I've thought about it, and I think that it might be best to go after some of the goblins related to the Goblin King. While I think having a cleric and paladin might make handling undead a bit easier, I feel like the resistances they sometimes have can be a bit rough on us low-levels with no magical items.
Also, thank you DM for explaining your downtime system. It makes sense now, and I was slowly piecing it together through inference, but it was not something I'd seen before. That's okay though, since it's fun either way. My experiences have been IRL with heavy RP groups, and downtime was mostly played out, save for stuff between sessions.
I think it would be fair for Rinn to maybe throw 5 of his remaining 13 gp in for the map. It was my suggestion, after all, and the party was kind enough invest in Rinn's Chromatic Orb diamond.
Ichep would know that Yaudara has 40 gp left from the chain after he bought a healing potion, if Ichep can't afford the map. Are any of the next places (goblins, Abbey, etc.) on that map?
I would say let‘s just buy the map with the money from the chain for now and continue. We can still shuffle around our money at a later point if someone objects.
With everything I read so far I think it’s fair to assume we go to the Goblins next.
... Are any of the next places (goblins, Abbey, etc.) on that map?
More or less. The map covers everything within about twenty miles or so. The forest where the ruined abbey is on the map, and the mountains that contain the Shadowfang caverns is also on the map.
But there isn't an arrow that says 'watch out for goblins' or anything.
I dunno if it's my favorite, but we definitely have a 'When in Rome' sort of situation ... I'd go with BBQ or Mexican.
Lots of good Tex-Mex options here, and even a few more traditional Mexican restaurants. Texas BBQ a-plenty, as well, though being originally from Kansas I prefer KC-style BBQ, and there are a few of those. Terry Black's is a great BBQ place in Deep Ellum. Where are you going to be staying in the DFW area?
In my opinion, the rules contained within the DMG for wilderness exploration leave a lot to be desired. Basically, whoever is navigating rolls a Wisdom (Survival) check against a set DC, adjusted by the movement rate and access to maps and what-have-you. Success results in getting where you intended to go, while failure results in getting lost for 1d6 hours.
That's fine if the group were dealing with a 'time crunch' kind of scenario where the loss of a few hours would actually have some narrative impact to the story. But other than that ... it's kind of boring. Instead of spending 8 hours to find the town, it took 10 hours ... yawn.
What we will be doing instead is using a variant set of rules for wilderness exploration from a book titled 'Hexcrawling, Wilderness Exploration & Random Encounters.'
The concept is essentially the same, that is, choose a desired location or direction, set the pace, and roll a Wisdom (Survival) check against a set DC (modified by pace and navigation aids).
A success is just what it sounds like ... your group has traveled in the correct direction, you go where you intended to go, etc.
A failure, however, does not always mean that you are lost. What it does mean is that there is a chance you have become lost. If you get lost under these new rules, there is no simple delay of 1d6 hours to get back on track. Becoming lost under these wilderness exploration rules will require a successful navigation roll to realize you are lost and start getting back on track.
I won't reprint every single rule from the book (a lot of them exist for the DM, tons of tables that help inform how lost you got, what direction did you accidentally travel, where there any natural hazards to avoid, what the random encounters might look like, etc).
I will give you the following info so that you can wrap your head around the baseline difficulties of the navigation roll.
There will be times that you do not need to roll.
If the party is following a road or path, they will not get lost and no navigation roll is required.
If the party follows a guide native to — or intimately familiar with — the region, they will not get lost and no navigation roll is required.
The procedure for navigation rolls will basically look like this:
1. Choose direction or objective. [follow the tree line, head toward the mountains, go west, locate the hidden shrine, etc] 2. Choose pace. [Just like the PHB: slow, normal, and fast.] 3. Navigation check. 4. Results.
Pace Hexes Traveled? Additional effect? Slow 1 +5 on Navigation, May use stealth Normal 2 No additional effects Fast 3 -5 on Navigation, May not forage
Will the Navigation Check be made by the whole group or one person? (I think we all agree leading us through wilderness is a 100% Toadstool thing unless we have some hidden talents)
Edit: On Foraging answered my question.
New question then! Are both survival rolls or is it more complex with this new system?
Toads got a +5 survival and +4 nature checks. He also can turn into a Dire wolf with keen senses, so perception checks are also not an issue theoretically. He is no ranger with "favorite terrain", but close enough
If we want, we can say that Yaudara happened to let Ichep have some spare coin before hand for the map? I feel like that's the less disruptive means of doing things.
Aw thanks guys for liking the drawing. it means a lot :) I wasn't sure where I was going with it. was trying to vibe. I used a website called sketch.io and did it with my laptop mouse! (I don't have a tablet) hehe
If we want, we can say that Yaudara happened to let Ichep have some spare coin before hand for the map? I feel like that's the less disruptive means of doing things.
That makes sense! we should do that
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<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
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I've thought about it, and I think that it might be best to go after some of the goblins related to the Goblin King. While I think having a cleric and paladin might make handling undead a bit easier, I feel like the resistances they sometimes have can be a bit rough on us low-levels with no magical items.
Also, thank you DM for explaining your downtime system. It makes sense now, and I was slowly piecing it together through inference, but it was not something I'd seen before. That's okay though, since it's fun either way. My experiences have been IRL with heavy RP groups, and downtime was mostly played out, save for stuff between sessions.
I think it would be fair for Rinn to maybe throw 5 of his remaining 13 gp in for the map. It was my suggestion, after all, and the party was kind enough invest in Rinn's Chromatic Orb diamond.
a surrealist interpretation of it. I don't even know what happened here but I went all in weird vibes. girl dinner with the besties
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
I would say let‘s just buy the map with the money from the chain for now and continue. We can still shuffle around our money at a later point if someone objects.
With everything I read so far I think it’s fair to assume we go to the Goblins next.
I love that picture <3 What was it drawn with?
Sounds good to me. Yaudara would pay the 25 gp for it from the chain money.
A good picture, indeed. :)
More or less. The map covers everything within about twenty miles or so. The forest where the ruined abbey is on the map, and the mountains that contain the Shadowfang caverns is also on the map.
But there isn't an arrow that says 'watch out for goblins' or anything.
Lots of good Tex-Mex options here, and even a few more traditional Mexican restaurants. Texas BBQ a-plenty, as well, though being originally from Kansas I prefer KC-style BBQ, and there are a few of those. Terry Black's is a great BBQ place in Deep Ellum. Where are you going to be staying in the DFW area?
On Exploration
In my opinion, the rules contained within the DMG for wilderness exploration leave a lot to be desired. Basically, whoever is navigating rolls a Wisdom (Survival) check against a set DC, adjusted by the movement rate and access to maps and what-have-you. Success results in getting where you intended to go, while failure results in getting lost for 1d6 hours.
That's fine if the group were dealing with a 'time crunch' kind of scenario where the loss of a few hours would actually have some narrative impact to the story. But other than that ... it's kind of boring. Instead of spending 8 hours to find the town, it took 10 hours ... yawn.
What we will be doing instead is using a variant set of rules for wilderness exploration from a book titled 'Hexcrawling, Wilderness Exploration & Random Encounters.'
The concept is essentially the same, that is, choose a desired location or direction, set the pace, and roll a Wisdom (Survival) check against a set DC (modified by pace and navigation aids).
A success is just what it sounds like ... your group has traveled in the correct direction, you go where you intended to go, etc.
A failure, however, does not always mean that you are lost. What it does mean is that there is a chance you have become lost. If you get lost under these new rules, there is no simple delay of 1d6 hours to get back on track. Becoming lost under these wilderness exploration rules will require a successful navigation roll to realize you are lost and start getting back on track.
I won't reprint every single rule from the book (a lot of them exist for the DM, tons of tables that help inform how lost you got, what direction did you accidentally travel, where there any natural hazards to avoid, what the random encounters might look like, etc).
I will give you the following info so that you can wrap your head around the baseline difficulties of the navigation roll.
There will be times that you do not need to roll.
The procedure for navigation rolls will basically look like this:
1. Choose direction or objective. [follow the tree line, head toward the mountains, go west, locate the hidden shrine, etc]
2. Choose pace. [Just like the PHB: slow, normal, and fast.]
3. Navigation check.
4. Results.
Knowing our luck with rolls, we will get lost in grasslands :D
On Foraging
The foraging rules from the DMG will be used. With the following caveats:
Will the Navigation Check be made by the whole group or one person? (I think we all agree leading us through wilderness is a 100% Toadstool thing unless we have some hidden talents)
Edit: On Foraging answered my question.
New question then! Are both survival rolls or is it more complex with this new system?
We get lost within sight of the town
As we say in Latvia (directly translated): "getting lost in three pines"
Toads got a +5 survival and +4 nature checks. He also can turn into a Dire wolf with keen senses, so perception checks are also not an issue theoretically. He is no ranger with "favorite terrain", but close enough
Oooh, the wolf will come in handy
ifonce we get lost!Love it. 10/10. Would join that BBQ.
We get lost inside of a town and suddenly find ourselves the Underdark.
If we want, we can say that Yaudara happened to let Ichep have some spare coin before hand for the map? I feel like that's the less disruptive means of doing things.
Aw thanks guys for liking the drawing. it means a lot :) I wasn't sure where I was going with it. was trying to vibe. I used a website called sketch.io and did it with my laptop mouse! (I don't have a tablet) hehe
That makes sense! we should do that
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance