Another oops! It requires attunement, so you won't be able to shoot Jorlan with it before you have to leave.
Is Jorlan wearing a metal helmet? He could hand it to Nastin, have Narstin make a huge dent with his warhammer, and then Jorlan squeezes the helmet back on his head. Pretends he was knocked out. (I don't think he would trust us to actually knock him out, and Jorlan wants to be wake up before Shoor.)
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)
Nah. In my mind, using the wand on Jorlan would just bring more shame to Shoor as his own weapon was taken from him during battle and used against Jorlan.
As far as Jorlan is concerned, Shoor ordered him to "not hinder the prisoners", so he's just following orders. Again, more shame for Shoor.
Having such a rare magical item stolen is enough. Actually making it look like it was used in battle is not necessary.
Seeing Shoor fall, Xilyrah moves in and kneels down next to his motionless body. Removing his wand, she wraps her hand around it and snorts, "Now I understand his arrogance. He had small wand syndrome."
Standing and sneering at Jorlan, she says, "If I had more time, I'd consider using this on you, but I do not wish to spend one more moment in your presence or in this place!"
Addressing the rest of the party she hisses in common language, "There is no time to dally. And that light is a homing beacon to any creature who would do us harm. Those of us who have dark vision will guide our steps. But steps we must take......NOW!
Actually I already narrated that Jorlan picked up the wand and offered it to you, requesting you use it against him. But given the item requires attunement, I edited my post a bit. Jorlan now throws it like a stick for a dog to fetch and threatens to use it against the party if the party is not gone by the time he walks to pick it up.
You may want to edit your post a bit given those facts. I did enjoy the Small Wand Syndrome comment.
This is to get things going. If someone else wants something different, I'll go with it (don't wait for me to agree with it).
In general, I suggest the party moves at Normal pace. I think foraging is too important, so Fast pace is out for now. Only go to Slow pace if food and water get critical.
The party has the equivalent of 8 medium sized creatures, and 4 smaller. (Derendill counts as two mediums.) That means 10 gallons of water to avoid Exhaustion. My suggestion is weighted towards finding water, over food. After a few days, we can see if that needs adjusting.
One-wide line-up:
The number after the name is their Survival bonus (for foraging).
Beegred (+1)
Jimjar (0)
Narstin (+3)
Sarith (n/a)
Buppido (-3)
Tozer (+5)
Derendil (+1)
Valthana, carrying Stool
Xilyrah (0)
Eldeth (+5)
Two-wide line-up, to also be used as the 3-wide lineup. (Not that much difference,.)
The number after the name is their Survival bonus (for foraging).
Beegred (+1) -- Narstin (+3)
Jimjar (0) -- Sarith (n/a)
Buppido (-3) -- Tozer (+5)
Derendil (+1) -- Valthana carrying Stool
Eldeth (+5) -- Xilyrah (0)
For assignments:
Tozer, Eldeth, Jimjar, and Xilyrah are foraging for water.
Beegred, Derendil, and Narstin are foraging for food. (Beegred has x2 for food found.)
Valthana, Stool, and Buppido are always watching for danger. Sarith is navigating. (If it is allowed, Buppido should Help Sarith in Navigating, since Buppido's wisdom is horrible.) Beegred also gets to watch for danger (15 passive perception, only 13 if the danger is not Underdark-related).
For night watch, 4 shifts of 2 hours apiece:
Sarith, Narstin, Xilyrah
Derendil, Tozer
Jimjar, Beegred
Valthana, Stool, Buppido, and Eldeth
Last comments... Tozer and Eldeth always get water and food. Do not want to risk them getting a level of exhaustion. If someone can craft a waterskin, that will help greatly with the water situation. If someone finds a sprig of mistletoes, hand it to Beegred, and that will help the food situation.
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)
Crafting is another part of chapter 2. Anything utilitarian and non-magical in the PHP equipment section can be crafted during your downtimes (may want to switch shifts to 2 per shift, with spare time for crafting). However, gathering materials is one of your challenges.
To make crafting happen, you have to tell me what you want to craft, how you want to craft it (what skills, ie: wood working, leather working, arcana, etc...) and then I will tell you if you come across materials. Or you can interact with underdark denizens to find out what materials would do the best job and you can then look for those materials specifically.
The only restriction I'll put on finding materials is those materials making sense to be found for a particular environment. For example, if you're looking for moss and travelling through a hostile lava environment, I would only allow a nat 20 to succeed in finding something living there.
Since I'm half-elf do I need as much rest as the others? I'm just wondering if I could take a longer shift and let some others rest longer.
Elf trance instead of sleep is a flavor thing. It doesn't change the mechanics. You need 8 hours total; 6 hours of "rest" and 2 hours of light activity, which can include a 2 hour watch. But spending more than 2 hours of watch exceeds the "light activity" and disrupts your long rest.
Also, for a holy symbol for my shield, would I basically just need to find materials to make a rudimentary paint, then spend time to actually paint it on?
This is to get things going. If someone else wants something different, I'll go with it (don't wait for me to agree with it).
In general, I suggest the party moves at Normal pace. I think foraging is too important, so Fast pace is out for now. Only go to Slow pace if food and water get critical.
The party has the equivalent of 6 medium sized creatures, and 6 smaller. (Derendill counts as two mediums.) That means 9 gallons of water to avoid Exhaustion. My suggestion is weighted towards finding water, over food. After a few days, we can see if that needs adjusting.
One-wide line-up:
The number after the name is their Survival bonus (for foraging).
Beegred (+1)
Jimjar (0)
Narstin (+3)
Sarith (n/a)
Buppido (-3)
Tozer (+5)
Derendil (+1)
Valthana, carrying Stool
Xilyrah (0)
Eldeth (+5)
Two-wide line-up, to also be used as the 3-wide lineup. (Not that much difference,.)
The number after the name is their Survival bonus (for foraging).
Beegred (+1) -- Narstin (+3)
Jimjar (0) -- Sarith (n/a)
Buppido (-3) -- Tozer (+5)
Derendil (+1) -- Valthana carrying Stool
Eldeth (+5) -- Xilyrah (0)
For assignments:
Tozer, Eldeth, Jimjar, and Xilyrah are foraging for water.
Beegred, Derendil, and Narstin are foraging for food.
Valthana, Stool, and Buppido are always watching for danger. Sarith is navigating. (If it is allowed, Buppido should Help Sarith in Navigating, since Buppido's wisdom is horrible.) Beegred also gets to watch for danger (15 passive perception, only 13 if the danger is not Underdark-related).
For night watch, 4 shifts of 2 hours apiece:
Sarith, Narstin, Xilyrah
Derendil, Tozer
Jimjar, Beegred
Valthana, Stool, Buppido, and Eldeth
Last comments... Tozer and Eldeth always get water and food. Do not want to risk them getting a level of exhaustion. If someone can craft a waterskin, that will help greatly with the water situation. If someone finds a sprig of mistletoes, hand it to Beegred, and that will help the food situation.
Looks good. Thanks, Quasi, for putting all of this together.
Tozer can't seem to do much with his melee attacks. Hopefully, his +5 survival will benefit the party.
Also, for a holy symbol for my shield, would I basically just need to find materials to make a rudimentary paint, then spend time to actually paint it on?
Sure, and a bit of praying to bless the whole thing. But I would rule a painted on emblem using improvised tools and materials wouldn't be permanent.
Tozer reaches down and takes the javelin that Ront had been carrying (bringing Tozer's javelin count to a total of three). Then, looking at the framing of Ferriman's death, the barbarian says, "Shrewd. I like it."
Nodding in silent agreement with Beegred, Tozer takes hold of Shoor's shield, crossbow, and bolts. As he does so, he spits on the drow. "Best of luck accepting your fate, Shoor."
Tozer then makes his way toward Derendil, picks him up, and readies himself for the next leg of the journey.
To sum this up: You have a 2 handed maul, 3 javelins, a short sword, a shield, a hand crossbow with a bolt case, without a backpack to put all this stuff in or strap it to. And you're carrying Derendil?
I'll allow it, but you have to come up with some form of acceptable consequence/penalty for trying to do all that at once.
To sum this up: You have a 2 handed maul, 3 javelins, a short sword, a shield, a hand crossbow with a bolt case, without a backpack to put all this stuff in or strap it to. And you're carrying Derendil?
It is a drop in the bucket, but he doesn't have a short sword.
Until Derendil is back on its feet, we should get Xilyrah and Eldath to carry some of those items, to lighten the load.
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)
To sum this up: You have a 2 handed maul, 3 javelins, a short sword, a shield, a hand crossbow with a bolt case, without a backpack to put all this stuff in or strap it to. And you're carrying Derendil?
It is a drop in the bucket, but he doesn't have a short sword.
Until Derendil is back on its feet, we should get Xilyrah and Eldath to carry some of those items, to lighten the load.
The shortsword is in Ferriman's hand, right? And the crossbow and bolts can go to someone else; Tozer won't use them. They lack barbarian-style.
So, I'm thinking of using a bit of rope to lash the shield and javelins to Derendil. This, of course, means Tozer will have no ranged weaponry at his disposal. The shield may be of use later if/when Tozer has a one-handed weapon. The +2 to AC is tempting.
Let us hope that carrying Derendil is truly temporary. Tozer is little more than a pack mule at this point.
I've reviewed the main thread for ammo consumption. The rules, per the PHB states:
At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
It doesn't say to round up or down, so here's my judgement (I'll change this if you find RAW stating otherwise):
I divide expended ammo by 2 and round down. You get that much back.
BUT! I keep track of the rounding and carry it over from battle to battle. Easiest example to illustrate is two battles where you expend 1 ammo each time. First battle you get your ammo back. Second battle, you don't.
What it comes down to is: if you have 20 ammunition, you get to shoot 40 times with it, then you're out.
UNLESS! You leave the battlefield in such a way you don't have the 1 minute it takes to recover your ammunition. Then you don't get those back.
That being said, what I did is I assumed when you took the 5 minutes in the guard tower to don armor and equip weapons, I ruled everyone restocked to full ammunition. Then I went through the thread and noted each time shots were taken and produced this table:
To sum up:
Eldeth started with 20 longbow arrows and now has 13.
Sarith started with 20 hand crossbow bolts and now has 17 (table above is wrong, 2nd time he recovers 2)
Ront starts with 2 (?) javelins and still has 2. 1 is damaged.
Tozer starts with 2 (?) javelins and still has 1.
Beegred starts with 20 hand crossbow bolts and now has 19.
Valthana started with 20 longbow arrows and now has 19.
Buppido started with 20 light crossbow bolts and still has 20. 1 is damaged.
Jimjar started with 20 darts and still has 19.
If you feel any of the above is not correct, feel free to point out my mistakes and I'll fix it retroactively.
Is Jorlan wearing a metal helmet? He could hand it to Nastin, have Narstin make a huge dent with his warhammer, and then Jorlan squeezes the helmet back on his head. Pretends he was knocked out. (I don't think he would trust us to actually knock him out, and Jorlan wants to be wake up before Shoor.)
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)
Nah. In my mind, using the wand on Jorlan would just bring more shame to Shoor as his own weapon was taken from him during battle and used against Jorlan.
As far as Jorlan is concerned, Shoor ordered him to "not hinder the prisoners", so he's just following orders. Again, more shame for Shoor.
Having such a rare magical item stolen is enough. Actually making it look like it was used in battle is not necessary.
Actually I already narrated that Jorlan picked up the wand and offered it to you, requesting you use it against him. But given the item requires attunement, I edited my post a bit. Jorlan now throws it like a stick for a dog to fetch and threatens to use it against the party if the party is not gone by the time he walks to pick it up.
You may want to edit your post a bit given those facts. I did enjoy the Small Wand Syndrome comment.
Do I need to do any checks to get to the wand before Jorlan?
‘The hardest thing in this world is to live in it.’ - Buffy Summers
No, he doesn't want to win this contest.
Okay. Wanted to double-check since I'm still learning the ropes (and there are a shitton of ropes).
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Travel and Foraging Suggestions
This is to get things going. If someone else wants something different, I'll go with it (don't wait for me to agree with it).
In general, I suggest the party moves at Normal pace. I think foraging is too important, so Fast pace is out for now. Only go to Slow pace if food and water get critical.
The party has the equivalent of 8 medium sized creatures, and 4 smaller. (Derendill counts as two mediums.) That means 10 gallons of water to avoid Exhaustion. My suggestion is weighted towards finding water, over food. After a few days, we can see if that needs adjusting.
One-wide line-up:
The number after the name is their Survival bonus (for foraging).
Two-wide line-up, to also be used as the 3-wide lineup. (Not that much difference,.)
The number after the name is their Survival bonus (for foraging).
For assignments:
and Buppidoare always watching for danger. Sarith is navigating. (If it is allowed,Buppido should Help Sarith in Navigating, since Buppido's wisdom is horrible.) Beegred also gets to watch for danger (15 passive perception, only 13 if the danger is not Underdark-related).For night watch, 4 shifts of 2 hours apiece:
Last comments... Tozer and Eldeth always get water and food. Do not want to risk them getting a level of exhaustion. If someone can craft a waterskin, that will help greatly with the water situation. If someone finds a sprig of mistletoes, hand it to Beegred, and that will help the food situation.
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)
Sure, Buppido can Help Sarith navigate.
Since I'm half-elf do I need as much rest as the others? I'm just wondering if I could take a longer shift and let some others rest longer.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Crafting
Crafting is another part of chapter 2. Anything utilitarian and non-magical in the PHP equipment section can be crafted during your downtimes (may want to switch shifts to 2 per shift, with spare time for crafting). However, gathering materials is one of your challenges.
To make crafting happen, you have to tell me what you want to craft, how you want to craft it (what skills, ie: wood working, leather working, arcana, etc...) and then I will tell you if you come across materials. Or you can interact with underdark denizens to find out what materials would do the best job and you can then look for those materials specifically.
The only restriction I'll put on finding materials is those materials making sense to be found for a particular environment. For example, if you're looking for moss and travelling through a hostile lava environment, I would only allow a nat 20 to succeed in finding something living there.
Read up on this post for crafting details.
Elf trance instead of sleep is a flavor thing. It doesn't change the mechanics. You need 8 hours total; 6 hours of "rest" and 2 hours of light activity, which can include a 2 hour watch. But spending more than 2 hours of watch exceeds the "light activity" and disrupts your long rest.
See this Sage Advice article.
Does Narstin at least have a belt? And does shoor have any pouches or anything? (Addeda post tot he main thread about searching him)
Also, for a holy symbol for my shield, would I basically just need to find materials to make a rudimentary paint, then spend time to actually paint it on?
Looks good. Thanks, Quasi, for putting all of this together.
Tozer can't seem to do much with his melee attacks. Hopefully, his +5 survival will benefit the party.
Sure, and a bit of praying to bless the whole thing. But I would rule a painted on emblem using improvised tools and materials wouldn't be permanent.
To sum this up: You have a 2 handed maul, 3 javelins, a short sword, a shield, a hand crossbow with a bolt case, without a backpack to put all this stuff in or strap it to. And you're carrying Derendil?
I'll allow it, but you have to come up with some form of acceptable consequence/penalty for trying to do all that at once.
It is a drop in the bucket, but he doesn't have a short sword.
Until Derendil is back on its feet, we should get Xilyrah and Eldath to carry some of those items, to lighten the load.
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 shortsword is in Ferriman's hand, right? And the crossbow and bolts can go to someone else; Tozer won't use them. They lack barbarian-style.
So, I'm thinking of using a bit of rope to lash the shield and javelins to Derendil. This, of course, means Tozer will have no ranged weaponry at his disposal. The shield may be of use later if/when Tozer has a one-handed weapon. The +2 to AC is tempting.
Let us hope that carrying Derendil is truly temporary. Tozer is little more than a pack mule at this point.
I've reviewed the main thread for ammo consumption. The rules, per the PHB states:
At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
It doesn't say to round up or down, so here's my judgement (I'll change this if you find RAW stating otherwise):
That being said, what I did is I assumed when you took the 5 minutes in the guard tower to don armor and equip weapons, I ruled everyone restocked to full ammunition. Then I went through the thread and noted each time shots were taken and produced this table:
To sum up:
If you feel any of the above is not correct, feel free to point out my mistakes and I'll fix it retroactively.
Here's the table I'm using the track what will be happening in CH. 2: