Roll in this thread. I'll summarize the results in the official thread. However, if you roll well or badly, feel free to roleplay in the official thread.
Rolling, but obviously if the rest of the party decides against using light, Beegred's result will be downgraded.
Ront: still being fertilizer in the Drow cavern
Sarith: Navigating (w/ help from Buppido) using WIS bonus of 0 (don't know if he should have proficiency since he is familiar with the territory) Survival6
Beegred: Watching (passive perception 15 for Underdark dangers), Survival19 (ranger skill doubles any food found)
Rollback Post to RevisionRollBack
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)
Question: Is there any value to letting all of you roll your own survival checks? Or would it be better to keep things moving by having me roll for everyone all at once?
Also: I ran my tabletop game last Friday and realized if I keep it the way it is now, I may run into continuity issues. The cleric has Purify Food and Water and their next encounter is going to be based around an underground stream. So if they roll poorly for water foraging, it's going to be hard to explain why they are exhausted from lack of water...
Given this fact, I switched the way I do it for them to run the foraging and navigation checks at the end of the day. This will allow me to incorporate the day's events into the checks. For example, if the cleric is willing to use a spell slot for Purify Food and Water, then their water foraging checks would automatically succeed. And if a PC or NPC dies or goes unconscious, they can be removed from the foraging rolls for that day.
Do you agree that makes more sense, and that we should do the same in your game?
I'm all for keeping things streamlined; having the DM manage the foraging rolls receives my vote.
Regarding foraging/navigation checks being done at the end of the day, do you mean that by doing so it allows you to incorporate the next day's events into the checks?
I'm all for keeping things streamlined; having the DM manage the foraging rolls receives my vote.
Regarding foraging/navigation checks being done at the end of the day, do you mean that by doing so it allows you to incorporate the next day's events into the checks?
No, to incorporate the current day's events.
Say for example that you have a difficult fight and Beegred gets knocked unconscious. You do a medicine check and stabilize him, and carry him for 4 hours. Given those events that happened during the day, I'd rule that Beegred couldn't do his food foraging checks and whoever carries him has disadvantage on their tasks as well.
Or, the random encounter tables say you run into a fresh water lake. Then I would rule your water foraging checks automatically succeed.
Or you fight a creature and defeat it, producing 15 pounds of food. Then I'd rule your food foraging checks automatically succeed.
Or you run into a terrain encounter and are given the choice to push through or circumnavigate at the cost of half a days travel lost. Then I'd rule your navigation check is only good for half a days worth of progress.
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 all for keeping things streamlined; having the DM manage the foraging rolls receives my vote.
Regarding foraging/navigation checks being done at the end of the day, do you mean that by doing so it allows you to incorporate the next day's events into the checks?
No, to incorporate the current day's events.
Understood. Yes, that sounds like a reasonable system to me.
Your first encounter was terrain, and the dice gods gave you a place to rest safely.
Per the OotA module, this is what I rolled for the terrain encounter:
Shelter
The party stumbles upon a cave that is sheltered and easily defended. If the characters camp here, they can finish a long rest without any chance of an encounter while they are resting.
You do not yet have any means to carry water. I'll rule that you can carry a beast carcass to carry over food from one day to the next, but harvested food surplus is eaten (with no extra effects).
Everyone's food requirement is reset to 3 + con modifier, per the table.
Beegred: post #728 = 19 -> normal conditions -> 4 pounds
"Natural Explorer - When you forage, you find twice as much food as you normally would." (Doesn't matter for this day, but it might in the future.)
For the Shelter, if it is found at the end of the day, definitely use it. (Each additional hour of travel past 8 hours /day requires a CON save or risk a level of Exhaustion. Forced March - PHB p. 181)
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)
If we lose half a day, plus the amount lost by that fool Sarith, that is too much for the first day of real travel.
Push on (like Jack_Joke said), and hope we don't regret it later.
Suggestion: if we have the time, roll the rock almost closing the entrance, make sure our tracks lead to the cave, and then take a few minutes to clean up our tracks going away from the cave (for about 100' or so). It may cause the pursuers to waste time believing the party went inside.
Rollback Post to RevisionRollBack
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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Are we rolling here or role playing and rolling in the official thread?
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Roll in this thread. I'll summarize the results in the official thread. However, if you roll well or badly, feel free to roleplay in the official thread.
Rolling, but obviously if the rest of the party decides against using light, Beegred's result will be downgraded.
Ront: still being fertilizer in the Drow cavern
Sarith: Navigating (w/ help from Buppido) using WIS bonus of 0 (don't know if he should have proficiency since he is familiar with the territory) Survival 6
Beegred: Watching (passive perception 15 for Underdark dangers), Survival 19 (ranger skill doubles any food found)
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)
Foraging for that fresh, clean, sparkling water...
Question: Is there any value to letting all of you roll your own survival checks? Or would it be better to keep things moving by having me roll for everyone all at once?
Also: I ran my tabletop game last Friday and realized if I keep it the way it is now, I may run into continuity issues. The cleric has Purify Food and Water and their next encounter is going to be based around an underground stream. So if they roll poorly for water foraging, it's going to be hard to explain why they are exhausted from lack of water...
Given this fact, I switched the way I do it for them to run the foraging and navigation checks at the end of the day. This will allow me to incorporate the day's events into the checks. For example, if the cleric is willing to use a spell slot for Purify Food and Water, then their water foraging checks would automatically succeed. And if a PC or NPC dies or goes unconscious, they can be removed from the foraging rolls for that day.
Do you agree that makes more sense, and that we should do the same in your game?
I'm all for keeping things streamlined; having the DM manage the foraging rolls receives my vote.
Regarding foraging/navigation checks being done at the end of the day, do you mean that by doing so it allows you to incorporate the next day's events into the checks?
No, to incorporate the current day's events.
Say for example that you have a difficult fight and Beegred gets knocked unconscious. You do a medicine check and stabilize him, and carry him for 4 hours. Given those events that happened during the day, I'd rule that Beegred couldn't do his food foraging checks and whoever carries him has disadvantage on their tasks as well.
Or, the random encounter tables say you run into a fresh water lake. Then I would rule your water foraging checks automatically succeed.
Or you fight a creature and defeat it, producing 15 pounds of food. Then I'd rule your food foraging checks automatically succeed.
Or you run into a terrain encounter and are given the choice to push through or circumnavigate at the cost of half a days travel lost. Then I'd rule your navigation check is only good for half a days worth of progress.
I'm fine with you making the rolls.
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)
Understood. Yes, that sounds like a reasonable system to me.
Great. Waiting for Narstin and Xilyrah to agree and we can get things moving.
I'm fine with you doing the rolls and incorporating the days events.
Day one rolls for kicks though since other people have already rolled:
Narstin: 22
Derendil: 20
Fine by me.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Ok, that's everyone. So far we have:
Heh. My rolls are still bad even when someone does them on my behalf.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Your first encounter was terrain, and the dice gods gave you a place to rest safely.
Per the OotA module, this is what I rolled for the terrain encounter:
Shelter
The party stumbles upon a cave that is sheltered and easily defended. If the characters camp here, they can finish a long rest without any chance of an encounter while they are resting.
You do not yet have any means to carry water. I'll rule that you can carry a beast carcass to carry over food from one day to the next, but harvested food surplus is eaten (with no extra effects).
Everyone's food requirement is reset to 3 + con modifier, per the table.
Once you make your decisions, we can move on.
Does a long rest benefit anyone? If not, I say we press onward and upward.
"Natural Explorer - When you forage, you find twice as much food as you normally would." (Doesn't matter for this day, but it might in the future.)
For the Shelter, if it is found at the end of the day, definitely use it. (Each additional hour of travel past 8 hours /day requires a CON save or risk a level of Exhaustion. Forced March - PHB p. 181)
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)
Shelter is found mid day. So you lose half a day's travel to guarantee a safe long rest, or you get a full day's travel but lose out on the shelter.
And yes, Beegred food should be doubled.
If we lose half a day, plus the amount lost by that fool Sarith, that is too much for the first day of real travel.
Push on (like Jack_Joke said), and hope we don't regret it later.
Suggestion: if we have the time, roll the rock almost closing the entrance, make sure our tracks lead to the cave, and then take a few minutes to clean up our tracks going away from the cave (for about 100' or so). It may cause the pursuers to waste time believing the party went inside.
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)