Short adventure being run between a couple of prospective GMs as a test bed for a slightly modified version of Mike Mearl's "Unearthed Arcana: Greyhawk Initiative."
Greyhawk Initiative - modified to use “weapon speed factor” option, and spell casting changes
Rounds. Combat is organized into rounds. Each round, everyone involved in the combat has a chance to move and take actions. Each round represents about six (6) seconds.
Durations. Any effect that normally lasts until the end of a turn instead lasts until the end of the round during which that turn takes place. Similarly, any effect that normally lasts until the start of a turn now lasts until the start of the round during which that turn takes place. If the order in which effects end is important for some reason, roll a d20 for each effect (rerolling any ties). The effect with the lowest roll ends first, with the others ending in order of their results from lowest to highest.
Variable Turn Order. Each round, every creature involved in the battle rolls initiative.
Initiative Dice. Characters and monsters roll a variety of initiative dice, one each for each possible action, adding the results together to determine initiative.
Weapon attack - initiative dice equals damage die of the base weapon type (e.g., short bow = 1d6, greatsword = 2d6, Oathbow = 1d8) Unarmed/Improvised weapon attack - d4 Cast a spell - d4 + spell’s level* Movement - d6 Swap gear - d6 Any other action - d6
*Includes spell-like abilities that require an action to perform. If during the resolution phase (see below) a caster chooses to change the spell being cast, the caster keeps the same initiative unless a higher level spell slot will be used from originally intended, in which case half of the new spell slot’s level will be added to the caster’s original initiative.
Spell Disruption. If a creature takes damage during the round prior to casting its spell, it must make a concentration check (standard PHB rules), where success means no break in concentration, but failure disrupts the spell casting causing the creature to only be able to cast a cantrip (original spell slot is not lost as the spell was not cast).
Initiative Bonuses or Penalties. Though this system does not apply a creature’s Dexterity modifier to its initiative rolls, other effects can alter initiative. If an effect or feat (Alert, a bard’s Jack of All Trades) would grant you a bonus to your initiative roll under the standard system, instead reduce the size of one die you roll for initiative, so that a d6 becomes a d4, a d4 becomes a d3, and so on. In the case of a penalty to your initiative, you apply the reverse process, increasing the size of one die rolled instead.
Advantage or Disadvantage. If an effect would grant you advantage or disadvantage on your initiative roll under the standard system, you apply that to the largest initiative die you roll (or to one of those initiative dice if you roll more than one of the same type). Roll the initiative die twice, using the lowest roll if you have advantage or the highest roll if you have disadvantage.
Initiative Count. Initiative runs from low to high. Creatures with a lower initiative roll can act in combat before creatures with a higher initiative roll.
Order of Operations. These rules make it more likely for certain actions to take place earlier in a round, and for other actions to take place later. As with the standard initiative system, the luck of the dice always determines exactly when combatants act.
Bonus Actions. If you want to use a bonus action on your turn, you roll an additional die that corresponds to the type of action you plan to take with your bonus action. That die is added to any dice you roll for your movement and your normal action.
Multiple Actions. If an effect grants you an additional action without the use of a bonus action, you roll an initiative die for only one of your actions. Use the largest die that corresponds to any one of the actions you plan to take.
Reactions and Forced Activities. Initiative covers only the actions you take on your turn, so that using a reaction has no effect on your initiative. You can take one reaction per round, as normal, unless an ability grants you more. Likewise, any activities you are forced to undertake not on your turn (typically in response to another creature’s actions) have no effect on your initiative.
Delaying. You cannot use the Ready action under these rules, but you can instead choose to delay your turn. Instead of taking your turn on your initiative count, you simply act on a later initiative count, before or after other creatures as you choose. If more than one creature has chosen to delay, each creature’s original initiative needs to be noted. Whenever a delaying creature decides to act, another delaying creature with a lower initiative can decide to act immediately before it.
Creatures Unable to Act Any creature that is unable to take actions (most likely because it is incapacitated) does not roll initiative. Any effects that such creatures must resolve, such as death saving throws, are resolved at the end of the round.
Choosing Another Creature’s Actions If you are in a position to choose the actions that another creature takes on its turn (for example, if you have successfully targeted that creature with the dominate monster spell), you roll initiative for the actions you plan to have the creature take, then add that result to your initiative. The final result is the creature’s initiative. In general, if an effect causes a creature to change its actions and it has not yet taken a turn, the creature rerolls its initiative and adds the result to the initiative of the creature or effect that triggered the change.
Surprise A surprised creature adds +10 to its initiative result and cannot take reactions while it is surprised. A creature is surprised until the end of the round during which it is surprised of its turn during the round it was surprised (i.e., reactions can be had AFTER the creature's turn, but not before or during).
Action Declaration and Resolution At the start of a round, each combatant chooses actions for the round. At this stage, actions do not need any more detail than what is needed to determine the initiative roll. A character can plan on casting a spell, but does not yet need to pick a specific spell or a target. A character planning on moving doesn’t need to have a destination in mind. During its turn, each combatant then chooses specific targets, spells, and so on for its chosen actions. The only restriction is that a creature cannot choose actions not covered by its initiative roll. As such, you might find that you need to alter the details of your plans as the action unfolds—meaning that it’s often desirable to leave yourself options when you choose which actions to roll for.
Ties If two creatures tie for initiative, those creatures act in order of Dexterity, with the highest Dexterity going first. If both creatures have the same Dexterity, roll randomly to determine which one acts first.
Your party was asked by the city watch to sit in on an interrogation. The thug sitting in the chair before you talked readily, with no encouragement needed from the authorities.
“It’s true I used to run with the Untamed—back when Owl was the leader. I don’t associate with ’em now, though — not after what I saw. I got a stomach for all manner of things, but for whatever it was I spied through the door at the back of the hideout. A room with a wall changing shape — like a puzzle putting itself together — filled me with a kind of fear I ain’t known before or since. I can’t say what dark thing the Untamed are up to, but there ain’t a one of ’em casts a shadow no more — not that you’d see ’em out in sun anyway.”
The captain takes you aside, “We picked him up for some pick-pocketing. Guess he’s not used to working on his own — we snagged him from the crowd pretty easily. We need you all to look into this.”
Sitting down at his desk, you notice that the captain has not looked this tired in a long time. He gives you a weary look, “Seems that the thug confirmed our suspicions that there’s someone new in charge of the Untamed. They used to be just cut-purses and second-story thieves, but the common thievery has stopped recently. Now, people are going missing throughout the town.” Then, in hushed tones, “We’ve been sending out some of our best infiltrators - none of them have reported back.”
The captain stands up then and walks over to the city map pinned on his wall. He turns to you all, saying, “Thanks to the thug in the other room, we now have an idea as to where they might be. They are no longer at the warehouse he remembers, but he said there was another location nearby.” The captain points to a location on the map where the alley makes a bend like a backwards “L,” “He says they’re there - most of the other warehouses in that area are too small to contain the operations he described, but he swears by it. It should be a good place to start.”
The captain walks you to the door, “The standard fees will be made available to you upon your return. As always, you can keep anything you find that cannot be proven to be the property of another. Good luck.”
D20 roll to see what patch on robe was expended on last mission: 8. Patch 8, 4 potions of healing. D4 roll to see how many were used: 4. Also due to Pyre saving Whisper's life via a well timed featherfall, Whisper repaid the debt by pulling off three patches, the two spells and a silver coffer worth 500gp to cover the scribing inks. These spells have been added to Pyre's Spellbook, and the scrolls themselves are in Whisper's inventory.
After conferring with themselves for a moment, the group of Genasi agree to take the job.
"Nothing I enjoy more then the standard fee for jobs that put my life in jeopardy," Whisper declares sarcastically, looking straight at the Captain. "We'll be sure to come back and tell you why your men did not."
"Anything you can tell us about the missing people around town?," asks Quake, "Were they clustered anywhere? A pattern in dissapearances? Time? Were they all at night perhaps?"
Current stands silently in the back trying to gain insight into the Captain, hoping to discern if he was completely forthcoming, while Pyre paces back and forth racking their brain to recall any info about that area of town.
The captain gives an exasperated sigh, ""Yes, Whisper, the standard fee," he pauses, then looks up at Whisper, "By the way, you are the reason that our offices are so drab - we leave everything in storage because every you've shown up, something has gone missing. With that said, I'll see what I can do about scrounging more funds for you at the back end, but no promises."
Turning to Quake, "Most of the disappearances were discovered on first light, so the current theory is that the abductions are occurring at night. We assume they're using the same skills they've been using for years, but simply changed what they are absconding. The kidnappings are occurring city-wide, but, and this is why I believe the thug we caught, the disappearances first began around the area I pointed out to you on the map. First, it was laborers that had gone missing. Then residents from the surrounding area."
"Like I mentioned, we've been sending some of our spies to infiltrate the Untamed," and his face darkens, "but none of them have returned. This is beyond us - which is why we brought you four in."
Looking at the captain, Current sees a tired, and desperate man; it doesn't seem that he's holding anything back.
Pyre is not too familiar with the local history, but, it being a small city, there has always been an unsavory guild or two in the area, and although they do not necessarily avoid violence, they usually reserve it for those that they do business with or specifically try to impede their goals. The current activity being described is well beyond what is considered normal and tolerable for any such guild of criminals. The warehouse district described is a typical area for a street gang to congregate as there are always abandoned buildings and the owners are typically easily "swayed."
Whisper smiles but says nothing. Quake, Current, and Pyre make their farewells with the captain and prepare to leave.
As they pass the wall map Pyre stops. "Wait... Current, can you do the water thing? I'd like to try and read the map before we leave."
Current sighs, pours a little water from his water skin in his hand and uses the other to flick some drops of water onto the map near the area the Captain pointed out. "You know you it doesn't take magic to conjure water from a skin, right? You could do this yourself."
"You know my feelings about water," Pyre growls, "it's why I only drink flammable liquids."
"Yeah, yeah, we know. Everyone downwind of you knows,"cracks Whisper.
Pyre ignores him and studies the pattern the water drops make on the map.
"Divine anything?" asks Quake.
"Only that this map is going to wrinkle... Sorry Captain." Pyre grins sheepishly at the Captain as the group leaves.
The group leaves and heads towards the warehouse, looking to casually scout the area. Current looks for a bar, pub, or similar meeting place where they might get info ( perception roll of 24 ) and the group all acts as nonchalant as possible ( performance rolls for group C:3, P: 12, Q: 9, W: 6)
//ooc So how would you like to do rolls and checks? I feel uncomfortable deciding on them myself, I feel it infringes on DM. Should I just write their actions and let you do rolls as you see fit?//
*edit* When I updated the advatange perception roll the other rolls changed. Not sure why. Will try and fix. Original rolls were all under 12, including crit fail for Whisper... and it looks like they're back to what they were. Cool.
// OOC I think generally players have an idea of what skill set they want to do... The exception being perception/investigation. For instance, I would've asked you to roll investigation rather than perception in looking for the bar as Current is actively searching for a pub that fits a given set of parameters, the implicit requirements in your query being a pub in which you can find information about a group of individuals that are not necessarily on the up and up, as opposed to the group of you walking about and just finding the first pub you perceive. So I'm going to rule that you rolled a 19 for investigation (I know your character sheet). With that out of the way I think players should generally roll what they think the appropriate skill to use would be, but maybe for perception / investigation checks just add the modifiers? Of course when using social skills against other players, we have to adjust. I suggest the Mercer method, give the DM the characters persuasion and deception modifiers and then the DM rolls privately, maybe a PM to the character persuading/deceiving. //
Current, after asking some pointed questions to the locals, finds a pub known for housing those of ill repute. The Black Pudding, named for their kitchen specialty, sits on the border between the working class residential district and the warehouse district. The four of you walk in Pyre leading the way, she walks straight up to the bar, and whether it's her posture or just her attitude, but she both commanded presence, for her hair IS aflame, but blended in as no one looked her in the eye, knowing she belonged here...
... The rest of the party, however... In a weird cross of vaudeville and, perhaps the Bill Shatner school of acting, the three other genasi tried way too hard, boasting of deeds obviously not done, and drawing the eye of every scoundrel (and one fiery mage), in the room, with only Quake maintaining the intelligence to keep quiet, but being complicit with the other two.
The barman looks back to Pyre, "Need a drink?... Oy, is that bunch with you?"
"They are, and we all do," Pyre purrs, trying to sound friendly and disinterested at the same time. "I'll take two shots of your highest proof swill. The more alcohol the better. I like the burn."
Whisper glides up behind her effortlessly, one hand on her shoulder and the other palming a small bag of coins.
"What my friend here meant to say was she'll take the whole bottle, and the rest of us will each take a mug of your best ale," he beams and punctuates the sentence with a satisfying clinkle-thud of a full coin purse hitting the bar. "First time in this fine establishment, so we're here to drink well, tip better, and hopefully earn a friend who'll tell us what's what around here. Would hate to run afoul of the wrong regular or miss out on a house specialty."
// Whisper has a +5 persuasion mod and would have asked Current to give him guidance while Pyre was brashly running ahead. //
This post has potentially manipulated dice roll results.
{Whisper's persuasion 16}
--------
You're not sure if it was the cling of the purse or the silkiness of Whisper's airy voice, but the barman seems much more at ease. While pouring out the requested drink, he says, Aye, sage words you speak... I'll be happy to help best I can. What would you like to know? "
// I have been trying to be gender nuetral with the characters because I kept forgetting to ask you about them. They're your characters so I didn't want to make assumptions.
If you have any info on them you wanted to share I'd appreciate it.
Based on their race descriptions in the source material I loosely have given them personalities in my head. Happy to change to fit to your expectations
Whisper - bragadocious and a bit hauty
Pyre - firey, intellectual, distracted, hates water
Current - world weary, calm, pious, capable of emotional swells.
Quake - slow, thoughtful if not smart, but explodes into battle like a landslide
// The descriptions you gave for each seem to line up with the traits, bonds, flaws I initially chose. Honestly, regarding gender, going neutral is fine. I had made Pyre female in my head because, honestly, there is only one picture in DND BEYOND for each genasi and the fire genasi happened to be female. With that said, run them how you want, just let me know so I can tailor my pronouns to male, female, neutral, etc. And run them how you want, your input will be added to their personal history. They'll be ours, I suppose. //
Whisper splits his face with a smile that could slice a roast and begins his questioning.
"My friend here," he nods to Pyre already pouring herself a shot from the bottle, "perhaps you could suggest to us something that fits her, uh, potency preferences but with a little more class." He slides a few more coins over to indicate he'd like a quality beverage.
Pyre groans and makes an unarmed attack ( 4 to kick Whisper in the shins.
"We also could help to notice," he lies," a few patrons milling about out front as we came in , saying something out how dangerous this area's become at night. Should we be worried? We were planning on staying here late tonight..."
As Whisper trails off waiting to see how the barkeep responds, Quake and Current bring mugs together in a small clatter and a toast. They try earnestly to survey the pub and it's patrons as best they can
This post has potentially manipulated dice roll results.
Quake (passive perception (Pp) 11) notices the full mug in his hand that should be drained, and that it seems they've drawn an eye from the entire bar.
Current (Pp 16) notices the same, but also notes that their looks carry no aggression, but are more akin to cautious bewilderment. Although genasi are not as rare as they once were, Current gets the impression that the reputation of this particular party seems to have preceded it, even here.
Pyre misses Whisper's shin, but hits the stool he's sitting on squarely sending it careening away, Whisper (acrobatics 10 ) manages to keep his footing, standing up the moment the stool is kicked away, although not doing so as gracefully as he had hoped.
The barman (insight 22 vs W's deception 28 ) looks at this all transpire and responds, with a slightly raised eyebrow, "I get the feeling that you lot can take care of yourselves just fine, but caution is merited, especially as of late. There have been disappearances as of late. It's that blasted Untamed. Oh don't worry, I don't see none of them here anymore. Ever since Owl was deposed as head of the gang, I started seeing less and less of them. And when I did see them in the streets they had a strange look to them. Something was off but I can't be for sure. Although I did see one thing, yet no one believes me, I saw one of them during the day, a rarity now, and I swear to you that the bloke did not have a shadow!"
"I believe you," says Current softly as he instinctively clutches his holy symbol.
"Seems good information is a house specialty," declares Quake matter of factly as his large frame makes quick work of downing his mug of ale. He places it on the bar. "Another, if you would."
Whisper looks directly into the eyes of the bartender, nodding slightly. "This is [i]exactly[/i] the kind of interesting situation that brought us to your fine establishment. Where did you see this shadowless man? And perhaps you could point us towards others who might have more info as well."
Pyre lifts her finger from the shot glass whose edge it had been circling and addresses the barback, " Dont worry, were not here to make your life more difficult. This is what we do. Find interesting happenings and make them less so. Down right mundane even."
The barman eyes Current with a look of curiosity, and then with a start on hearing Quakes request, "Oh, pardon... sure, sure. Here you go," and he pours another ale into the empty mug.
Then, responding to Whisper, "You're looking for these shadowless blokes? Well, if you're looking for them, then..." and he proceeds to give you directions to where he saw them most often, the "backwards L-shaped" alley way that the watch captain had pointed to you on the map earlier, "... you see, we had a small warehouse out there for some of our dry goods and, well, other inventory. Those buggers started to creep me and my staff though, so we found a different spot on the other side of the district..."
His eyes trail off as if he were about to say something more, but then upon hearing Pyre's comment, turns to her as says, "Mundane? I find it down right unbelievable that you lot do anything mundane."
Whisper, Quake, and Current briefly confer and confirm what the bartender told them matches their notes from the Captain.
They thank the barkeep, tipping well and making sure to ask his name before they leave.
Pyre pours a second and final shot from the bottle before exiting her. Using the produce flame cantrip, she ignites the liquor to check its flammability and then downs the shot. "Maybe things will just seem mundane in comparison once we're gone."
She stashes the bottle in her pack and goes outside to meet the rest of the party.
The group will now attempt to:
1) navigate to the alley
2)scout the location
3) find a secluded place to stealthily observe the warehouse and environs
This post has potentially manipulated dice roll results.
"Well, thank you, gentlemen! The name's Gus - and feel free to come back to The Black Pudding anytime!"
Then turning to Pyre, "I agree - it will all seem mundane for us here once you walk out that door." With a big goofy smile on his face, he doesn't even seem to care that she nabbed the bottle.
Between the captain's map and Gus's directions, you find your path to the alley easily enough, and as stealthily as you can... //using one check for both your stealth through the alleys and to hide and observe, and throwing in a perception check for the active observing// //STEALTH Whisper 27 , Quake 11 , Current 16 , Pyre +13 // //PERCEPTION Whisper 13 , Quake 8 , Current 16 , Pyre 5 // //And some random rolls of my own.... 2220882417 //
SGSSP
Refuse and rubble obscure the entry to this dark alleyway. Stepping over an open sewer channel, you ind yourself standing in a passage between several warehouses. Small things scuttle between broken crates and general filth. The "backwards-L" alley is heavily shadowed coming in from the west (//assume North is up on this imaginary map//) you see in the corner some broken carts, stacked barrels, and a small path between the buildings that would make for an excellent place to hide and observe the alley's two entrances.
// OH KAY THEN... So this is what happens..... LOL... btw I realize now I made a group decision for you, but I wanted hi-jinx - I hope you don't mind too much. //
Whisper as quiet as the dark itself... you notice two things as you reach the corner and the alley passage north becomes visible, you notice what seems like a strange bump on the wall about 40' away, but you don't spend too much time looking at it because you also notice this hulking figure of a man holding a massive spear and a bigger shield casting a huge shadow before him from a torch left on from the night before - the immediate instinct is to keep your distance, but he seems oblivious to all of you.
Quake keeps stalking down the alley, not really aware of what's going on around him.
Current like Quake, continues down the alley not seeing what is coming up to his face.
Pyre somehow dousing her natural flames manages to blend in the darkness as well as Whisper, she too notices a small hump along the wall to the north that shouldn't be there, and the hulking behemoth.
You're group and the large man are about 25' away from each other at this point, at which point two figures emerge from the shadows surprising everyone with bows at the ready... Pyre and Whisper both notice that the same torchlight causes neither of them to cast a shadow. The large man finally takes notice of Current and Quake and they take notice of him and all three of them are just starting to react to the evolving situation.
// So here's my ruling, cause it was a cluster of some not noticing others but not being noticed themselves, and what not... Quake, Current and the large guard are all surprised therefore TEN will be added to each of their initiatives during resolution and they cannot take any reactions this turn. Pyre, Whisper and the two archers are considered hidden. Therefore, the only target the four of you see is the large man, and the only targets the opposition see are Quake and Current.//
Short adventure being run between a couple of prospective GMs as a test bed for a slightly modified version of Mike Mearl's "Unearthed Arcana: Greyhawk Initiative."
Greyhawk Initiative - modified to use “weapon speed factor” option, and spell casting changes
Rounds.
Combat is organized into rounds. Each round, everyone involved in the combat has a chance to move and take actions. Each round represents about six (6) seconds.
Durations.
Any effect that normally lasts until the end of a turn instead lasts until the end of the round during which that turn takes place. Similarly, any effect that normally lasts until the start of a turn now lasts until the start of the round during which that turn takes place.
If the order in which effects end is important for some reason, roll a d20 for each effect (rerolling any ties). The effect with the lowest roll ends first, with the others ending in order of their results from lowest to highest.
Variable Turn Order.
Each round, every creature involved in the battle rolls initiative.
Initiative Dice.
Characters and monsters roll a variety of initiative dice, one each for each possible action, adding the results together to determine initiative.
Weapon attack - initiative dice equals damage die of the base weapon type (e.g., short bow = 1d6, greatsword = 2d6, Oathbow = 1d8)
Unarmed/Improvised weapon attack - d4
Cast a spell - d4 + spell’s level*
Movement - d6
Swap gear - d6
Any other action - d6
*Includes spell-like abilities that require an action to perform. If during the resolution phase (see below) a caster chooses to change the spell being cast, the caster keeps the same initiative unless a higher level spell slot will be used from originally intended, in which case half of the new spell slot’s level will be added to the caster’s original initiative.
Spell Disruption.
If a creature takes damage during the round prior to casting its spell, it must make a concentration check (standard PHB rules), where success means no break in concentration, but failure disrupts the spell casting causing the creature to only be able to cast a cantrip (original spell slot is not lost as the spell was not cast).
Initiative Bonuses or Penalties.
Though this system does not apply a creature’s Dexterity modifier to its initiative rolls, other effects can alter initiative. If an effect or feat (Alert, a bard’s Jack of All Trades) would grant you a bonus to your initiative roll under the standard system, instead reduce the size of one die you roll for initiative, so that a d6 becomes a d4, a d4 becomes a d3, and so on. In the case of a penalty to your initiative, you apply the reverse process, increasing the size of one die rolled instead.
Advantage or Disadvantage.
If an effect would grant you advantage or disadvantage on your initiative roll under the standard system, you apply that to the largest initiative die you roll (or to one of those initiative dice if you roll more than one of the same type). Roll the initiative die twice, using the lowest roll if you have advantage or the highest roll if you have disadvantage.
Initiative Count.
Initiative runs from low to high. Creatures with a lower initiative roll can act in combat before creatures with a higher initiative roll.
Order of Operations.
These rules make it more likely for certain actions to take place earlier in a round, and for other actions to take place later. As with the standard initiative system, the luck of the dice always determines exactly when combatants act.
Bonus Actions.
If you want to use a bonus action on your turn, you roll an additional die that corresponds to the type of action you plan to take with your bonus action. That die is added to any dice you roll for your movement and your normal action.
Multiple Actions.
If an effect grants you an additional action without the use of a bonus action, you roll an initiative die for only one of your actions. Use the largest die that corresponds to any one of the actions you plan to take.
Reactions and Forced Activities.
Initiative covers only the actions you take on your turn, so that using a reaction has no effect on your initiative. You can take one reaction per round, as normal, unless an ability grants you more. Likewise, any activities you are forced to undertake not on your turn (typically in response to another creature’s actions) have no effect on your initiative.
Delaying.
You cannot use the Ready action under these rules, but you can instead choose to delay your turn. Instead of taking your turn on your initiative count, you simply act on a later initiative count, before or after other creatures as you choose. If more than one creature has chosen to delay, each creature’s original initiative needs to be noted. Whenever a delaying creature decides to act, another delaying creature with a lower initiative can decide to act immediately before it.
Creatures Unable to Act
Any creature that is unable to take actions (most likely because it is incapacitated) does not roll initiative. Any effects that such creatures must resolve, such as death saving throws, are resolved at the end of the round.
Choosing Another Creature’s Actions
If you are in a position to choose the actions that another creature takes on its turn (for example, if you have successfully targeted that creature with the dominate monster spell), you roll initiative for the actions you plan to have the creature take, then add that result to your initiative. The final result is the creature’s initiative.
In general, if an effect causes a creature to change its actions and it has not yet taken a turn, the creature rerolls its initiative and adds the result to the initiative of the creature or effect that triggered the change.
Surprise
A surprised creature adds +10 to its initiative result and cannot take reactions while it is surprised. A creature is surprised until the end
of the round during which it is surprisedof its turn during the round it was surprised (i.e., reactions can be had AFTER the creature's turn, but not before or during).Action Declaration and Resolution
At the start of a round, each combatant chooses actions for the round. At this stage, actions do not need any more detail than what is needed to determine the initiative roll. A character can plan on casting a spell, but does not yet need to pick a specific spell or a target. A character planning on moving doesn’t need to have a destination in mind.
During its turn, each combatant then chooses specific targets, spells, and so on for its chosen actions. The only restriction is that a creature cannot choose actions not covered by its initiative roll. As such, you might find that you need to alter the details of your plans as the action unfolds—meaning that it’s often desirable to leave yourself options when you choose which actions to roll for.
Ties
If two creatures tie for initiative, those creatures act in order of Dexterity, with the highest Dexterity going first. If both creatures have the same Dexterity, roll randomly to determine which one acts first.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
The Room with Five Corners by Jon Sawatsky
Your party was asked by the city watch to sit in on an interrogation. The thug sitting in the chair before you talked readily, with no encouragement needed from the authorities.
“It’s true I used to run with the Untamed—back when Owl was the leader. I don’t associate with ’em now, though — not after what I saw. I got a stomach for all manner of things, but for whatever it was I spied through the door at the back of the hideout. A room with a wall changing shape — like a puzzle putting itself together — filled me with a kind of fear I ain’t known before or since. I can’t say what dark thing the Untamed are up to, but there ain’t a one of ’em casts a shadow no more — not that you’d see ’em out in sun anyway.”
The captain takes you aside, “We picked him up for some pick-pocketing. Guess he’s not used to working on his own — we snagged him from the crowd pretty easily. We need you all to look into this.”
Sitting down at his desk, you notice that the captain has not looked this tired in a long time. He gives you a weary look, “Seems that the thug confirmed our suspicions that there’s someone new in charge of the Untamed. They used to be just cut-purses and second-story thieves, but the common thievery has stopped recently. Now, people are going missing throughout the town.” Then, in hushed tones, “We’ve been sending out some of our best infiltrators - none of them have reported back.”
The captain stands up then and walks over to the city map pinned on his wall. He turns to you all, saying, “Thanks to the thug in the other room, we now have an idea as to where they might be. They are no longer at the warehouse he remembers, but he said there was another location nearby.” The captain points to a location on the map where the alley makes a bend like a backwards “L,” “He says they’re there - most of the other warehouses in that area are too small to contain the operations he described, but he swears by it. It should be a good place to start.”
The captain walks you to the door, “The standard fees will be made available to you upon your return. As always, you can keep anything you find that cannot be proven to be the property of another. Good luck.”
Cast of characters:
Whisper, an air genasi mastermind rogue
Quake, an earth genasi berserker barbarian
Current, a water genasi tempest cleric
Pyre, a fire genasi divination wizard
All characters played by Tankylosaur
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Robe of useful items: 8 4d4 roll for extra items. *edut* shit, that's a lot of d100s.
1: 3, 2: 31, 3: 1, 4: 64, 5: 47, 6: 25, 7: 35, 8: 34, 9: 5, 10: 15, 11: 33, 12: 41, 13: 37, 14: 6
bag of tricks roll: 4 1d6 1/2 grey, 3/4 rust, 5/6 tan
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Two uncommon magic items on each character:
Whisper: Weapon of Warning(Rapier) & Robe of Useful Items
Quake: Boots of Striding and Springing & Bag of Tricks(Rust)
Current: Sentinel Shield & Pearl of Power
Pyre: +1 Wand of the War Mage & Ring of Water Walking
Portent Rolls for Pyre: 6 & 20
D20 roll to see what patch on robe was expended on last mission: 8. Patch 8, 4 potions of healing. D4 roll to see how many were used: 4. Also due to Pyre saving Whisper's life via a well timed featherfall, Whisper repaid the debt by pulling off three patches, the two spells and a silver coffer worth 500gp to cover the scribing inks. These spells have been added to Pyre's Spellbook, and the scrolls themselves are in Whisper's inventory.
After conferring with themselves for a moment, the group of Genasi agree to take the job.
"Nothing I enjoy more then the standard fee for jobs that put my life in jeopardy," Whisper declares sarcastically, looking straight at the Captain. "We'll be sure to come back and tell you why your men did not."
"Anything you can tell us about the missing people around town?," asks Quake, "Were they clustered anywhere? A pattern in dissapearances? Time? Were they all at night perhaps?"
Current stands silently in the back trying to gain insight into the Captain, hoping to discern if he was completely forthcoming, while Pyre paces back and forth racking their brain to recall any info about that area of town.
(insight and history check?)
The captain gives an exasperated sigh, ""Yes, Whisper, the standard fee," he pauses, then looks up at Whisper, "By the way, you are the reason that our offices are so drab - we leave everything in storage because every you've shown up, something has gone missing. With that said, I'll see what I can do about scrounging more funds for you at the back end, but no promises."
Turning to Quake, "Most of the disappearances were discovered on first light, so the current theory is that the abductions are occurring at night. We assume they're using the same skills they've been using for years, but simply changed what they are absconding. The kidnappings are occurring city-wide, but, and this is why I believe the thug we caught, the disappearances first began around the area I pointed out to you on the map. First, it was laborers that had gone missing. Then residents from the surrounding area."
"Like I mentioned, we've been sending some of our spies to infiltrate the Untamed," and his face darkens, "but none of them have returned. This is beyond us - which is why we brought you four in."
Looking at the captain, Current sees a tired, and desperate man; it doesn't seem that he's holding anything back.
Pyre is not too familiar with the local history, but, it being a small city, there has always been an unsavory guild or two in the area, and although they do not necessarily avoid violence, they usually reserve it for those that they do business with or specifically try to impede their goals. The current activity being described is well beyond what is considered normal and tolerable for any such guild of criminals. The warehouse district described is a typical area for a street gang to congregate as there are always abandoned buildings and the owners are typically easily "swayed."
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Whisper smiles but says nothing. Quake, Current, and Pyre make their farewells with the captain and prepare to leave.
As they pass the wall map Pyre stops. "Wait... Current, can you do the water thing? I'd like to try and read the map before we leave."
Current sighs, pours a little water from his water skin in his hand and uses the other to flick some drops of water onto the map near the area the Captain pointed out. "You know you it doesn't take magic to conjure water from a skin, right? You could do this yourself."
"You know my feelings about water," Pyre growls, "it's why I only drink flammable liquids."
"Yeah, yeah, we know. Everyone downwind of you knows,"cracks Whisper.
Pyre ignores him and studies the pattern the water drops make on the map.
"Divine anything?" asks Quake.
"Only that this map is going to wrinkle... Sorry Captain." Pyre grins sheepishly at the Captain as the group leaves.
The group leaves and heads towards the warehouse, looking to casually scout the area. Current looks for a bar, pub, or similar meeting place where they might get info ( perception roll of 24 ) and the group all acts as nonchalant as possible ( performance rolls for group C:3, P: 12, Q: 9, W: 6)
//ooc So how would you like to do rolls and checks? I feel uncomfortable deciding on them myself, I feel it infringes on DM. Should I just write their actions and let you do rolls as you see fit?//
*edit* When I updated the advatange perception roll the other rolls changed. Not sure why. Will try and fix. Original rolls were all under 12, including crit fail for Whisper... and it looks like they're back to what they were. Cool.
// OOC I think generally players have an idea of what skill set they want to do... The exception being perception/investigation. For instance, I would've asked you to roll investigation rather than perception in looking for the bar as Current is actively searching for a pub that fits a given set of parameters, the implicit requirements in your query being a pub in which you can find information about a group of individuals that are not necessarily on the up and up, as opposed to the group of you walking about and just finding the first pub you perceive. So I'm going to rule that you rolled a 19 for investigation (I know your character sheet). With that out of the way I think players should generally roll what they think the appropriate skill to use would be, but maybe for perception / investigation checks just add the modifiers? Of course when using social skills against other players, we have to adjust. I suggest the Mercer method, give the DM the characters persuasion and deception modifiers and then the DM rolls privately, maybe a PM to the character persuading/deceiving. //
Current, after asking some pointed questions to the locals, finds a pub known for housing those of ill repute. The Black Pudding, named for their kitchen specialty, sits on the border between the working class residential district and the warehouse district. The four of you walk in Pyre leading the way, she walks straight up to the bar, and whether it's her posture or just her attitude, but she both commanded presence, for her hair IS aflame, but blended in as no one looked her in the eye, knowing she belonged here...
... The rest of the party, however... In a weird cross of vaudeville and, perhaps the Bill Shatner school of acting, the three other genasi tried way too hard, boasting of deeds obviously not done, and drawing the eye of every scoundrel (and one fiery mage), in the room, with only Quake maintaining the intelligence to keep quiet, but being complicit with the other two.
The barman looks back to Pyre, "Need a drink?... Oy, is that bunch with you?"
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
"They are, and we all do," Pyre purrs, trying to sound friendly and disinterested at the same time. "I'll take two shots of your highest proof swill. The more alcohol the better. I like the burn."
Whisper glides up behind her effortlessly, one hand on her shoulder and the other palming a small bag of coins.
"What my friend here meant to say was she'll take the whole bottle, and the rest of us will each take a mug of your best ale," he beams and punctuates the sentence with a satisfying clinkle-thud of a full coin purse hitting the bar. "First time in this fine establishment, so we're here to drink well, tip better, and hopefully earn a friend who'll tell us what's what around here. Would hate to run afoul of the wrong regular or miss out on a house specialty."
// Whisper has a +5 persuasion mod and would have asked Current to give him guidance while Pyre was brashly running ahead. //
{Whisper's persuasion 16}
--------
You're not sure if it was the cling of the purse or the silkiness of Whisper's airy voice, but the barman seems much more at ease. While pouring out the requested drink, he says, Aye, sage words you speak... I'll be happy to help best I can. What would you like to know? "
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
// I have been trying to be gender nuetral with the characters because I kept forgetting to ask you about them. They're your characters so I didn't want to make assumptions.
If you have any info on them you wanted to share I'd appreciate it.
Based on their race descriptions in the source material I loosely have given them personalities in my head. Happy to change to fit to your expectations
Whisper - bragadocious and a bit hauty
Pyre - firey, intellectual, distracted, hates water
Current - world weary, calm, pious, capable of emotional swells.
Quake - slow, thoughtful if not smart, but explodes into battle like a landslide
//
// The descriptions you gave for each seem to line up with the traits, bonds, flaws I initially chose. Honestly, regarding gender, going neutral is fine. I had made Pyre female in my head because, honestly, there is only one picture in DND BEYOND for each genasi and the fire genasi happened to be female. With that said, run them how you want, just let me know so I can tailor my pronouns to male, female, neutral, etc. And run them how you want, your input will be added to their personal history. They'll be ours, I suppose. //
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Whisper splits his face with a smile that could slice a roast and begins his questioning.
"My friend here," he nods to Pyre already pouring herself a shot from the bottle, "perhaps you could suggest to us something that fits her, uh, potency preferences but with a little more class." He slides a few more coins over to indicate he'd like a quality beverage.
Pyre groans and makes an unarmed attack ( 4 to kick Whisper in the shins.
"We also could help to notice," he lies," a few patrons milling about out front as we came in , saying something out how dangerous this area's become at night. Should we be worried? We were planning on staying here late tonight..."
As Whisper trails off waiting to see how the barkeep responds, Quake and Current bring mugs together in a small clatter and a toast. They try earnestly to survey the pub and it's patrons as best they can
Quake (passive perception (Pp) 11) notices the full mug in his hand that should be drained, and that it seems they've drawn an eye from the entire bar.
Current (Pp 16) notices the same, but also notes that their looks carry no aggression, but are more akin to cautious bewilderment. Although genasi are not as rare as they once were, Current gets the impression that the reputation of this particular party seems to have preceded it, even here.
Pyre misses Whisper's shin, but hits the stool he's sitting on squarely sending it careening away, Whisper (acrobatics 10 ) manages to keep his footing, standing up the moment the stool is kicked away, although not doing so as gracefully as he had hoped.
The barman (insight 22 vs W's deception 28 ) looks at this all transpire and responds, with a slightly raised eyebrow, "I get the feeling that you lot can take care of yourselves just fine, but caution is merited, especially as of late. There have been disappearances as of late. It's that blasted Untamed. Oh don't worry, I don't see none of them here anymore. Ever since Owl was deposed as head of the gang, I started seeing less and less of them. And when I did see them in the streets they had a strange look to them. Something was off but I can't be for sure. Although I did see one thing, yet no one believes me, I saw one of them during the day, a rarity now, and I swear to you that the bloke did not have a shadow!"
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
"I believe you," says Current softly as he instinctively clutches his holy symbol.
"Seems good information is a house specialty," declares Quake matter of factly as his large frame makes quick work of downing his mug of ale. He places it on the bar. "Another, if you would."
Whisper looks directly into the eyes of the bartender, nodding slightly. "This is [i]exactly[/i] the kind of interesting situation that brought us to your fine establishment. Where did you see this shadowless man? And perhaps you could point us towards others who might have more info as well."
Pyre lifts her finger from the shot glass whose edge it had been circling and addresses the barback, " Dont worry, were not here to make your life more difficult. This is what we do. Find interesting happenings and make them less so. Down right mundane even."
The barman eyes Current with a look of curiosity, and then with a start on hearing Quakes request, "Oh, pardon... sure, sure. Here you go," and he pours another ale into the empty mug.
Then, responding to Whisper, "You're looking for these shadowless blokes? Well, if you're looking for them, then..." and he proceeds to give you directions to where he saw them most often, the "backwards L-shaped" alley way that the watch captain had pointed to you on the map earlier, "... you see, we had a small warehouse out there for some of our dry goods and, well, other inventory. Those buggers started to creep me and my staff though, so we found a different spot on the other side of the district..."
His eyes trail off as if he were about to say something more, but then upon hearing Pyre's comment, turns to her as says, "Mundane? I find it down right unbelievable that you lot do anything mundane."
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Whisper, Quake, and Current briefly confer and confirm what the bartender told them matches their notes from the Captain.
They thank the barkeep, tipping well and making sure to ask his name before they leave.
Pyre pours a second and final shot from the bottle before exiting her. Using the produce flame cantrip, she ignites the liquor to check its flammability and then downs the shot. "Maybe things will just seem mundane in comparison once we're gone."
She stashes the bottle in her pack and goes outside to meet the rest of the party.
The group will now attempt to:
1) navigate to the alley
2)scout the location
3) find a secluded place to stealthily observe the warehouse and environs
"Well, thank you, gentlemen! The name's Gus - and feel free to come back to The Black Pudding anytime!"
Then turning to Pyre, "I agree - it will all seem mundane for us here once you walk out that door." With a big goofy smile on his face, he doesn't even seem to care that she nabbed the bottle.
Between the captain's map and Gus's directions, you find your path to the alley easily enough, and as stealthily as you can...
//using one check for both your stealth through the alleys and to hide and observe, and throwing in a perception check for the active observing//
//STEALTH Whisper 27 , Quake 11 , Current 16 , Pyre +13 //
//PERCEPTION Whisper 13 , Quake 8 , Current 16 , Pyre 5 //
//And some random rolls of my own.... 22 20 8 8 24 17 //
SGSSP
Refuse and rubble obscure the entry to this dark alleyway. Stepping over an open sewer channel, you ind yourself standing in a passage between several warehouses. Small things scuttle between broken crates and general filth. The "backwards-L" alley is heavily shadowed coming in from the west (//assume North is up on this imaginary map//) you see in the corner some broken carts, stacked barrels, and a small path between the buildings that would make for an excellent place to hide and observe the alley's two entrances.
// OH KAY THEN... So this is what happens..... LOL... btw I realize now I made a group decision for you, but I wanted hi-jinx - I hope you don't mind too much. //
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Whisper as quiet as the dark itself... you notice two things as you reach the corner and the alley passage north becomes visible, you notice what seems like a strange bump on the wall about 40' away, but you don't spend too much time looking at it because you also notice this hulking figure of a man holding a massive spear and a bigger shield casting a huge shadow before him from a torch left on from the night before - the immediate instinct is to keep your distance, but he seems oblivious to all of you.
Quake keeps stalking down the alley, not really aware of what's going on around him.
Current like Quake, continues down the alley not seeing what is coming up to his face.
Pyre somehow dousing her natural flames manages to blend in the darkness as well as Whisper, she too notices a small hump along the wall to the north that shouldn't be there, and the hulking behemoth.
You're group and the large man are about 25' away from each other at this point, at which point two figures emerge from the shadows surprising everyone with bows at the ready... Pyre and Whisper both notice that the same torchlight causes neither of them to cast a shadow. The large man finally takes notice of Current and Quake and they take notice of him and all three of them are just starting to react to the evolving situation.
// So here's my ruling, cause it was a cluster of some not noticing others but not being noticed themselves, and what not... Quake, Current and the large guard are all surprised therefore TEN will be added to each of their initiatives during resolution and they cannot take any reactions this turn. Pyre, Whisper and the two archers are considered hidden. Therefore, the only target the four of you see is the large man, and the only targets the opposition see are Quake and Current.//
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'