The group does 8 hours of traveling (any more would risk exhaustion), and 8 hours of long rest. What happens during the other 8 hours of the day? I assume some of it is eating, drinking, etc., but I thought there would be some time to do things outside of watch shifts.
Hammering the short sword isn't urgent, so I'll hold off until there is a convenient time and opportunity.
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)
Lol, OK. In my mind D&D days were split into halves. In all the time I've been playing D&D, no one has brought that up. Always travel then camp, no in between.
Given that now obvious bit of math, then sure. I'll rule that the "other 8 hours" are spread out during the travel, as Sarith reads markings or checks out tunnels. During these interspersed breaks, you can do some "light" crafting. Stuff that doesn't require a lot of setup.
As for your sword, in the interest of keeping noise down, I'd say you try to grind any markings off the sword while it's muffled with whatever is at hand. And yes... /hand wave: your sword no longer has any identifiable markings.
Suggestion: Leave Sarith, Valthana, Stool, Jimjar, and Eldeth at the intersection. If they notice anything coming, and we should retreat, Sarith signals with Dancing Lights. (Eldath has Darkvision and a long bow, and can watch behind the web-investigating group.)
For the group of 6 investigating the webs, assuming the passage is two wide:
Tozer, Narstin
Beegred, Buppido
Derendil, Xilyrah
Beegred will need light, at some point. His 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)
Regarding Tozer's attack, I would say that he would swing his maul at whatever was within his reach. The large spider at E10, because it's near the ground, would be his target then. Is that acceptable?
There are a few things I'm confused about for the 2nd round (posts 781 & 782)
For initiative count 6, should that be the 3rd medium (W.) spider, instead of the Giant Spider?
For the W. spider at initiative count 14, you mention that it is spasming, although it should be dead. (??) Does that mean it still has combat posture? Or is it twitching, but don't have to worry about opportunity attacks if Beegred moves away?
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)
There are a few things I'm confused about for the 2nd round (posts 781 & 782)
For initiative count 6, should that be the 3rd medium (W.) spider, instead of the Giant Spider?
For the W. spider at initiative count 14, you mention that it is spasming, although it should be dead. (??) Does that mean it still has combat posture? Or is it twitching, but don't have to worry about opportunity attacks if Beegred moves away?
Initiative count 6 is the Giant spider. It was at E10 when Tozer and Derendil rushed it. Tozer alone knocked half it's health off, then Derendil brought it down to 1 HP. It tried to survive... webbed Derendil and made a run for it. But Derendil's AoO killed it. Any further text was just me trying to narrate some interesting visuals. It is dead.
For initiative count 14... I roll monster HP. So you can't rely on the stat block to track damage done. I tried to narrate the equivalent of "it's looking very rough". It's still alive, but barely. And D&D doesn't reduce monster effectiveness based on remaining HP, so it can still hit you just as hard as if it was full health. I find that to be a weakness in the game mechanics, but on the flipside I realize doing it any other way would just be very complicated.
So yes, if you move without killing it, it can trigger an AoO.
The group does 8 hours of traveling (any more would risk exhaustion), and 8 hours of long rest. What happens during the other 8 hours of the day? I assume some of it is eating, drinking, etc., but I thought there would be some time to do things outside of watch shifts.
Hammering the short sword isn't urgent, so I'll hold off until there is a convenient time and opportunity.
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)
Lol, OK. In my mind D&D days were split into halves. In all the time I've been playing D&D, no one has brought that up. Always travel then camp, no in between.
Given that now obvious bit of math, then sure. I'll rule that the "other 8 hours" are spread out during the travel, as Sarith reads markings or checks out tunnels. During these interspersed breaks, you can do some "light" crafting. Stuff that doesn't require a lot of setup.
As for your sword, in the interest of keeping noise down, I'd say you try to grind any markings off the sword while it's muffled with whatever is at hand. And yes... /hand wave: your sword no longer has any identifiable markings.
Two of you agree to go look at the tunnel with the webs. Just need one more to make it a majority.
Narstin gives the third vote
Cool, putting a map together.
Give me a marching order.
If you're all trying to stealth, then roll stealth.
Might as well roll a group perception check too.
And roll initiative.
Treasure rolls:
Volunteering Tozer to lead. Dwarven resilience may come in handy. Barbarian rage may also.
Suggestion: Leave Sarith, Valthana, Stool, Jimjar, and Eldeth at the intersection. If they notice anything coming, and we should retreat, Sarith signals with Dancing Lights. (Eldath has Darkvision and a long bow, and can watch behind the web-investigating group.)
For the group of 6 investigating the webs, assuming the passage is two wide:
Beegred will need light, at some point. His rolls:
Stealth: 8, Perception: 11, Initiative: 7
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 in. Rolls for Tozer:
In. Rolls for Xilyrah:
Stealth: 20
Perception: 3
Initiative: 17
Rolls for Buppido:
Stealth: 18
Perception: 6
Initiative: 20
‘The hardest thing in this world is to live in it.’ - Buffy Summers
To sum up:
Narstin
Initiative: 20
Perception: 6
Stealth: 3
Derendil:
Initiative: 21
Perception: 2
Stealth: 21
To sum up:
Regarding Tozer's attack, I would say that he would swing his maul at whatever was within his reach. The large spider at E10, because it's near the ground, would be his target then. Is that acceptable?
Yes.
Great. I edited Tozer's attack in the game thread.
My rolls are shite, per usual.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Streaks work both ways.
There are a few things I'm confused about for the 2nd round (posts 781 & 782)
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)
Initiative count 6 is the Giant spider. It was at E10 when Tozer and Derendil rushed it. Tozer alone knocked half it's health off, then Derendil brought it down to 1 HP. It tried to survive... webbed Derendil and made a run for it. But Derendil's AoO killed it. Any further text was just me trying to narrate some interesting visuals. It is dead.
For initiative count 14... I roll monster HP. So you can't rely on the stat block to track damage done. I tried to narrate the equivalent of "it's looking very rough". It's still alive, but barely. And D&D doesn't reduce monster effectiveness based on remaining HP, so it can still hit you just as hard as if it was full health. I find that to be a weakness in the game mechanics, but on the flipside I realize doing it any other way would just be very complicated.
So yes, if you move without killing it, it can trigger an AoO.