I had time this morning and at lunch to post, but I kept checking for new posts and not seeing any... Don't know how I missed Jack_Joke's last post. Good thing I decided to go check the official thread to see if there was something missing from me.
Just frustrated at myself. I kept updating the website today telling myself, "Come on guys! I have time..." And the whole time it was already there. Wasted opportunity.
So I know outside of combat you said we can't just keep doing checks forever. In combat am I allowed to do another medicine check next round (if he doesn't fail his save first and die), since it'll be taking up actions that would otherwise be used for something else?
I would suggest that the person with the highest Medicine try to stabilize Ferriman.
Unless it is OOC desirable for the traveling group to have less members. In which case maybe Ferriman should make that death save before the Medicine check can be applied.
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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)
The only people in the initiative order that didn't act during combat are Buppido and Xilyrah. They can do Medicine checks, before Ferriman rolls a death save.
When the ooze attacked Ferriman, I didn't roll damage because a hit automatically counts as a crit, which is 2 death save fails. However, an ooze does 1d6+1 bludgeoning + 2d6 acid damage. Ferriman had 10 max hitpoints. It didn't occur to me at the time that the damage would be insta-death.
So the ooze would have done 20 damage. Outright killing Ferriman.
Are you OK with me rewriting history a bit, so the first attack ultimately kills Ferriman and the second ooze attack (a miss) was against Derendil?
I would just resolve this by changing the Narstin Medicine check (which was a nat 1) to describe the massive damage suffered to the face and exposed neck. Narstin realizes it's a lost cause. Even if the body is stabilized, Ferriman would end up blind, maybe deaf, would lose the sense of smell and taste. Xilyrah would make the attempt, appear to be successful, but ultimately Ferriman dies anyway.
Or should I just leave it as is, and Ferriman will leave/die some other way later?
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)
Sarith will swing wide of the lift in order to get to the southern exit.
Give me a marching order and formation (single file, 2 abreast, 3 abreast, etc...)
Also, Tozer will carry Derendil (that will be a humorous thing to visualize)? What is being done with Ferriman, who appears to be dying, but is not dead yet?
Sarith will be busy looking for landmarks inside the cavern to guide the way. He will not be able to roll perception or use passive perception to detect other dangers. Anyone that is carrying NPC's don't get passive perception, but can roll perception at disadvantage.
Narstin is happy to go in front (He has darkvision plus heavy armor and a shield), but won't leave Ferriman behind as long as he's still alive, so someone needs to carry him. Narstin should be able to do so if needed, but makes him less useful. In that case, maybe Narstin would be in back with Ferriman, where he can still be in place to help protect others if attacked from that direction, but possibly not quite as necessary to hvae his perception keeping watch for upcoming stuff
I think Beegred has to be in the front, with his skill Natural Explorer (underdark favored terrain). *If* the party still gets all the perks of his ranger skills without him leading, then he could be moved around. While Sarith is pointing out landmarks to go to, Beegred will be micromanaging the path to reach those locations.
I will make a suggestion for a two-wide formation, to get the discussion going. If the party decides on something different, I'm fine with it. (Don't delay on my account; I'll agree with alternate suggestions.) From front to back:
Beegred - Narstin
Jimjar - Sarith
Ront (w/Ferriman) - Buppido
Tozer (w/Derendil) - Valthana (w/Stool)
Eldeth - Xilyrah
Notes:
Re-organize after the next long rest. By then, Derrendil will be healthy, and Ferriman can be dropped as dead weight (pun intended)
Ront won't want to carry the halfling. If he doesn't want to do that, he is more than welcome to be in front, fighting any monsters encountered... Given those 2 choices, Ront will be happy to carry the halfling in the middle of the party.
I don't trust Ront or Buppido, which is why Tozer, Eldeth, and Xilyrah are behind them.
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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/sigh...
I had time this morning and at lunch to post, but I kept checking for new posts and not seeing any... Don't know how I missed Jack_Joke's last post. Good thing I decided to go check the official thread to see if there was something missing from me.
No worries. Real life must come first.
Just frustrated at myself. I kept updating the website today telling myself, "Come on guys! I have time..." And the whole time it was already there. Wasted opportunity.
So I know outside of combat you said we can't just keep doing checks forever. In combat am I allowed to do another medicine check next round (if he doesn't fail his save first and die), since it'll be taking up actions that would otherwise be used for something else?
Absolutely. As far as I'm concerned, several people can take turns doing medicine checks in combat, over an over until he stabilizes or dies.
(Cool, just wanted to make sure in case it matters)
I would suggest that the person with the highest Medicine try to stabilize Ferriman.
Unless it is OOC desirable for the traveling group to have less members. In which case maybe Ferriman should make that death save before the Medicine check can be applied.
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)
Woops. I meant to resolve that.
The only people in the initiative order that didn't act during combat are Buppido and Xilyrah. They can do Medicine checks, before Ferriman rolls a death save.
Edit: I'll resolve Buppido.
Another oversight on my part...
When the ooze attacked Ferriman, I didn't roll damage because a hit automatically counts as a crit, which is 2 death save fails. However, an ooze does 1d6+1 bludgeoning + 2d6 acid damage. Ferriman had 10 max hitpoints. It didn't occur to me at the time that the damage would be insta-death.
So the ooze would have done 20 damage. Outright killing Ferriman.
Are you OK with me rewriting history a bit, so the first attack ultimately kills Ferriman and the second ooze attack (a miss) was against Derendil?
I would just resolve this by changing the Narstin Medicine check (which was a nat 1) to describe the massive damage suffered to the face and exposed neck. Narstin realizes it's a lost cause. Even if the body is stabilized, Ferriman would end up blind, maybe deaf, would lose the sense of smell and taste. Xilyrah would make the attempt, appear to be successful, but ultimately Ferriman dies anyway.
Or should I just leave it as is, and Ferriman will leave/die some other way later?
Doh
Rewriting history is fine with me.
Sounds far more merciful to let Ferriman pass over the halfling rainbow bridge. Rewrite away.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Go ahead and rewrite.
Quasimodal ok with re-writing the attack on Ferriman?
Rewrite okay.
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 changed post 640. The rest flowed well enough.
Sarith will swing wide of the lift in order to get to the southern exit.
Give me a marching order and formation (single file, 2 abreast, 3 abreast, etc...)
Also, Tozer will carry Derendil (that will be a humorous thing to visualize)? What is being done with Ferriman, who appears to be dying, but is not dead yet?
Sarith will be busy looking for landmarks inside the cavern to guide the way. He will not be able to roll perception or use passive perception to detect other dangers. Anyone that is carrying NPC's don't get passive perception, but can roll perception at disadvantage.
Who is doing what?
Narstin is happy to go in front (He has darkvision plus heavy armor and a shield), but won't leave Ferriman behind as long as he's still alive, so someone needs to carry him. Narstin should be able to do so if needed, but makes him less useful. In that case, maybe Narstin would be in back with Ferriman, where he can still be in place to help protect others if attacked from that direction, but possibly not quite as necessary to hvae his perception keeping watch for upcoming stuff
FYI, if you are carrying Ferriman, then you shield will have to be slung (not equipped).
I think Beegred has to be in the front, with his skill Natural Explorer (underdark favored terrain). *If* the party still gets all the perks of his ranger skills without him leading, then he could be moved around. While Sarith is pointing out landmarks to go to, Beegred will be micromanaging the path to reach those locations.
I will make a suggestion for a two-wide formation, to get the discussion going. If the party decides on something different, I'm fine with it. (Don't delay on my account; I'll agree with alternate suggestions.) From front to back:
Notes:
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)