"We all good to head out? Anyone seriously injured?"Doc asks, coiling up his rope. "If not, let us head to Emberwood for a good night's sleep. Give these rats some time to cool down and hit them hard in the morning."
Rollback Post to RevisionRollBack
Old school AD&D player, now learning to be a better DM dad
"Well, we can't rest in the haze, and Emberwood is the closest thing to civilization for a day's ride."Doc nods ruefully "I take your point though, Axel. I know your bow is just as strong as it ever was, but Baldri and I are about half strength magic wise. I don't think we want to face that horde without all our party members at full strength."
Doc is able to cast fog cloud and his allies mold the earth to escape without further climbing (Dex saves.)
Axel points out that Emberwood is a long way, crossing the Drann River can prove a task as well but not impossible it is contaminated however unless they can search for other means. Resting back at the Eckerman Mill would be easier but no town to resupply at or gain information from.
OOC So are they skipping out on a short rest than?
"You are right Axel. Eckerman Mill is closer and we could camp out there" Doc looks a little bit tired. "Also, as you say gives the rats less time. Eckerman Mill then? Anyone need a short rest before we head out?"
OOC
We are all good on hp and Avery is full on spells so a short rest would gain us nothing, unless I am missing something.
Doc finishes recovering his rope and nods to Axel to head out. "Please lead the way..."
OOC
I suggest we move at a standard (quick) pace prioritizing safety both there and back: Axel, Khabibulin, Doc, Baldri on Overwatch(Perception) Avery, Ayst looking for treasure(Highest of arcana/investigation/survival)
Khabibulin follows behind Axel, shield still out and other hand resting in the hilt of his rapier. "What are we hoping to find in emberwood village to prepare better for dealing with the ratlings? Other then with time they might be looking for us, they possibly might set up more traps, and we didn't see anything down there to know for any plans."
"Baldri and I can both help fight better if we have a real rest, which we can get at Eckerman Mill." says Doc as they prepare to move out. "All factors favored the ratlings - we would have been fighting out numbered on two fronts without the element of surprise or the ability to pick our battleground and our spellcasters already down a few spells. The hope is to come back and make a fresh assault in the morning with full spells and everyone healed up - and hopefully without the whole warren rushing towards us at once."
Perception: 18
OOC
As the DM has OKd rest-casting I want to turn these unused spell slots into 30 goodberries for our next assault to take some of the the healing burden off Baldri and get Baldri's awesome channel divinity back online in addition to getting everyone back to full spell slots/hp/resources
When they are ready to head to the city here is how exploration rules work in Drakkenheim.
Plenty of Drakkenheim is in such ruin it's difficult terrain when traveling.
The haze makes it hard to see past 30 to 60 feet depending on the day.
Sunlight is artificial in the haze. When searching a landmark history checks are needed but River has marked the location on you're map so tracking the tavern down isn't as needed.
You can go at a fact pace. Helps you get to a place faster. This pace will be important in the Deep Haze later on. Can't stealth at a fast pace and become less perceptive. (Negative 5)
The normal haze you cannot long rest in. Eckerman Mill is outside that haze and commonly rested at so is Emberwood Village but that is farther.
If you are in the haze for 24 hours or longer you risk contamination.
6 levels of contamination and you become a monster. Every level of contamination has debilitating effects and each level risk a new mutation.
Normal pace allows investigation and perception checks at advantage (You can stealth but more on that later)
Slow pace.
Perception and Investigation at normal rolls but stealth at advantage but you get to locations a lot more snailish and at times this can cause a problem but some jobs require no rush.
Ability checks
When traveling you can choose to either.
1: Keep watch
You make a perception check and use the result if it's higher than you're passive perception. You can also warn you're friends of a threat protecting them from a surprise round.
2: Focus on stealth/ambush
Normal and slow paces you are stealthing, you make a stealth check and if it's higher than the enemy you run across's perception (Unless they are an active monster some can make a roll if alert) but if you beat their roll or passive depending you get a surprise round. However only those who were stealthing get a free round not the entire party.
3: Look for treasure
You can make either a..
Survival Check
Investigation Check
or Arcana Check
And search for Delirium and other treasures. You do steer the map a bit and failed checks increase the encounter rate. Here in the Outer City it's a DC 15.
If you roll a 20 however you gain two "Successes" the successes and failures are added together as a party so only make this check if you feel good about the modifier you are using.
History checks are for finding
4: Looking for a new area
A new landmark/adventure site/location
You will make a history check as you travel.
You can even choose an area on the map and keep searching if you wish. Or collect rumors and info back at town may be easier as well.
For certain area's you hunt later on I may require a nature check. (If you hunt for it without outside help.)
And that is everything needed to know for now ^^
OOC A reminder for exploration rules and abilty checks while traveling ^^
"We all good to head out? Anyone seriously injured?"Doc asks, coiling up his rope. "If not, let us head to Emberwood for a good night's sleep. Give these rats some time to cool down and hit them hard in the morning."
Old school AD&D player, now learning to be a better DM dad
"I am fine. Seems like a long way to journey for rest though. The more time we give them the more time they have to reinforce themselves as well."
"Well, we can't rest in the haze, and Emberwood is the closest thing to civilization for a day's ride."Doc nods ruefully "I take your point though, Axel. I know your bow is just as strong as it ever was, but Baldri and I are about half strength magic wise. I don't think we want to face that horde without all our party members at full strength."
Old school AD&D player, now learning to be a better DM dad
Doc is able to cast fog cloud and his allies mold the earth to escape without further climbing (Dex saves.)
Axel points out that Emberwood is a long way, crossing the Drann River can prove a task as well but not impossible it is contaminated however unless they can search for other means. Resting back at the Eckerman Mill would be easier but no town to resupply at or gain information from.
OOC
So are they skipping out on a short rest than?
"You are right Axel. Eckerman Mill is closer and we could camp out there" Doc looks a little bit tired. "Also, as you say gives the rats less time. Eckerman Mill then? Anyone need a short rest before we head out?"
OOC
We are all good on hp and Avery is full on spells so a short rest would gain us nothing, unless I am missing something.
Old school AD&D player, now learning to be a better DM dad
Agreed. I'd say we continue
D&D since 1984
OOC
As Chaplain put on the chat as a reminder let me know what they are doing as they travel ^^
DM Dice here for heading to Eckerman Mill
If they move normal pace.
12
11
17
6
14
17
6
13
16
16
1
7
And I add these dice if they move slow pace
8
18
6
11
10
19
20
15
15
13
14
8
OOC
Two more dice for myself
44
13
OOC
10
4
Doc finishes recovering his rope and nods to Axel to head out. "Please lead the way..."
OOC
I suggest we move at a standard (quick) pace prioritizing safety both there and back: Axel, Khabibulin, Doc, Baldri on Overwatch(Perception) Avery, Ayst looking for treasure(Highest of arcana/investigation/survival)
Old school AD&D player, now learning to be a better DM dad
when then are all ready to head out, Axel will take the lead keeping an eye out for danger.
perception: 21
Khabibulin follows behind Axel, shield still out and other hand resting in the hilt of his rapier. "What are we hoping to find in emberwood village to prepare better for dealing with the ratlings? Other then with time they might be looking for us, they possibly might set up more traps, and we didn't see anything down there to know for any plans."
"Baldri and I can both help fight better if we have a real rest, which we can get at Eckerman Mill." says Doc as they prepare to move out. "All factors favored the ratlings - we would have been fighting out numbered on two fronts without the element of surprise or the ability to pick our battleground and our spellcasters already down a few spells. The hope is to come back and make a fresh assault in the morning with full spells and everyone healed up - and hopefully without the whole warren rushing towards us at once."
Perception: 18
OOC
As the DM has OKd rest-casting I want to turn these unused spell slots into 30 goodberries for our next assault to take some of the the healing burden off Baldri and get Baldri's awesome channel divinity back online in addition to getting everyone back to full spell slots/hp/resources
Old school AD&D player, now learning to be a better DM dad
OOC
Tomorrow the usual time is our session. Just to let everyone know if they haven't rolled their ability check for what they wish to do traveling.
I will roll that characters highest modifier to an action just thought I'd let ya all know
I'll give till 10-15 minutes in the actual session itself
How many times should we roll our ability check(s)? Just once or multiple? (sorry if it was explained before)
D&D since 1984
Baldri perception (overwatch) check: 25 rolled on sheet.
Khabibulin perception 6
Ayst perception 11
OOC
A reminder for exploration rules and abilty checks while traveling ^^
OOC
And to confirm.. The pace is slow?
Axel rolled perception: 21
Doc: Perception 15
Baldri: 25
Ayst: 11
Khabibluan: 6
So everyone is focusing on keeping an eye out as they move than?
What does Avery do?
Session has officially started ^^