That is your choice but I did not invent these rules, they where in the DM guide. It was either pick something up or run away from the storm which you can only take as much as would normally take on a regular initiative turn. First and foremost complex creatures that have bonus actions and all of that really make it harder on the DM as this was a pretty cut and dry part of this one shot. So you are the one making it super complicated.
So with that, Tanon and Emrys you arrive with your belongings in a cave. The storm just happened to push you guys in the direction of a mountain in the country side. You managed to find cover in a cave.
The world becomes unnervingly dark. The caverns are wide enough to stand side by side and the walls all have a similar stench of decay and rotting underworld life. Small streams of water funnel through this part and can be collected as a fresh source of water.
Upon entering the cavern soaked and slightly battered, our party finds respite from the extreme conditions outside. The stalactites and stalagmites jut from above and below with a small clearing just in the centre of the entrance. This section of the cavern looks natural and there are small creatures also seeking shelter from the storm. Lizards and insects all scurry from light but deeper in to the back if the cavern entrance there is luminous fungi clinging to the walls casting an eerie blue glow to the area. Those without dark vision are able to see but not in great detail. You can take a short rest, to heal and make sure you gathered your supplies.
You manage to get your bag
Herman your turn
OCC: From Monday to Thurs, I will be on vacation with limited access. I should be able to check in once a day.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Thank you for letting me know ^
If we can finish this battle today that would be ideal we have two more rounds.
Herman it is your turn now
Herman keeps running towards the shadow , hoping it will be of some cover at least, keeping his mouth shut and the shield over his head.
MOVE+ DASH
RAGE 4/10: I shouldn't take any damage this round, if I remember well. if so, the rage ends in this round
,
No damage done, how far did you dash towards the mountain?
Emrys your turn
Let's sump up, if it helps:
1st round: 30 ft
2nd 30ft
3rd 60ft
4th 60ft
right? it give a total 180ft
,
So you have only had two options, either run or pick something up. You do not automatically gain ft per turn. The ft to run is 150.
And with this I am out.
you are inventing rules and it’s not the first time.
1) the choice in every round is to move and make an action: if the action is dash, you make a double movement
2) picking something not heavy from the ground is a free action, I had also post the rules
3) the resistance odd damages are halved, rounded down, half damages do not exist
I would not care about anything for the sake of the adventure but the incipit is dull, motivation is lacking...
in my opinion you could have just started saying
“you barely survived the storm with 3 hp each , you arrive at..”
and spare us 5 pages of boredom
,
That is your choice but I did not invent these rules, they where in the DM guide. It was either pick something up or run away from the storm which you can only take as much as would normally take on a regular initiative turn. First and foremost complex creatures that have bonus actions and all of that really make it harder on the DM as this was a pretty cut and dry part of this one shot. So you are the one making it super complicated.
The goal was not to have you guys at 3 hp but give you choices.
So with that, Tanon and Emrys you arrive with your belongings in a cave. The storm just happened to push you guys in the direction of a mountain in the country side. You managed to find cover in a cave.
The world becomes unnervingly dark. The caverns are wide enough to stand side by side and the walls all have a similar stench of decay and rotting underworld life. Small streams of water funnel through this part and can be collected as a fresh source of water.
Upon entering the cavern soaked and slightly battered, our party finds respite from the extreme conditions outside. The stalactites and stalagmites jut from above and below with a small clearing just in the centre of the entrance. This section of the cavern looks natural and there are small creatures also seeking shelter from the storm. Lizards and insects all scurry from light but deeper in to the back if the cavern entrance there is luminous fungi clinging to the walls casting an eerie blue glow to the area. Those without dark vision are able to see but not in great detail. You can take a short rest, to heal and make sure you gathered your supplies.
Tanon breaths deeply and looks outside. "What was that?" She asks, sorting through her bag to make sure everything was where it belongs.
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
The storm was a something that had been brewing for quite some time. No lore to speak of about it, the land had it coming.
What would you like to do in the cave?