Wand of Magic Missile doesn't add much for me, given I have Eldritch blast, but I guess does guarantee a hit and you could use 6 charges to make it a one-a-day powerful strike. Helm of Telepathy doesn't do much as it overlaps with class features, but other than that would also be happy with any of the rest - even the Longsword. Z wouldn't actually use the sword in combat (not proficient) but seems like a useful item nonetheless.
OOC: Nothing stands out to Randall except the bag of holding, and he has high enough strength that he doesn't really need it. I suggest the helm of telepathy go to our most skilled/intelligent negotiator, and the other items go to whomever needs them. Randall is most interested in getting better armor if he can find it.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Bag of Holding is really more for utility rather than boring regular item transport. E.g. a few PCs could hide in to be smuggled in somewhere. Or smuggle someone/something out. Or wrestle a dangerous beast into it and then turn the bag inside out at the opportune time. Or fill it with 500pounds of rock and then let a familiar empty it over the heads of the opposition. Or fill it with 500pounds of something poisonous.
The possibilities are endless. Very happy to take that if no one else wants it.
Wand of Magic Missile doesn't add much for me, given I have Eldritch blast, but I guess does guarantee a hit and you could use 6 charges to make it a one-a-day powerful strike.
Wand of Magic Missile doesn't add much for me, given I have Eldritch blast, but I guess does guarantee a hit and you could use 6 charges to make it a one-a-day powerful strike.
Does this work with Hex?
Hex description stated that the extra damage applies when "you hit it with an attack". A spell is not an attack, so my understanding would be that Hex and Magic Missile or other spells do not work together.
Spells and attacks are both actions, but different. Same reason you can use multiclass Multi-Attack to cast multiple spells
Some spells require you to make an attack roll to hit such as Eldritch Blast or Scorching Ray so those should work, but Magic Missile doesn't have an attack roll so it won't work with the extra d6 damage of Hex.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
DM always right of course. Doesn't that make it quite overpowered though? Say with Eldritch Blast which can have up to 4 simultaneous beams each with its own hit roll. So 1d10+1d6+cha modifier xN (where N is 1-4 depending on level). Especially at lower levels, that's a lot
Eldritch Blast scales differently than other damaging cantrips. It gives you additional beams instead of extra damage dice. Each beam requires an attack roll.
Hex deals extra necrotic damage if you hit with an attack, and if the target is reduced to 0 hp you can move the Hex to another target. Hex is a concentration spell.
Combining these 2 spells with the Agonizing Blast Invocation can make for some powerful attacks.
It all appears to be in accordance with the rules.
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
”Shall we double back and check the watery passage, or continue along this way?” asks Randall, though his body language makes it clear he wishes to investigate the unknown passage behind them before risking too much further this way.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The chests weren't dragged away as there are no scrapes or scuffs. They must of been carried or lifted out somehow.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
((Not sure Bow has any use for the wands as he will use his handbow as long as he can. Not really a problem if I don't get an item though, as none are of to much interest to him.))
Bow doesn't really care about the water passage, but as he has travelled for some time now with Brother Randall he will agree with him to check it out.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Zenodor doesn't mind which way, and is happy to follow Brother Randall if he wants to go back to the watery passage, but he points out that he can't hold his breath for longer that 2 minutes, and is not a fast swimmer.
(OOC: 15ft swimming, 2 min / 20 rounds until drowning, so that makes 300ft max distance assuming nothing attacks/grapples/entangles Z)
”I was just expecting to watch as Tempe transformed into his aquatic form and explored,” remarks Randall, “Though my spell is still active and I can move through the water unhindered myself.”
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Tempe once they get to the water changes his bat into an octopus and it goes into the water to have a look around. He enters Sinkmoors senses as it does.
Sinkmoor travels a little further down before it begins to curve back up, not sure how far up but best guess is it's at least 60 feet or more and exits on the bottom of the sea.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Ooc:
Wand of Magic Missile doesn't add much for me, given I have Eldritch blast, but I guess does guarantee a hit and you could use 6 charges to make it a one-a-day powerful strike. Helm of Telepathy doesn't do much as it overlaps with class features, but other than that would also be happy with any of the rest - even the Longsword. Z wouldn't actually use the sword in combat (not proficient) but seems like a useful item nonetheless.
OOC: Nothing stands out to Randall except the bag of holding, and he has high enough strength that he doesn't really need it. I suggest the helm of telepathy go to our most skilled/intelligent negotiator, and the other items go to whomever needs them. Randall is most interested in getting better armor if he can find it.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
OOC.
Bag of Holding is really more for utility rather than boring regular item transport. E.g. a few PCs could hide in to be smuggled in somewhere. Or smuggle someone/something out. Or wrestle a dangerous beast into it and then turn the bag inside out at the opportune time. Or fill it with 500pounds of rock and then let a familiar empty it over the heads of the opposition. Or fill it with 500pounds of something poisonous.
The possibilities are endless. Very happy to take that if no one else wants it.
Petcan is happy with whatever, although the helm holds the most appeal.
Does this work with Hex?
Paladin - warforged - orange
Longsword: who is proficient with this?
Hex description stated that the extra damage applies when "you hit it with an attack". A spell is not an attack, so my understanding would be that Hex and Magic Missile or other spells do not work together.
Spells and attacks are both actions, but different. Same reason you can use multiclass Multi-Attack to cast multiple spells
Some spells require you to make an attack roll to hit such as Eldritch Blast or Scorching Ray so those should work, but Magic Missile doesn't have an attack roll so it won't work with the extra d6 damage of Hex.
DM always right of course. Doesn't that make it quite overpowered though? Say with Eldritch Blast which can have up to 4 simultaneous beams each with its own hit roll. So 1d10+1d6+cha modifier xN (where N is 1-4 depending on level). Especially at lower levels, that's a lot
Eldritch Blast scales differently than other damaging cantrips. It gives you additional beams instead of extra damage dice. Each beam requires an attack roll.
Hex deals extra necrotic damage if you hit with an attack, and if the target is reduced to 0 hp you can move the Hex to another target. Hex is a concentration spell.
Combining these 2 spells with the Agonizing Blast Invocation can make for some powerful attacks.
It all appears to be in accordance with the rules.
OOC. Very interesting. But have we decided on the item allocation yet?
Zenodor considers the items and the skills of the party and makes the following suggestions:
Bow - Wand of Entangle, to keep enemy at range
Brother Randall - Bag of Holding, as per your preference
Ignis - Wand of Magic Missiles - additional ranged option
Petcan - Helmet of telepathy as suggested
Zenodor - Longsword of alertness as no one else wants it
OOC: Works for me…
”Shall we double back and check the watery passage, or continue along this way?” asks Randall, though his body language makes it clear he wishes to investigate the unknown passage behind them before risking too much further this way.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Tempe looks around bat hanging from one of his horns "So where did the other chests go?" He looks for signs of movement 14 his bat helping him.
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
The chests weren't dragged away as there are no scrapes or scuffs. They must of been carried or lifted out somehow.
((Not sure Bow has any use for the wands as he will use his handbow as long as he can. Not really a problem if I don't get an item though, as none are of to much interest to him.))
Bow doesn't really care about the water passage, but as he has travelled for some time now with Brother Randall he will agree with him to check it out.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Zenodor doesn't mind which way, and is happy to follow Brother Randall if he wants to go back to the watery passage, but he points out that he can't hold his breath for longer that 2 minutes, and is not a fast swimmer.
(OOC: 15ft swimming, 2 min / 20 rounds until drowning, so that makes 300ft max distance assuming nothing attacks/grapples/entangles Z)
Randall:
”I was just expecting to watch as Tempe transformed into his aquatic form and explored,” remarks Randall, “Though my spell is still active and I can move through the water unhindered myself.”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Tempe once they get to the water changes his bat into an octopus and it goes into the water to have a look around. He enters Sinkmoors senses as it does.
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Sinkmoor travels a little further down before it begins to curve back up, not sure how far up but best guess is it's at least 60 feet or more and exits on the bottom of the sea.
Sinkmoor looks around as far as he can "So this is what it's like" Tempe says perception: 13 then Sinkmoor retreats back to Tempe.
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
ooc Figures
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please