Pippin and Thalion stock their backpacks. If you don't mind, please retype the items that did not link, above. The night before we leave, Thalion casts Goodberry to give the party the berries (5 to each player) , and start the day with a full spell slots after the long rest. We thank the commissary for the supplies, I will be giving the commissary my old leather armor and a quarterstaff that I do not use in exchange for the items they just provided.
The party sets out for the cave. We look for any clues as to the occupants or what happened to the criminals as we travel and especially when we get closer. Upon approaching the cave, we investigate the cave prior to entering, listening. I send the drake to the mouth of the cave to see what we can tell. Pippin will be carrying a lit torch and will drop it should he need to Wild Shape. Our goal is caution because we believe there is danger ahead. We look for tracks at the mouth of the cave.
Pippin and Thalion stock their backpacks. If you don't mind, please retype the items that did not link, above
If you click on my portrait and look through my posts, you can see what I've posted, formula included. For times when I don't notice that I've typo'ed the tags or when the dice roller is unavailable.
After a day's worth of travel, you arrive to Crag Cave at sunset.
As you descend into the dark, ground level cave, it's a steep incline with plenty of hand holds to climb easily. Those friends with four legs make easy work on the climb. Once you reach the bottom, your darkvision shows you a wet underground cavern, as if an underground waterway carved out many rooms and halls. Sounds of bestial howls echo eerily trough the cave. You are not alone, down here.
Suddenly, from out of the Dark lumbers a [Tooltip Not Found]
If you click on my portrait and look through my posts, you can see what I've posted, formula included. For times when I don't notice that I've typo'ed the tags or when the dice roller is unavailable.
Check. I found it. Wow... seeing your activity: wow. On behalf of those of us who you DM too: thanks.
Crit opener, you and Pippin get DM inspiration. That means that you can announce that you are rolling with advantage when spending that inspiration point.
I understand most of your comment. Cirt opener: meaning I rolled a critical on the initiative roll, and you are giving me inspiration (I assume for the party, I get advantage on all characters first combat rolls)....
So, I announce that now and reroll the first round of combat as if that did not happen, this time with advantage.
I understand most of your comment. Cirt opener: meaning I rolled a critical on the initiative roll, and you are giving me inspiration (I assume for the party, I get advantage on all characters first combat rolls)....
So, I announce that now and reroll the first round of combat as if that did not happen, this time with advantage.
5e has a rule called DM inspiration (mostly because there is a difference with Bardic Inspiration)
Every character can hold a single inspiration point and they can spend it at any time. Most houserules that inspiration can even be used after the roll, but RAW is that you must declare advantage before the roll.
The best way to hand out this inspiration point, is as a reward for good logic, or roleplaying. But I almost always forget to give it out for that, so I usually remember when I see crits. And that's fare too, to give out inspiration points for crits. But RAW, you should give them out before combats, on an individual basis, as a reward for good playing but not necessarily for rolling 20's. But have fun with it. this is one of the most open rules in 5e.
OK, we had overlap on posts. just tell me where we stand, if you want to use my second set of rolls as the first round due to advantage, then you can use the first rolls as round two, since you posted with those. I would have round 2: Hunter's mark. I'm calling it a night, no worries. I feel better on this combat, that I actually understand the mechanics better.
No, it's not a retroactive reward. It goes forward. In general, it's poor etiquette to ret-con without checking with the DM first. Just to let you know. DMs will retroactively change things that happen in the past for continuity, but players can't and shouldn't ask for back tracking, in general, if the dice have been rolled, then it's locked into the story continuity and only the DM can take it back. It's like the dice are the only true element of reality and once they are rolled, everything that came before the roll can't be undone and the dice results must be taken. Some player and DMs will take this very seriously.
So, Thalion gets one future roll with advantage and that's how you spend your inspiration point. Most players actually save it for if they must roll a death save.
Inspiration is a special type of advantage that you can apply to a single d20 roll, even if it's not for your character. You can spend inspiration to give another player advantage or even a pet or NPC.
Unfortunately, only Player Characters are allowed to use Inspiration, and since you have two characters, each of your characters will get one point. But pets won't get inspiration unless your character spends their point for the pet to gain advantage.
I know, it's a new rule, sorry to jump on you for rerolling your whole turn. Your Rerolled post will be struck from the record, the original rolls will stay and each of your characters has one inspiration point that they can spend anytime in the future, and not necessarily right away. Save them for when you really need it.
All good. I can see where PbP and rolling might be confrontational and even tempting by some to cheat. You'll find that I care about this game, but not that much, and certainly not enough to cheat just to have a better experience. If I die, I die, and I can make a new character. So... we are moving on thanks for the extra notes on all that.
Just to repeat for continuity... Thalion has banked his inspiration, I've put that on his Character Sheet to keep track. Pippin has burned his inspiration. Emberclaw never gets inspiration, Shadowfang and Wisperwing have no idea what we are talking about. ;-)
Round 2...
Status: I believe Thalion is ready to range attack, Emberclaw is within melee range of the Hook Horror, and Pippin is in Dire Wolf Form and also within melee range. Let's see if my combat is the best these guys can do, and fingers crossed for good rolls. FTW!!!
Thalion
Move: moves to around 25 feet from the target, yet always wants to have good line-of-sight on target. Bonus Action: Cast Hunter’s Mark on Hook Horror Action:AttackLongbow16Hit:8Crit:6Hunter’s Mark:2
Emberclaw
Move: stays next to Hook Horror, no move Action: Dodge (No attack action as he needs Thalion to direct him - if I got that right, he just stays there looking pretty) Reaction: Infused Strikes:6 When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 fire damage.
Pippin
Move: Stays next to the Hook Horror, no move Action: Attackwith Advantage (due to Pack Tactics): 8Bite:10Crit:7 Bonus Action:Combat Wild Shape Heal:Expend one 1st level spell slot to heal: 3
If I have this right, there is nothing else I can do, right?
Hook Horror uses multiattack with both Hooks, He tries to move around the Dire wolf to hit those who are dealing damage, unable, he continues to target the Dire Wolf
Hook 1, against the Dire Wolf, Attack: 12 Damage: 11 Hook 2, against the Dire Wolf, Attack: 9 Damage: 13
Confirming status as I think it to be: HP: Thalion: 28/28 Emberclaw: 5 + (5 x Ranger lvl of 3) = 20 Pippin: 15/24
Thalion
Move: no move Action:AttackLongbow11Hit:9Crit:3Hunter’s Mark:2 Bonus Action: Command Emberclaw to Attack
Emberclaw
Move: no move Action:Attack: 11Bite:11Crit:8 Reaction: Infused Strikes:1 When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 fire damage.
Pippin
Move: no move, tries to hold agro as much as possible Action: Attackwith Advantage (due to Pack Tactics): 18Bite:14Crit:5 Bonus Action:Combat Wild Shape Heal: Expend one 2nd level spell slot to heal: 13
Rollback Post to RevisionRollBack
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Pippin and Thalion stock their backpacks. If you don't mind, please retype the items that did not link, above. The night before we leave, Thalion casts Goodberry to give the party the berries (5 to each player) , and start the day with a full spell slots after the long rest. We thank the commissary for the supplies, I will be giving the commissary my old leather armor and a quarterstaff that I do not use in exchange for the items they just provided.
The party sets out for the cave. We look for any clues as to the occupants or what happened to the criminals as we travel and especially when we get closer. Upon approaching the cave, we investigate the cave prior to entering, listening. I send the drake to the mouth of the cave to see what we can tell. Pippin will be carrying a lit torch and will drop it should he need to Wild Shape. Our goal is caution because we believe there is danger ahead. We look for tracks at the mouth of the cave.
Reception rolls: Thalion: 7 Pippin: 13
(Preception) a typo above
If you click on my portrait and look through my posts, you can see what I've posted, formula included. For times when I don't notice that I've typo'ed the tags or when the dice roller is unavailable.
After a day's worth of travel, you arrive to Crag Cave at sunset.
As you descend into the dark, ground level cave, it's a steep incline with plenty of hand holds to climb easily. Those friends with four legs make easy work on the climb. Once you reach the bottom, your darkvision shows you a wet underground cavern, as if an underground waterway carved out many rooms and halls. Sounds of bestial howls echo eerily trough the cave. You are not alone, down here.
Suddenly, from out of the Dark lumbers a [Tooltip Not Found]
Roll initiative
Hooked Horror init 6
Check. I found it. Wow... seeing your activity: wow. On behalf of those of us who you DM too: thanks.
Initiative: Thalion: 5 Pippin: 4
Crit opener, you and Pippin get DM inspiration. That means that you can announce that you are rolling with advantage when spending that inspiration point.
Hooked Horror (injured, -10)
Hooked Horror (injured, -10, -6)
Miss
I understand most of your comment. Cirt opener: meaning I rolled a critical on the initiative roll, and you are giving me inspiration (I assume for the party, I get advantage on all characters first combat rolls)....
So, I announce that now and reroll the first round of combat as if that did not happen, this time with advantage.
Hooked Horror uses multiattack with both Hooks

Hook 1, against the Dire Wolf, Attack: 11 Damage: 10
Hook 2, against the Dire Wolf, Attack: 19 Damage: 12
5e has a rule called DM inspiration (mostly because there is a difference with Bardic Inspiration)
Every character can hold a single inspiration point and they can spend it at any time. Most houserules that inspiration can even be used after the roll, but RAW is that you must declare advantage before the roll.
The best way to hand out this inspiration point, is as a reward for good logic, or roleplaying. But I almost always forget to give it out for that, so I usually remember when I see crits. And that's fare too, to give out inspiration points for crits. But RAW, you should give them out before combats, on an individual basis, as a reward for good playing but not necessarily for rolling 20's. But have fun with it. this is one of the most open rules in 5e.
This first round of combat, above, is voided.
CRIT OPENER! (and oh, how sweet it is) First round of combat:
Thalion
Move: get in range position, in the rear
Action: Attack Shortbow 22 Hit: 10 Crit: 3
Bonus Action: Command Emberclaw to Attack Hook Horror
Emberclaw
Move: closes for melee combat
Action: Attack: 9 Bite: 7 Crit: 6
Pippin
Bonus Action: Wild Shape into Dire Wolf
Move: Closes for melee combat
Action: Attack with Advantage (due to Pack Tactics): 24 Bite: 13 Crit: 10
OK, we had overlap on posts. just tell me where we stand, if you want to use my second set of rolls as the first round due to advantage, then you can use the first rolls as round two, since you posted with those. I would have round 2: Hunter's mark. I'm calling it a night, no worries. I feel better on this combat, that I actually understand the mechanics better.
Until tomorrow.
No, it's not a retroactive reward. It goes forward. In general, it's poor etiquette to ret-con without checking with the DM first. Just to let you know. DMs will retroactively change things that happen in the past for continuity, but players can't and shouldn't ask for back tracking, in general, if the dice have been rolled, then it's locked into the story continuity and only the DM can take it back. It's like the dice are the only true element of reality and once they are rolled, everything that came before the roll can't be undone and the dice results must be taken. Some player and DMs will take this very seriously.
So, Thalion gets one future roll with advantage and that's how you spend your inspiration point. Most players actually save it for if they must roll a death save.
Inspiration is a special type of advantage that you can apply to a single d20 roll, even if it's not for your character. You can spend inspiration to give another player advantage or even a pet or NPC.
Unfortunately, only Player Characters are allowed to use Inspiration, and since you have two characters, each of your characters will get one point. But pets won't get inspiration unless your character spends their point for the pet to gain advantage.
I know, it's a new rule, sorry to jump on you for rerolling your whole turn. Your Rerolled post will be struck from the record, the original rolls will stay and each of your characters has one inspiration point that they can spend anytime in the future, and not necessarily right away. Save them for when you really need it.
Top of Round 2
Thalion, Pippin << Your turn
Hooked Horror
All good. I can see where PbP and rolling might be confrontational and even tempting by some to cheat. You'll find that I care about this game, but not that much, and certainly not enough to cheat just to have a better experience. If I die, I die, and I can make a new character. So... we are moving on thanks for the extra notes on all that.
Just to repeat for continuity... Thalion has banked his inspiration, I've put that on his Character Sheet to keep track. Pippin has burned his inspiration. Emberclaw never gets inspiration, Shadowfang and Wisperwing have no idea what we are talking about. ;-)
Round 2...
Status: I believe Thalion is ready to range attack, Emberclaw is within melee range of the Hook Horror, and Pippin is in Dire Wolf Form and also within melee range.
Let's see if my combat is the best these guys can do, and fingers crossed for good rolls. FTW!!!
Thalion
Move: moves to around 25 feet from the target, yet always wants to have good line-of-sight on target.
Bonus Action: Cast Hunter’s Mark on Hook Horror
Action: Attack Longbow 16 Hit: 8 Crit: 6 Hunter’s Mark: 2
Emberclaw
Move: stays next to Hook Horror, no move
Action: Dodge (No attack action as he needs Thalion to direct him - if I got that right, he just stays there looking pretty)
Reaction: Infused Strikes: 6 When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 fire damage.
Pippin
Move: Stays next to the Hook Horror, no move
Action: Attack with Advantage (due to Pack Tactics): 8 Bite: 10 Crit: 7
Bonus Action: Combat Wild Shape Heal: Expend one 1st level spell slot to heal: 3
If I have this right, there is nothing else I can do, right?
Hooked Horror takes 16 damage (injured, -16, -16)
Miss
Hook Horror uses multiattack with both Hooks, He tries to move around the Dire wolf to hit those who are dealing damage, unable, he continues to target the Dire Wolf

Hook 1, against the Dire Wolf, Attack: 12 Damage: 11
Hook 2, against the Dire Wolf, Attack: 9 Damage: 13
Top of Round 3
Thalion, Pippin << Your turn
Hooked Horror
Confirming status as I think it to be: HP: Thalion: 28/28 Emberclaw: 5 + (5 x Ranger lvl of 3) = 20 Pippin: 15/24
Thalion
Move: no move
Action: Attack Longbow 11 Hit: 9 Crit: 3 Hunter’s Mark: 2
Bonus Action: Command Emberclaw to Attack
Emberclaw
Move: no move
Action: Attack: 11 Bite: 11 Crit: 8
Reaction: Infused Strikes: 1 When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 fire damage.
Pippin
Move: no move, tries to hold agro as much as possible
Action: Attack with Advantage (due to Pack Tactics): 18 Bite: 14 Crit: 5
Bonus Action: Combat Wild Shape Heal: Expend one 2nd level spell slot to heal: 13