Oh and I forgot to mention, all grids are 5 feet unless I specify otherwise. You can use the labels on the top and left edges to tell me where you want to go
Also, Arling, thanks for the updated 1st post on the main thread with the character list and summaries and links. Super useful, and very organized. Love it!
No problem! I'm going to keep them updated as we go and maybe archive them somewhere for future reference. I added subscenes for each of your encounters
The next posting window will start at 6:30 EST today and end at 8:30 EST tomorrow (A bit later than 24 hrs since I need to get some stuff done tomorrow)
Oh one last thing. for the purposes of encounters in the town square and streets, we're going to treat moving through buildings as difficult terrain (unless there's a specific interior) and three-quarters cover unless you explicitly hide behind a wall. So for example, if Haj is fighting the mysterious figure behind a building, he will have +5 AC against a bandit trying to shoot hum through a window.
The inside of the tavern and the wizard tower will operate using line of sight and windows because there is a defined interior.
We've got everyone so we are cleared hot for new posts. I need to put together some stuff for the castle keep so that'll take a min. Other encounters can proceed
Another note. The HP bars you see on tokens are the avg health of the creature from the sourcebooks. I’m rolling HP on the backend but wanted to give you guys average so you can prioritize targets
I agree, great RP! I think I need to elaborate on the rules for the burning tavern encounter bc I wasn’t super clear in the opener. I initially wanted to have everyone move their encounter speed (what’s on the character sheet). Seems like there is some confusion so rather than try and retcon we are gonna keep rolling with the following rules:
1. Every player can move up to 120 feet and use their actio ln, bonus action, etc. Please use the grid markings on the map to tell me where you end your movement so I know what saves etc you may need to make in the event of a complication.
2. If you move into or end your turn in the tavern you must make a con save or take 1d4 damage. There may be things you can do to mitigate this. For example, Cal just cast control flames so next turn, you will all be exempt from smoke checks within 30 feet of him. I will move cal up with Bell tomorrow AM unless I get instruction otherwise.
3. Once all players have done their thing, fire will spread, sniper suppression will tick down, and I will roll for complications.
Sorry for the confusion, excited to see what you guys figure out!
I just remembered that as a fellow merc, Galdric has the Mercenary Life ability. I can identify mercenary companies by their emblems, and I know the names and reputations of its commanders and leaders, and who has hired them recently. Not sure if that would be relevant with these particular encounter or not but since I’m currently trying to interrogate one of them, it might come in handy?
Rollback Post to RevisionRollBack
Kaelan Thornfell - Wildhunt Shifter Beast Barbarian - Horde of the Dragon Queen
Gustuck "Grumpy Gus" Clayshaper - Deep Gnome Astral Self Monk - Malady of Minarrh
Shelmo Sherrinford - Fairy Inquisitive Rogue - Vae Victus
Gonna be pretty late on posting, may end up being tomorrow unfortunately. Work is going crazy. Will post as soon as I have some time to sit down and put the posts together.
LOL I saw. great way to start the first combat of the campaign
Oh and I forgot to mention, all grids are 5 feet unless I specify otherwise. You can use the labels on the top and left edges to tell me where you want to go
No problem! I'm going to keep them updated as we go and maybe archive them somewhere for future reference. I added subscenes for each of your encounters
I’m sorry I saw my section was up so I posted right away. In the future I will wait
Kaelan Thornfell - Wildhunt Shifter Beast Barbarian - Horde of the Dragon Queen
Gustuck "Grumpy Gus" Clayshaper - Deep Gnome Astral Self Monk - Malady of Minarrh
Shelmo Sherrinford - Fairy Inquisitive Rogue - Vae Victus
Solstice Nightchill - Winter Eladrin Hunter Ranger - The Yawning Portal
Captain Duskstar - Human Hex "Gun" Warlock - Airships and Whiskey
The next posting window will start at 6:30 EST today and end at 8:30 EST tomorrow (A bit later than 24 hrs since I need to get some stuff done tomorrow)
No big deal, I didn't specify
Oh one last thing. for the purposes of encounters in the town square and streets, we're going to treat moving through buildings as difficult terrain (unless there's a specific interior) and three-quarters cover unless you explicitly hide behind a wall. So for example, if Haj is fighting the mysterious figure behind a building, he will have +5 AC against a bandit trying to shoot hum through a window.
The inside of the tavern and the wizard tower will operate using line of sight and windows because there is a defined interior.
We've got everyone so we are cleared hot for new posts. I need to put together some stuff for the castle keep so that'll take a min. Other encounters can proceed
Can I clarify the times. Is 6:30 am or pm?
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
PM (7 mins from now)
Another note. The HP bars you see on tokens are the avg health of the creature from the sourcebooks. I’m rolling HP on the backend but wanted to give you guys average so you can prioritize targets
Dang, those are some juicy descriptions and rp from everyone. Good job everyone!
DM- Azalin's Doom
DM- Surviving the Unsurvivable
I agree, great RP! I think I need to elaborate on the rules for the burning tavern encounter bc I wasn’t super clear in the opener. I initially wanted to have everyone move their encounter speed (what’s on the character sheet). Seems like there is some confusion so rather than try and retcon we are gonna keep rolling with the following rules:
1. Every player can move up to 120 feet and use their actio ln, bonus action, etc. Please use the grid markings on the map to tell me where you end your movement so I know what saves etc you may need to make in the event of a complication.
2. If you move into or end your turn in the tavern you must make a con save or take 1d4 damage. There may be things you can do to mitigate this. For example, Cal just cast control flames so next turn, you will all be exempt from smoke checks within 30 feet of him. I will move cal up with Bell tomorrow AM unless I get instruction otherwise.
3. Once all players have done their thing, fire will spread, sniper suppression will tick down, and I will roll for complications.
Sorry for the confusion, excited to see what you guys figure out!
Reminder that I’m gonna be slower today. Will probably just send out one big update in the evening. I’ll also update battlemaps for any scenes.
I just remembered that as a fellow merc, Galdric has the Mercenary Life ability. I can identify mercenary companies by their emblems, and I know the names and reputations of its commanders and leaders, and who has hired them recently. Not sure if that would be relevant with these particular encounter or not but since I’m currently trying to interrogate one of them, it might come in handy?
Kaelan Thornfell - Wildhunt Shifter Beast Barbarian - Horde of the Dragon Queen
Gustuck "Grumpy Gus" Clayshaper - Deep Gnome Astral Self Monk - Malady of Minarrh
Shelmo Sherrinford - Fairy Inquisitive Rogue - Vae Victus
Solstice Nightchill - Winter Eladrin Hunter Ranger - The Yawning Portal
Captain Duskstar - Human Hex "Gun" Warlock - Airships and Whiskey
Gonna be pretty late on posting, may end up being tomorrow unfortunately. Work is going crazy. Will post as soon as I have some time to sit down and put the posts together.
All good. Work comes first
There should be an image link in the post, can you not see it?