drop exhaustion levels and roll hit dice, then the Grick Alpha will be able to roll hit dice as well. So I see no point in making the group roll for Survival again to find it. I'm just going to hand waive and say the trail is plenty fresh for Beegred to follow.
All OK with that?
And FYI, if you all hit it for 1/2 its health before it gets to act, I'm going to do the same thing again. It makes sense it wouldn't stick around for that.
Although Beegred would charge straight in, like last time, I assume brighter minds would stop him until the group is able to surround the Grick. And to let Rodolfo fire some "gobs" first within 60'.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Rolling Hit Dice: 21 + 2
Again, to be legit. Don't peek!