and I'd suggest we start from one end or the other and traverse the length (left to right or right to left as the map stands) for perhaps a better chance at spotting the grick
I should have read this before posting in the main thread.
Wherever the group wants to start, that is fine with me. I would guess a cluster around X17, so just a bit up from the default on the map. But from there, Beegred will go to the front of the group and start marching towards M15 to try to lure the Grick out.
That is also a request for DM Inspiration: "I face problems head-on. A simple, direct solution is the best path to success."
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 should have read this before posting in the main thread.
Wherever the group wants to start, that is fine with me. I would guess a cluster around X17, so just a bit up from the default on the map. But from there, Beegred will go to the front of the group and start marching towards M15 to try to lure the Grick out.
That is also a request for DM Inspiration: "I face problems head-on. A simple, direct solution is the best path to success."
OK! The Grick Alpha is running and none of you are faster than it is, so if all we do is Move and Dash round after round, nothing happens. So this combat is moving to chase mechanics. See the following table:
We continue in initiative order, but I will move those ahead of the Grick Alpha as if they dashed (for free) Then the Grick Alpha starts (no chance to escape in the first round). At the end of each of your turns, you will roll a D20 (I will roll the first one in the main thread for the Grick Alpha, and again for Beegred). I (or whoever is next) will consult the above table to see what complication occurs, if any, and make the required checks.
Then you play your movement, action and bonus action. Do whatever you can think of to end the chase (in your favor). Otherwise the chase ends in the creature's favor, ie: it escapes.
You are encouraged to dash on your turn if you have nothing else to do. HOWEVER! During the chase, you can DASH 3+CON modifier times before you have to start rolling DC 10 CON saves against exhaustion.
How does it escape? At the end of each round after the first, it will roll a stealth check. If you do clever things that hinder it, it will have disadvantage. If this stealth check beats everyone's passive perception, it escapes. Otherwise, the chase continues until someone catches up or it manages to escape.
Read the DMG if you find I am not clear in my explanation.
With Hunter's Mark active, Beegred will have advantage on Perception or Survival checks to find it.
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)
No, I already made the free dash for you, to figure out the distances (see this post). I wanted the Grick Alpha to start the chase sequence, but didn't want to steal a turn from those 4 characters, so I assumed they would just dash since the Grick was out of sight anyway.
Initiative is still in the same order, just now the round starts at the Grick Alpha instead of Beegred.
Skameros goes first, and he has to make a DC 10 DEX saving throw or fall 1d4 x 5ft, taking 1d6 bludgeoning damage per 10 feet and landing prone. Once his turn is done, he rolls a D20 for Derendil.
@ArgentTheWise: Nice DEX save. Now, let me know what you do with your movement, action and bonus action. I assume you don't have many options so you will just move and dash. Once you tell me what you do, then roll a D20 for Derendil's complication.
Does the Grick appear to be heading in any particular direction whereas Skameros might be able to attempt to cut them off as it were. Being a bugbear and an ambush predator I was thinking it perhaps I could cut a corner to either get ahead of or closer to the grick I might be able to slow it down till the others catch up. If not then I'll just keep running after it
The fungi forest is dense and the mushroom caps form a kind of roof that is near impenetrable. You have no idea what direction you are heading in, or what you are heading towards as you follow the Grick Alpha.
I'm assuming that Beegred is next (after Eldath), so I'll roll his complication, and then put Rodolfo's roll on the end.
Rodolfo's wand of globs is the only thing that might stop the Grick. But it is too far out of range, curses.
For the party -- if we can't slow it down, we might want to let it go... for now. Get the party back together again, then try to track it a second time. Beegred and Rodolfo can't keep up, even with Dash-ing.
I notice most of those complications are due to the Underdark terrain. Is this something where (on future rounds) the Ranger would get Advantage or add his proficiency?
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)
The table tries to cover most of the saving throws, although it is pretty heavy on DEX. But for your complication, you can get around it with Survival which is based on WIS. Your favored terrain gives you double proficiency bonus for WIS checks related to the Underdark. I think your class feature is fairly represented in these mechanics.
Just double your Survival proficiency mod for your check, because this is in the Underdark.
Rodolfo has a plan - he also can cast Longstrider on himself and possibly someone else as well. It would make his movement speed 35 instead of 25. He can do a move+ bonus action dash that turn, which would put him at 93 ft from the monster. It would flee another 60 feet (also assuming no complications) to a distance of 153 ft from Rodolfo. Next round Rodolfo can do move + action dash + bonus action dash for 105 total, putting him at 48 ft behind Grick and possibly at a level of exhaustion. Grick would move to 108 ft on it's turn. Next turn Rodolfo can then do move + bonus action dash to get to within 60ft and have an action left for the Wand of Viscid Globs.
This would be then game over if it hits.
A lot of assumptions here, but it's definitely not impossible. One of those is that the Grick Alpha will get exhaustion levels as well?
[Initiative: 7]
and I'd suggest we start from one end or the other and traverse the length (left to right or right to left as the map stands) for perhaps a better chance at spotting the grick
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 should have read this before posting in the main thread.
Wherever the group wants to start, that is fine with me. I would guess a cluster around X17, so just a bit up from the default on the map. But from there, Beegred will go to the front of the group and start marching towards M15 to try to lure the Grick out.
That is also a request for DM Inspiration: "I face problems head-on. A simple, direct solution is the best path to success."
Initiative: 21
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)
Inspiration granted.
Rodolfo initiative: 10
He stays about 5 steps behind Beegred and tries to be as stealthy as possible (stealth check if applicable: 15)
Narstin initiative: 17
Derendil initiative: 6
Oh yeah Eldath initiative 2
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
And Jimjar initiative: 17. He's walking right behind Beegred.
Group perception checks:
OK! The Grick Alpha is running and none of you are faster than it is, so if all we do is Move and Dash round after round, nothing happens. So this combat is moving to chase mechanics. See the following table:
How this works (this is in the DMG btw):
We continue in initiative order, but I will move those ahead of the Grick Alpha as if they dashed (for free) Then the Grick Alpha starts (no chance to escape in the first round). At the end of each of your turns, you will roll a D20 (I will roll the first one in the main thread for the Grick Alpha, and again for Beegred). I (or whoever is next) will consult the above table to see what complication occurs, if any, and make the required checks.
Then you play your movement, action and bonus action. Do whatever you can think of to end the chase (in your favor). Otherwise the chase ends in the creature's favor, ie: it escapes.
You are encouraged to dash on your turn if you have nothing else to do. HOWEVER! During the chase, you can DASH 3+CON modifier times before you have to start rolling DC 10 CON saves against exhaustion.
How does it escape? At the end of each round after the first, it will roll a stealth check. If you do clever things that hinder it, it will have disadvantage. If this stealth check beats everyone's passive perception, it escapes. Otherwise, the chase continues until someone catches up or it manages to escape.
Read the DMG if you find I am not clear in my explanation.
With Hunter's Mark active, Beegred will have advantage on Perception or Survival checks to find it.
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)
Very cool!
So if I get this right then the order now is as in your last post: Derendil, Eldeth, etc..?
Do I also understand correctly that upon their turns Beegred, Rodolfo, Narstin and Jimjar will get a free dash at the beginning of their turn?
So Rodolfo would be starting his turn 110-25=85ft behind the Grick Alpha and be able to take his full turn?
I have so many options, can't wait for my turn! :)
No, I already made the free dash for you, to figure out the distances (see this post). I wanted the Grick Alpha to start the chase sequence, but didn't want to steal a turn from those 4 characters, so I assumed they would just dash since the Grick was out of sight anyway.
Initiative is still in the same order, just now the round starts at the Grick Alpha instead of Beegred.
Skameros goes first, and he has to make a DC 10 DEX saving throw or fall 1d4 x 5ft, taking 1d6 bludgeoning damage per 10 feet and landing prone. Once his turn is done, he rolls a D20 for Derendil.
@ArgentTheWise: Nice DEX save. Now, let me know what you do with your movement, action and bonus action. I assume you don't have many options so you will just move and dash. Once you tell me what you do, then roll a D20 for Derendil's complication.
Does the Grick appear to be heading in any particular direction whereas Skameros might be able to attempt to cut them off as it were. Being a bugbear and an ambush predator I was thinking it perhaps I could cut a corner to either get ahead of or closer to the grick I might be able to slow it down till the others catch up. If not then I'll just keep running after it
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
The fungi forest is dense and the mushroom caps form a kind of roof that is near impenetrable. You have no idea what direction you are heading in, or what you are heading towards as you follow the Grick Alpha.
Fair enough
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'm assuming that Beegred is next (after Eldath), so I'll roll his complication, and then put Rodolfo's roll on the end.
Rodolfo's wand of globs is the only thing that might stop the Grick. But it is too far out of range, curses.
For the party -- if we can't slow it down, we might want to let it go... for now. Get the party back together again, then try to track it a second time. Beegred and Rodolfo can't keep up, even with Dash-ing.
I notice most of those complications are due to the Underdark terrain. Is this something where (on future rounds) the Ranger would get Advantage or add his proficiency?
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)
The table tries to cover most of the saving throws, although it is pretty heavy on DEX. But for your complication, you can get around it with Survival which is based on WIS. Your favored terrain gives you double proficiency bonus for WIS checks related to the Underdark. I think your class feature is fairly represented in these mechanics.
Just double your Survival proficiency mod for your check, because this is in the Underdark.
Is this really worth pursuing? It's faster than us, not like we can catch it, just work ourselves to exhaustion levels.
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
Rodolfo has a plan - he also can cast Longstrider on himself and possibly someone else as well. It would make his movement speed 35 instead of 25. He can do a move+ bonus action dash that turn, which would put him at 93 ft from the monster. It would flee another 60 feet (also assuming no complications) to a distance of 153 ft from Rodolfo. Next round Rodolfo can do move + action dash + bonus action dash for 105 total, putting him at 48 ft behind Grick and possibly at a level of exhaustion. Grick would move to 108 ft on it's turn. Next turn Rodolfo can then do move + bonus action dash to get to within 60ft and have an action left for the Wand of Viscid Globs.
This would be then game over if it hits.
A lot of assumptions here, but it's definitely not impossible. One of those is that the Grick Alpha will get exhaustion levels as well?