I don't want to lose a day re-rolling initiative, so the new enemies will join the current initiative at Round 3.
Works for me. And personally, I'd be fine if you wanted to just roll initiative for everyone when we hit combat instead of having everyone roll their own. It's generally just a straight roll with mods you can see on the character sheets and no real decisions until the results are in, so doesn't really change anything, but gets it going a lot faster than having to wait for everyone to update.
There's something about making your own rolls that I feel is part of D&D. When stuff gets automated (for the player), then to me it feels more like a computer game.
I don't want to lose a day re-rolling initiative, so the new enemies will join the current initiative at Round 3.
Works for me. And personally, I'd be fine if you wanted to just roll initiative for everyone when we hit combat instead of having everyone roll their own. It's generally just a straight roll with mods you can see on the character sheets and no real decisions until the results are in, so doesn't really change anything, but gets it going a lot faster than having to wait for everyone to update.
There's something about making your own rolls that I feel is part of D&D. When stuff gets automated (for the player), then to me it feels more like a computer game.
You're right, Alpha, we didn't truly finalize a plan. I did post this idea several days ago, but that was before I knew the arachnid trio would appear...
Anyway, I'm concerned that using the lift will be far too time consuming. How many creatures can it hold? And it has to be operated from above, right? If so, how does the last person lower himself? So many questions! So few answers!
K we should hammer this out before proceeding. Eldeth is about to create a hot mess down those stairs, and someone might cut a bridge--which would create complications in both directions.
You're right, Alpha, we didn't truly finalize a plan. I did post this idea several days ago, but that was before I knew the arachnid trio would appear...
Anyway, I'm concerned that using the lift will be far too time consuming. How many creatures can it hold? And it has to be operated from above, right? If so, how does the last person lower himself? So many questions! So few answers!
Those of you who had work details on the lift knows it takes several of the stronger prisoners to operate it. The quaggoths manage with 2, but there are plenty to rotate in and out. Raising the lift takes approximately 10 minutes.
The prisoners are also very much aware the bulk of the drow are housed in rooms off that platform. The quaggoths lair to the north.
Quick question for Kerrec: is the mushroom's power still active? Can we all hear each other, who were affected, or just communicate with Stool? And what is the range?
When Ferry reaches the armory, he's going to look around the room. (I'm assuming a description and/or map is inbound?)
1) His first order of business is to see if there is some sort of backpack or sack to be had. Priority on the backpack. If there are items in the container, he'll hastily dump them out.
2) If there is no backpack or sack, he'll look for a large, flexible, fabric-ey sort of thing. Possibilities: tablecloths, sheets/blankets, tapestries. If none are found, he'll look for gowns, robes, dresses, or some other longish garment. The plan is to lay this item out, toss a bunch of weapons in it, and roll it up for ease of carrying.
3) Once he finds what he's looking for in #1 or #2, he's going to grab it and head to the part of the room with the highest density of small- to medium-sized weapons, from daggers and hand crossbows to shortswords and clubs. He'll just randomly grab a large variety of these weapons and load them into his carrying device, whatever it may be. His random grabbing of items is to ensure he can do it quickly, and get as many in there as he can. I'll pause here with this step, as filling his device to capacity will likely take 2+ actions. (Or he might not have gotten to loading it, if he had to dump it out first, or lay out an item from #2.)
4) If he can't find a carrying device of any sort, he'll just grab an armload of weapons, head to the ladder, and drop them down the hole (after warning anyone below.)
5) Just thought of another possibility. Beegred has the same movement speed as Ferry, I think, so Ferry might have to use a dash action to get through him, once off the ladder. He'll do that, moving into position to secure #1 or #2 if he sees them in the room, or straight to the weapons if there's no carrying device to be had.
Quick question for Kerrec: is the mushroom's power still active? Can we all hear each other, who were affected, or just communicate with Stool? And what is the range?
Yes, the effect is currently active. I believe I said earlier that everyone except Tozer and Derendil can communicate telepathically. You'll have to test to determine what the range is.
Derendil waits for another sword or other sharp weapon to be passed down from the armory, then helps Tozer try to cut down the bridge to the south.
Not a valid move. Either Derendil moves into position to cut the bridge and then holds an action to be given something to cut with, or he stays where he is and holds an action to pick up a tool to cut a rope with, but then can't move. Either way, nothing happens until next turn.
Wasn't sure if one of the people that went up the ladder would be able to pass something down this turn or not. So he's just waiting at the bottom of the ladder to get a sharp implement capable of cutting the bridge.
If Beegred had an Action to take this round (passing down weapons), he would have passed down 2 of the shortswords.
(I wasn't certain if his Action was taken up by looking around the storeroom, or not. I should have asked, since pushing everything down the opening was ruled out.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
I'm not sure when I said pushing everything down is ruled out. It's true in the sense that you can't move the entire armory in 6 seconds, but you can move everything down, eventually.
I'll have Beegred pass down 2 short swords for this turn.
I'm not sure when I said pushing everything down is ruled out. It's true in the sense that you can't move the entire armory in 6 seconds, but you can move everything down, eventually.
The entire armory in 6 seconds was what I had in mind, but that was when I thought it would be 4 or 5 weapons tops instead of an actual stash of goods.
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
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And we can only hope that this tragic moment brings about the simultaneous demise of a few hostile NPCs.
The campaign is good. No issues here.
There's something about making your own rolls that I feel is part of D&D. When stuff gets automated (for the player), then to me it feels more like a computer game.
That's fine, I'm happy to do it either way :)
Wait, cut which bridge? I thought our destination was the cargo lift? In which case, we temporarily need both bridges.
Current Roles:
GM - Fata Morgana: The Ghosts of Saltmarsh
Anyone? 🙂
Current Roles:
GM - Fata Morgana: The Ghosts of Saltmarsh
You're right, Alpha, we didn't truly finalize a plan. I did post this idea several days ago, but that was before I knew the arachnid trio would appear...
Anyway, I'm concerned that using the lift will be far too time consuming. How many creatures can it hold? And it has to be operated from above, right? If so, how does the last person lower himself? So many questions! So few answers!
K we should hammer this out before proceeding. Eldeth is about to create a hot mess down those stairs, and someone might cut a bridge--which would create complications in both directions.
Current Roles:
GM - Fata Morgana: The Ghosts of Saltmarsh
Those of you who had work details on the lift knows it takes several of the stronger prisoners to operate it. The quaggoths manage with 2, but there are plenty to rotate in and out. Raising the lift takes approximately 10 minutes.
The prisoners are also very much aware the bulk of the drow are housed in rooms off that platform. The quaggoths lair to the north.
Ah well the north sounds to be the easier option?
Current Roles:
GM - Fata Morgana: The Ghosts of Saltmarsh
Quick question for Kerrec: is the mushroom's power still active? Can we all hear each other, who were affected, or just communicate with Stool? And what is the range?
Current Roles:
GM - Fata Morgana: The Ghosts of Saltmarsh
When Ferry reaches the armory, he's going to look around the room. (I'm assuming a description and/or map is inbound?)
1) His first order of business is to see if there is some sort of backpack or sack to be had. Priority on the backpack. If there are items in the container, he'll hastily dump them out.
2) If there is no backpack or sack, he'll look for a large, flexible, fabric-ey sort of thing. Possibilities: tablecloths, sheets/blankets, tapestries. If none are found, he'll look for gowns, robes, dresses, or some other longish garment. The plan is to lay this item out, toss a bunch of weapons in it, and roll it up for ease of carrying.
3) Once he finds what he's looking for in #1 or #2, he's going to grab it and head to the part of the room with the highest density of small- to medium-sized weapons, from daggers and hand crossbows to shortswords and clubs. He'll just randomly grab a large variety of these weapons and load them into his carrying device, whatever it may be. His random grabbing of items is to ensure he can do it quickly, and get as many in there as he can. I'll pause here with this step, as filling his device to capacity will likely take 2+ actions. (Or he might not have gotten to loading it, if he had to dump it out first, or lay out an item from #2.)
4) If he can't find a carrying device of any sort, he'll just grab an armload of weapons, head to the ladder, and drop them down the hole (after warning anyone below.)
5) Just thought of another possibility. Beegred has the same movement speed as Ferry, I think, so Ferry might have to use a dash action to get through him, once off the ladder. He'll do that, moving into position to secure #1 or #2 if he sees them in the room, or straight to the weapons if there's no carrying device to be had.
Current Roles:
GM - Fata Morgana: The Ghosts of Saltmarsh
Yes, the effect is currently active. I believe I said earlier that everyone except Tozer and Derendil can communicate telepathically. You'll have to test to determine what the range is.
Alpha, please hit the weapons (+3) section of the store first.
Not a valid move. Either Derendil moves into position to cut the bridge and then holds an action to be given something to cut with, or he stays where he is and holds an action to pick up a tool to cut a rope with, but then can't move. Either way, nothing happens until next turn.
Want to choose a different action?
Wasn't sure if one of the people that went up the ladder would be able to pass something down this turn or not. So he's just waiting at the bottom of the ladder to get a sharp implement capable of cutting the bridge.
Hmm, Beegred would go before Derendil, so still possible.
If Beegred had an Action to take this round (passing down weapons), he would have passed down 2 of the shortswords.
(I wasn't certain if his Action was taken up by looking around the storeroom, or not. I should have asked, since pushing everything down the opening was ruled out.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
I'm not sure when I said pushing everything down is ruled out. It's true in the sense that you can't move the entire armory in 6 seconds, but you can move everything down, eventually.
I'll have Beegred pass down 2 short swords for this turn.
FYI: Prince Derendil is not proficient with short swords and will not want to fight with them.
The entire armory in 6 seconds was what I had in mind, but that was when I thought it would be 4 or 5 weapons tops instead of an actual stash of goods.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)