The florist's eyes open wide, "Oh! Aye! On it! Thought they'da got that way before now. Oh well, doesn't matter...dried or fresh, luv?"
As he was asking the question, Esther turns her head towards the money changer across the way and sees a bearded gnome swiping a few coins. Once he's acquired his bounty, the quick-footed thief runs into the crowd. Her eyes follow him as he bobs and weaves trying to getaway.
Esther is tempted to react to the thievery, but decides against it. Time is running out, and she owes Graegar her full attention. As much as she feels compelled to interfere, Esther turns back to the florist.
"Fresh if you please, friend." Esther reaches in her purse for coin. "How much?"
With that, Shaemus nods his head and ducks around the corner to fetch some. After a few minutes, he has everything bundled up, along with a note. He waves your money away saying the tavern has a line of credit and he just put it on there.
She's about to make her way back, when Shaemus begins to giggle like a school girl, "There he is! Isn't he a dream?" The florist gives a long wistful sigh and stares at the group passing the main square.
The rag-tag players rev-up their tune into a jaunty walking song and begin serenading the small party dressed in finery and jewels. The ladies of the group toss out coins to the musicians in a show of appreciation.
When they break away to make their tosses, Esther can then see a cloaked gentleman walking at the center of the clique, filling the ear of a buxom beauty on his arm. His features are hidden as they walk in and out of the evening's shadows.
A breeze is starting to stir and bringing with it a fall chill. The party huddles closer and makes their way a bit faster in the direction of the tavern.
"Well of course." Esther blushes. "The light was tricking my eyes."
Esther turns, intent on reaching the pub before the Baron's entourage. She hollers back, "Thank you Shaemus!"She begins to run, "See you next time!"
Her feet seem to grow wings, as the desire to succeed sparks adrenaline. She runs harder, as the cool air heightens her senses, and her totem energy sniffs out the safest path. She must return in time to make the Baron's tea!
With Esther's "Danger Sense" advantage, and "Athletics" I think she will easily return without mishap. I want to roll for her athletics (+5)
I like what your thinking here, but I need to make sure you understand the mechanics.
The athletics check is great and well done! (applause)
It's how danger sense works that we might not be on the same page. The "advantage" for this is on DEX save rolls (see below). You don't necessarily just walk around with spidey sense. However, if you encounter a situation where I ask you to make a DEX roll, then you have "advantage" (drop-down option in the roller) on that roll.
In other words, the effect is only triggered by an event, not an ongoing radar type of thing. Make sense? (There is a spell that does the radar thing, though.)
Danger Sense = gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
If you are just reminding me that you have it in case I do throw something in your path that you need to dodge, then yes, that's exactly how you should do it.
??
Spurred on by her emotions, Esther's feet do fly. She is able to masterfully and quickly make her way back to the Tavern' and the Kitchen's open window, coming round the back way to avoid the Baron's group and guests.
Bounding up to the window, she is able to catch the tail end of a shouting match between Graeger and Azura. Both of their faces are beet red and food has been flung from one end of the kitchen to the other. Azura only ends the incident when Raegar comes sliding in announcing that the Baron has just arrived.
Azura snaps her fingers at Graegar. He throws her a look of disdain, then flicks his wrist. Her clothes, hair, and face are all renewed and clean. With a huff, she turns and struts out of the kitchen, leaving Graeger an emotional heap and looking exhausted.
Esther feels confused by the scene, and does not understand why the two are not getting along. Graegar has obviously been working as quickly as possible in the kitchen, and Azura has always seemed like a reasonable spirit. Esther had expected them to rally together after the terrible discovery of an assassin in their midst. With so many unknowns, she decides that the two are understandably emotional under the circumstances, and simply taking it out on each other.
Esther leans in the window, arms outstretched with the Dianthus, "Graegar! Come quick." Breathing heavily, she smiles wide at her own success, "I have the Baron's tea!"
Graegar's head snaps up when he hears his name and she can see the relief and joy spread across his face. Rushing over to the window, he gives her his best smile, "I knew you wouldn't let me down and you made it just in time! I could kiss, you lassie. Come in, come in!" (The window is large enough for her to climb through.)
He grabs a special teapot set from atop one of the cupboards and grabs some water to make the tea. As Esther looks on, he is meticulous with his measurements, steeping the flower, along with mint, lavender, and just a bit of honey. He talks while he works, "Four petals per brewing and never put too much honey or lavender! Give a little prayer up the Gods and off it goes." Graegar pounds on the wall, prompting Raegar to bound in and gather the tray, "Tell him a fresh pie is coming out the oven soon and he can order whatever he likes." Raegar nods and is on his way.
Graegar looks at Esther finally, "You better get out there and make a show of yourself. Azura said so."
Esther feels her heart swell, as a cascade of relief washes through her. Graegar's smile, and expert care with the tea, fills her with a sense of compassion for all he's endured this evening.
She reaches out and places a wide hand on his shoulder, squeezing, "May the rest of your night be easy, Graegar."
Esther leaves the kitchen, anticipating the tension of the crowd. Her nerves tighten, recalling the poison. She slows down, remembering herself. Stopping briefly outside the kitchen door, she closes her eyes and takes a long, deep breath. As she balances to her center, lavendar from the tea lingers in her head. Feeling her heavy feet on the floor, and rolling her shoulders up and back, into position, she fills herself with intention. She is ready to feel her senses; alert and trusting in the energy of her totem.
Esther enters the main room and scans the crowd, looking for trouble-makers.
Her skin vibrates with the crowd's heighten energy when she enters the room. On stage there is a rather large band of with even larger drums just beginning to whip the audience up with a new tune.
Like the town square, news of the baron's arrival was spreading quickly through the crowd making everyone abuzz with excitement. Someone clamored on stage to yell-whisper into the lead's ear. The info reaches the bar and Azura quickly moved to the welcome area. Those who were already drunk began chanting his title along to the music.
This gives way to squabbles over who can chant the best and who actually means it. The profession of love for the Baron builds to a table being lifted in mock aggression and beer thrown into the faces of any protesters. At the middle of the rowdiness was two bands that Esther had previously seen on stage. Compiled of gnomes and dwarves, they were in their cups and each other's faces.
From her vantage point, Esther could also see the roped off table along the long wall of the tavern. Sitting on that table is the steaming pot of tea awaiting its sipper.
Esther notices the teapot, remembering the poison, and then begins assessing her strategy for restoring peace. From her vantage point, she can keep one eye on the teapot, and move quickly toward the center of the fight between the gnomes and dwarves. Despite any strength they might possess while sober, she sees clear signs of lumbering intoxication in them all.
She knows a group like this can be easily intimidated if the perceived "leaders", or toughest members are awakened first. She intends to hurt no one, but will not allow this level of disorder. She expects to easily bring the scene under control, but is willing to remove those who refuse to calm down. She intends to do so quietly, with little disruption for Azura's sake.
She strides into the mix with deft precision, seeking the largest dwarves first. Taking broad steps forward, she stomps into the center of the group, towering above the others. With her advantage of surprise, mixed with a sober menacing stance, she faces them with raised arms.
"ENOUGH!!" Stomping hard with one foot, she grimaces, arms forward, eyes constantly scanning, and readies herself to grab hold of anyone who attempts to harm.
I think this is a good time to roll for perception and athletics: Perception = 18 Athletics = 10
With her foot down and eyes drunkenly glaring at her, the rockus band is rushed off the stage and another group is pushed forward. As they quickly warm up, an announcer comes forward, "Straight from the top of the rock, lads and ladies, allow me to present to you...the one, the only, Baron Alexey Von Battenberg V and his entourage!
At the announcement, two stirring events capture the crowds attention, the singers start belting out and the front door to the tavern bursts open with a loud whack. Striding through the door is a distinct gentleman, dressed in finery and loudly singing the tune now being sung. He is followed by others in similar attire and trying to sing along, halfheartedly.
The crowd erupts around Esther, most forgetting their bickering and her well-timed, fiery admonishment.
Azura is first to greet him. She is quickly acknowledged, then pushed aside for her husband who comes bounding down the stairs with merriment and booming noises of welcome. The two embrace and Arnie begins to lead him over to his table. Along the way, many come forward to glad hand the Baron and he obliges, but is visibly disinterested in the process. His entourage follows along behind, basking is the afterglow and visibly enjoying the fanfare.
The Baron is steps away from Esther when the group of gnomes and dwarves she just stopped all turn and drench her in their drinks. They all cackle at her, then turn and hail the nobleman to come see them.
Towering above the short people, Esther looks down upon them with silent amusement. It turns out the drinks barely drenched anything above her waist. Esther chuckles at the scene, executes a brief bow to the Baron, and quickly adds, "Forgive me Baron."
She turns back to the trouble-makers, and moves to take charge. Having already marked the largest ring-leader in the group as her target, she reaches out with lightning reflexes, grabbing the largest dwarf by the collar.
"ENOUGH - I said." Esther lifts the dwarf off the floor by also grabbing his belt with her free hand. Heaving him forward, she marches him out the front door and drops him in the street. Standing over him, she waits for a challenge. Bracing for a fight, Esther is intent on keeping this one outside. If he decides to leave for good, Esther will move quickly to return and do the same to anyone else causing trouble.
(Hhahhaaa ok, so combat it is. Pls roll initiative, a strength check, and a grapple check, which are all on your sheet. Then we'll see how she, the dwarves, gnomes, and the Baron fair in this altercation. *evil grin* Can't wait. Let me know if you need help with the particulars.)
Strength = 10 I saw two places on my sheet with strength. Abilities showed +3, saving throws (whatever that is) showed +5, so I didn't know which to use.
I found grapple on my sheet, under actions. Now what? I guess I roll another D20, adding nothing to it? 2
How do I figure out which dice to roll? Am I supposed to know that? Like, maybe different die for different kinds of battle?
Also, when does the +2 Proficiency at the top of my sheet get played? What does Proficiency even mean? Proficiency at what? Also, I'm confused about strength. On my sheet it says Strength 17, then +3 above that. So when you say "roll for strength" should I have rolled the +5 since that's listed under "saving throws"? What's a saving throw?
Sorry, lot's of questions. I'll figure this out eventually :o)
Strength = 10 I saw two places on my sheet with strength. Abilities showed +3, saving throws (whatever that is) showed +5, so I didn't know which to use.
A saving throw will be used as something that is happening to you, rather than something you are doing. For instance, if you are in danger of being Grappled, your DM (me) will ask for a saving throw against STR and your Saving Throw would be a d20 +5.
For a straight strength skill check, you will roll the d20 and add your modifier +3. This applies to all STR based skills that you are not proficient in. If the check is for a proficient skill, you will add that amount listed next to that skill rather than your basic modifier. For example, your Athletics skill would be a d20 + X?
I found grapple on my sheet, under actions. Now what? I guess I roll another D20, adding nothing to it? 2
To initiate a grapple, you will roll for Athletics (if not proficient, use the basic +3 modifier). The target rolls against your result using their STR or DEX. If you roll higher than the DM (me), then you are officially grappling your opponent, causing them to be subject to the Grappled condition.
Grappling replaces an attack action as a special attack, which means you ordinarily will not be able to use it as a reaction, and forgo other attacks or spells that require an action that turn.
How do I figure out which dice to roll? Am I supposed to know that? Like, maybe different die for different kinds of battle?
Also, when does the +2 Proficiency at the top of my sheet get played? What does Proficiency even mean? Proficiency at what? Also, I'm confused about strength. On my sheet it says Strength 17, then +3 above that. So when you say "roll for strength" should I have rolled the +5 since that's listed under "saving throws"? What's a saving throw?
Your proficiency bonus is added to your stat bonus only for skills you are proficient in. Say you are proficient in Athletics - your STR modifier is +3 and your proficiency bonus is +2, so you'll roll a d20 and add 5 to the result for Athletics. Rolling for straight strength is the same as rolling for any STR skill you're not proficient in.
Okay that sort of makes sense. I think I get it. Plus if I roll the wrong thing, you'll let me know anyway. Hehe.
So - with that - where are we now? How did I do on those rolls?
Just read your explanation again, and realized this means I need to re-roll that grapple thingy (Athletics) = 18 Or.... we could just add +5 to my roll before. Not sure the best way to handle that.
The florist's eyes open wide, "Oh! Aye! On it! Thought they'da got that way before now. Oh well, doesn't matter...dried or fresh, luv?"
As he was asking the question, Esther turns her head towards the money changer across the way and sees a bearded gnome swiping a few coins. Once he's acquired his bounty, the quick-footed thief runs into the crowd. Her eyes follow him as he bobs and weaves trying to getaway.
Tamlynn [Pic] | Half-Elf | Ranger, Horizon Walker - Lvl 6 | Talaveroth (sub-campaign 3)
Hadar Ilkin [Pic] | Half-Orc | Ranger, Gloom Stalker - Lvl 4 | Bane of Kerakys
Mistress of Game | Death Inspectors
Mistress of Game | Into the Werewoods
Esther is tempted to react to the thievery, but decides against it. Time is running out, and she owes Graegar her full attention. As much as she feels compelled to interfere, Esther turns back to the florist.
"Fresh if you please, friend." Esther reaches in her purse for coin. "How much?"
With that, Shaemus nods his head and ducks around the corner to fetch some. After a few minutes, he has everything bundled up, along with a note. He waves your money away saying the tavern has a line of credit and he just put it on there.
She's about to make her way back, when Shaemus begins to giggle like a school girl, "There he is! Isn't he a dream?" The florist gives a long wistful sigh and stares at the group passing the main square.
The rag-tag players rev-up their tune into a jaunty walking song and begin serenading the small party dressed in finery and jewels. The ladies of the group toss out coins to the musicians in a show of appreciation.
When they break away to make their tosses, Esther can then see a cloaked gentleman walking at the center of the clique, filling the ear of a buxom beauty on his arm. His features are hidden as they walk in and out of the evening's shadows.
A breeze is starting to stir and bringing with it a fall chill. The party huddles closer and makes their way a bit faster in the direction of the tavern.
Tamlynn [Pic] | Half-Elf | Ranger, Horizon Walker - Lvl 6 | Talaveroth (sub-campaign 3)
Hadar Ilkin [Pic] | Half-Orc | Ranger, Gloom Stalker - Lvl 4 | Bane of Kerakys
Mistress of Game | Death Inspectors
Mistress of Game | Into the Werewoods
Esther thanks Shaemus for the bundle, curious about the note as she turns to go. Then, reacting to his giggling she turns back.
"Who is he? I'm having a hard time seeing in the shadows."
Shaemus looks at Esther with his eyes wide and mouth slack, "That's the Baron of course! Who else could it be?"
Tamlynn [Pic] | Half-Elf | Ranger, Horizon Walker - Lvl 6 | Talaveroth (sub-campaign 3)
Hadar Ilkin [Pic] | Half-Orc | Ranger, Gloom Stalker - Lvl 4 | Bane of Kerakys
Mistress of Game | Death Inspectors
Mistress of Game | Into the Werewoods
"Well of course." Esther blushes. "The light was tricking my eyes."
Esther turns, intent on reaching the pub before the Baron's entourage. She hollers back, "Thank you Shaemus!" She begins to run, "See you next time!"
Her feet seem to grow wings, as the desire to succeed sparks adrenaline. She runs harder, as the cool air heightens her senses, and her totem energy sniffs out the safest path. She must return in time to make the Baron's tea!
With Esther's "Danger Sense" advantage, and "Athletics" I think she will easily return without mishap. I want to roll for her athletics (+5)
Roll = 23
I like what your thinking here, but I need to make sure you understand the mechanics.
The athletics check is great and well done! (applause)
It's how danger sense works that we might not be on the same page. The "advantage" for this is on DEX save rolls (see below). You don't necessarily just walk around with spidey sense. However, if you encounter a situation where I ask you to make a DEX roll, then you have "advantage" (drop-down option in the roller) on that roll.
In other words, the effect is only triggered by an event, not an ongoing radar type of thing. Make sense? (There is a spell that does the radar thing, though.)
Danger Sense = gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
If you are just reminding me that you have it in case I do throw something in your path that you need to dodge, then yes, that's exactly how you should do it.
??
Spurred on by her emotions, Esther's feet do fly. She is able to masterfully and quickly make her way back to the Tavern' and the Kitchen's open window, coming round the back way to avoid the Baron's group and guests.
Bounding up to the window, she is able to catch the tail end of a shouting match between Graeger and Azura. Both of their faces are beet red and food has been flung from one end of the kitchen to the other. Azura only ends the incident when Raegar comes sliding in announcing that the Baron has just arrived.
Azura snaps her fingers at Graegar. He throws her a look of disdain, then flicks his wrist. Her clothes, hair, and face are all renewed and clean. With a huff, she turns and struts out of the kitchen, leaving Graeger an emotional heap and looking exhausted.
Tamlynn [Pic] | Half-Elf | Ranger, Horizon Walker - Lvl 6 | Talaveroth (sub-campaign 3)
Hadar Ilkin [Pic] | Half-Orc | Ranger, Gloom Stalker - Lvl 4 | Bane of Kerakys
Mistress of Game | Death Inspectors
Mistress of Game | Into the Werewoods
Esther feels confused by the scene, and does not understand why the two are not getting along. Graegar has obviously been working as quickly as possible in the kitchen, and Azura has always seemed like a reasonable spirit. Esther had expected them to rally together after the terrible discovery of an assassin in their midst. With so many unknowns, she decides that the two are understandably emotional under the circumstances, and simply taking it out on each other.
Esther leans in the window, arms outstretched with the Dianthus, "Graegar! Come quick." Breathing heavily, she smiles wide at her own success, "I have the Baron's tea!"
Graegar's head snaps up when he hears his name and she can see the relief and joy spread across his face. Rushing over to the window, he gives her his best smile, "I knew you wouldn't let me down and you made it just in time! I could kiss, you lassie. Come in, come in!" (The window is large enough for her to climb through.)
He grabs a special teapot set from atop one of the cupboards and grabs some water to make the tea. As Esther looks on, he is meticulous with his measurements, steeping the flower, along with mint, lavender, and just a bit of honey. He talks while he works, "Four petals per brewing and never put too much honey or lavender! Give a little prayer up the Gods and off it goes." Graegar pounds on the wall, prompting Raegar to bound in and gather the tray, "Tell him a fresh pie is coming out the oven soon and he can order whatever he likes." Raegar nods and is on his way.
Graegar looks at Esther finally, "You better get out there and make a show of yourself. Azura said so."
Tamlynn [Pic] | Half-Elf | Ranger, Horizon Walker - Lvl 6 | Talaveroth (sub-campaign 3)
Hadar Ilkin [Pic] | Half-Orc | Ranger, Gloom Stalker - Lvl 4 | Bane of Kerakys
Mistress of Game | Death Inspectors
Mistress of Game | Into the Werewoods
Esther feels her heart swell, as a cascade of relief washes through her. Graegar's smile, and expert care with the tea, fills her with a sense of compassion for all he's endured this evening.
She reaches out and places a wide hand on his shoulder, squeezing, "May the rest of your night be easy, Graegar."
Esther leaves the kitchen, anticipating the tension of the crowd. Her nerves tighten, recalling the poison. She slows down, remembering herself. Stopping briefly outside the kitchen door, she closes her eyes and takes a long, deep breath. As she balances to her center, lavendar from the tea lingers in her head. Feeling her heavy feet on the floor, and rolling her shoulders up and back, into position, she fills herself with intention. She is ready to feel her senses; alert and trusting in the energy of her totem.
Esther enters the main room and scans the crowd, looking for trouble-makers.
Her skin vibrates with the crowd's heighten energy when she enters the room. On stage there is a rather large band of with even larger drums just beginning to whip the audience up with a new tune.
Like the town square, news of the baron's arrival was spreading quickly through the crowd making everyone abuzz with excitement. Someone clamored on stage to yell-whisper into the lead's ear. The info reaches the bar and Azura quickly moved to the welcome area. Those who were already drunk began chanting his title along to the music.
This gives way to squabbles over who can chant the best and who actually means it. The profession of love for the Baron builds to a table being lifted in mock aggression and beer thrown into the faces of any protesters. At the middle of the rowdiness was two bands that Esther had previously seen on stage. Compiled of gnomes and dwarves, they were in their cups and each other's faces.
From her vantage point, Esther could also see the roped off table along the long wall of the tavern. Sitting on that table is the steaming pot of tea awaiting its sipper.
Tamlynn [Pic] | Half-Elf | Ranger, Horizon Walker - Lvl 6 | Talaveroth (sub-campaign 3)
Hadar Ilkin [Pic] | Half-Orc | Ranger, Gloom Stalker - Lvl 4 | Bane of Kerakys
Mistress of Game | Death Inspectors
Mistress of Game | Into the Werewoods
Esther notices the teapot, remembering the poison, and then begins assessing her strategy for restoring peace. From her vantage point, she can keep one eye on the teapot, and move quickly toward the center of the fight between the gnomes and dwarves. Despite any strength they might possess while sober, she sees clear signs of lumbering intoxication in them all.
She knows a group like this can be easily intimidated if the perceived "leaders", or toughest members are awakened first. She intends to hurt no one, but will not allow this level of disorder. She expects to easily bring the scene under control, but is willing to remove those who refuse to calm down. She intends to do so quietly, with little disruption for Azura's sake.
She strides into the mix with deft precision, seeking the largest dwarves first. Taking broad steps forward, she stomps into the center of the group, towering above the others. With her advantage of surprise, mixed with a sober menacing stance, she faces them with raised arms.
"ENOUGH!!" Stomping hard with one foot, she grimaces, arms forward, eyes constantly scanning, and readies herself to grab hold of anyone who attempts to harm.
I think this is a good time to roll for perception and athletics: Perception = 18 Athletics = 10
Roll for Intimidation = 18
With her foot down and eyes drunkenly glaring at her, the rockus band is rushed off the stage and another group is pushed forward. As they quickly warm up, an announcer comes forward, "Straight from the top of the rock, lads and ladies, allow me to present to you...the one, the only, Baron Alexey Von Battenberg V and his entourage!
At the announcement, two stirring events capture the crowds attention, the singers start belting out and the front door to the tavern bursts open with a loud whack. Striding through the door is a distinct gentleman, dressed in finery and loudly singing the tune now being sung. He is followed by others in similar attire and trying to sing along, halfheartedly.
The crowd erupts around Esther, most forgetting their bickering and her well-timed, fiery admonishment.
Azura is first to greet him. She is quickly acknowledged, then pushed aside for her husband who comes bounding down the stairs with merriment and booming noises of welcome. The two embrace and Arnie begins to lead him over to his table. Along the way, many come forward to glad hand the Baron and he obliges, but is visibly disinterested in the process. His entourage follows along behind, basking is the afterglow and visibly enjoying the fanfare.
The Baron is steps away from Esther when the group of gnomes and dwarves she just stopped all turn and drench her in their drinks. They all cackle at her, then turn and hail the nobleman to come see them.
Tamlynn [Pic] | Half-Elf | Ranger, Horizon Walker - Lvl 6 | Talaveroth (sub-campaign 3)
Hadar Ilkin [Pic] | Half-Orc | Ranger, Gloom Stalker - Lvl 4 | Bane of Kerakys
Mistress of Game | Death Inspectors
Mistress of Game | Into the Werewoods
Towering above the short people, Esther looks down upon them with silent amusement. It turns out the drinks barely drenched anything above her waist. Esther chuckles at the scene, executes a brief bow to the Baron, and quickly adds, "Forgive me Baron."
She turns back to the trouble-makers, and moves to take charge. Having already marked the largest ring-leader in the group as her target, she reaches out with lightning reflexes, grabbing the largest dwarf by the collar.
"ENOUGH - I said." Esther lifts the dwarf off the floor by also grabbing his belt with her free hand. Heaving him forward, she marches him out the front door and drops him in the street. Standing over him, she waits for a challenge. Bracing for a fight, Esther is intent on keeping this one outside. If he decides to leave for good, Esther will move quickly to return and do the same to anyone else causing trouble.
(Hhahhaaa ok, so combat it is. Pls roll initiative, a strength check, and a grapple check, which are all on your sheet. Then we'll see how she, the dwarves, gnomes, and the Baron fair in this altercation. *evil grin* Can't wait. Let me know if you need help with the particulars.)
Tamlynn [Pic] | Half-Elf | Ranger, Horizon Walker - Lvl 6 | Talaveroth (sub-campaign 3)
Hadar Ilkin [Pic] | Half-Orc | Ranger, Gloom Stalker - Lvl 4 | Bane of Kerakys
Mistress of Game | Death Inspectors
Mistress of Game | Into the Werewoods
Initiative = 18
Strength = 10 I saw two places on my sheet with strength. Abilities showed +3, saving throws (whatever that is) showed +5, so I didn't know which to use.
I found grapple on my sheet, under actions. Now what? I guess I roll another D20, adding nothing to it? 2
How do I figure out which dice to roll? Am I supposed to know that? Like, maybe different die for different kinds of battle?
Also, when does the +2 Proficiency at the top of my sheet get played? What does Proficiency even mean? Proficiency at what? Also, I'm confused about strength. On my sheet it says Strength 17, then +3 above that. So when you say "roll for strength" should I have rolled the +5 since that's listed under "saving throws"? What's a saving throw?
Sorry, lot's of questions. I'll figure this out eventually :o)
Answers to Questions:
A saving throw will be used as something that is happening to you, rather than something you are doing. For instance, if you are in danger of being Grappled, your DM (me) will ask for a saving throw against STR and your Saving Throw would be a d20 +5.
For a straight strength skill check, you will roll the d20 and add your modifier +3. This applies to all STR based skills that you are not proficient in. If the check is for a proficient skill, you will add that amount listed next to that skill rather than your basic modifier. For example, your Athletics skill would be a d20 + X?
I found grapple on my sheet, under actions. Now what? I guess I roll another D20, adding nothing to it? 2
To initiate a grapple, you will roll for Athletics (if not proficient, use the basic +3 modifier). The target rolls against your result using their STR or DEX. If you roll higher than the DM (me), then you are officially grappling your opponent, causing them to be subject to the Grappled condition.
Grappling replaces an attack action as a special attack, which means you ordinarily will not be able to use it as a reaction, and forgo other attacks or spells that require an action that turn.
How do I figure out which dice to roll? Am I supposed to know that? Like, maybe different die for different kinds of battle?
Also, when does the +2 Proficiency at the top of my sheet get played? What does Proficiency even mean? Proficiency at what? Also, I'm confused about strength. On my sheet it says Strength 17, then +3 above that. So when you say "roll for strength" should I have rolled the +5 since that's listed under "saving throws"? What's a saving throw?
Your proficiency bonus is added to your stat bonus only for skills you are proficient in. Say you are proficient in Athletics - your STR modifier is +3 and your proficiency bonus is +2, so you'll roll a d20 and add 5 to the result for Athletics. Rolling for straight strength is the same as rolling for any STR skill you're not proficient in.
Tamlynn [Pic] | Half-Elf | Ranger, Horizon Walker - Lvl 6 | Talaveroth (sub-campaign 3)
Hadar Ilkin [Pic] | Half-Orc | Ranger, Gloom Stalker - Lvl 4 | Bane of Kerakys
Mistress of Game | Death Inspectors
Mistress of Game | Into the Werewoods
Okay that sort of makes sense. I think I get it. Plus if I roll the wrong thing, you'll let me know anyway. Hehe.
So - with that - where are we now? How did I do on those rolls?
Just read your explanation again, and realized this means I need to re-roll that grapple thingy (Athletics) = 18 Or.... we could just add +5 to my roll before. Not sure the best way to handle that.