(9 rolls, and 8 of them were below half. Unfortunate.)
If Valthana can travel at normal speed without light, then no light. If she is slowing down the group, then she gets light.
For the day 5 food, can it be eaten without a CON save?
If so, the group would eat 10 lbs of day 5 food, discard the remaining 4 lbs, and keep the 9 lbs of day 6 food in storage.
If not, then the group eats the day 6 food, except Derendil who eats 1 lb of day 5 and 1 lb of day 6.
For the water, beg Narstin to use Create Water for the 10 lbs of water. Put 3 lbs. of the day 6 water into the waterskins.
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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)
Food stays fresh for 24 hours. So Day 5 food is good for Day 6, but is spoiled for Day 7. And yes, I didn't think to use day 5 food first and keep Day 6 food as backup so it remains fresh for Day 7.
Need 2 more to agree to discard spoiled Day 5 food, as Narstin could purify it if required. I'll also wait for Narstin to agree to using a spell slot to create water.
I don't think there's rules about how long food remains food after being spoiled, so I'll rule here now, that it lasts 48 hours spoiled before it is not food anymore.
I'm fine with whatever "2 more" decide to do. (I figured since Narstin was using a spell slot on water, we wouldn't him to use a 2nd slot on food.)
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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)
This post has potentially manipulated dice roll results.
With Narstin casting Create or destroy water to produce 10 gallons, everyone gets to drink. 3 of the 5 gallons of water that was foraged are put into waterskins.
That means the party has 3 waterskins? Please confirm this.
With members of the party to guide Valthana, she doesn't slow down the pace. Therefore the party elects to not give her any light. She spends the next 16 hours in total darkness, surrounded by disassociated sounds, smells and various substances brushing or smearing on her flesh. The strain on her spirit is overwhelming...
That means the party has 3 waterskins? Please confirm this.
The 3 waterskins are in the backpack. Definitely using them... As long as the waterorbs don't spoil, try to keep them in reserve.
Narstin has a pouch, so he can carry the coins that were found earlier. Is Tozer using the backpack? If so, his equipment list should add the backpack and the 3 waterskins.
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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)
Wow, this encounter has turned into quite the predicament. I am not altering any of it, I'm playing it as described. Here's the text in the OotA random encounter table:
Rockfall
As the adventurers make their way through a long, twisting cavern, a tremor sets off a rockfall. Each party member must attempt three DC 12 Dexterity saving throws, taking 10 (3d6) bludgeoning damage on each failed save. Any incapacitated creature not moved out of the area is buried under rubble, taking an additional 1d6 bludgeoning damage at the end of each of its turns until the creature is dug out or dead. Decrease the drow pursuit level by 1.
Because I rolled a 20 on the encounter, you are faced with a terrain encounter and a creature encounter at the same time. Luckily for you, I rolled Fire Beetles again. They are not overly deadly, but there are a lot of them (13).
What is not explained is how difficult it is to dig someone out. I guess that is left up to me, so I will improvise with the following:
IF you fail your DEX saving throw AND the 13 damage brings you to zero hp, THEN you are buried and require 1d4-1 (minimum 1) DC 12 STR (Athletics) checks to free you. If you are more than 1 check from being freed, then you are not visible and can't be touched.
If you fail your DEX saving throw BUT remain conscious, then you need a successful DC 12 STR (Athletics) check (you or someone else) to free you from the rubble. (No damage for being buried)
We will roll for initiative for combat AND for buried damage. Instead of rolling 1d6 bludgeoning damage at the end of the turn for unconscious buried characters, the damage will automatically count as 1 failed death saving throw.
Digging one character out doesn't grant you progress towards digging another character out.
Still have to wait and see how Narstin and Derendil succeed or fail before I sum this up and we get started.
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)
(9 rolls, and 8 of them were below half. Unfortunate.)
If Valthana can travel at normal speed without light, then no light. If she is slowing down the group, then she gets light.
For the day 5 food, can it be eaten without a CON save?
For the water, beg Narstin to use Create Water for the 10 lbs of water. Put 3 lbs. of the day 6 water into the waterskins.
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)
Food stays fresh for 24 hours. So Day 5 food is good for Day 6, but is spoiled for Day 7. And yes, I didn't think to use day 5 food first and keep Day 6 food as backup so it remains fresh for Day 7.
Need 2 more to agree to discard spoiled Day 5 food, as Narstin could purify it if required. I'll also wait for Narstin to agree to using a spell slot to create water.
I don't think there's rules about how long food remains food after being spoiled, so I'll rule here now, that it lasts 48 hours spoiled before it is not food anymore.
I'm fine with whatever "2 more" decide to do. (I figured since Narstin was using a spell slot on water, we wouldn't him to use a 2nd slot on food.)
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 fine with discarding spoiled food. Maybe on one of our random encounters we could stumble across a 7-11 and get a styrofoam cooler and some ice.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Agreed. Leave the spoiled food behind.
Ok. Just waiting for Narstin to confirm using a spell slot to create water.
Narstin's fine using the spell slot (that's why he prepared the spell :D) and leaving the spoiled food.
With Narstin casting Create or destroy water to produce 10 gallons, everyone gets to drink. 3 of the 5 gallons of water that was foraged are put into waterskins.
That means the party has 3 waterskins? Please confirm this.
With members of the party to guide Valthana, she doesn't slow down the pace. Therefore the party elects to not give her any light. She spends the next 16 hours in total darkness, surrounded by disassociated sounds, smells and various substances brushing or smearing on her flesh. The strain on her spirit is overwhelming...
Wisdom saving throw: 17
Day 6 guard duty during long rest:
Random Encounter:
Day 7 travel:
The 3 waterskins are in the backpack. Definitely using them... As long as the waterorbs don't spoil, try to keep them in reserve.
Narstin has a pouch, so he can carry the coins that were found earlier. Is Tozer using the backpack? If so, his equipment list should add the backpack and the 3 waterskins.
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)
Adding backpack and waterskins now. Thanks!
Wow, this encounter has turned into quite the predicament. I am not altering any of it, I'm playing it as described. Here's the text in the OotA random encounter table:
Rockfall
As the adventurers make their way through a long, twisting cavern, a tremor sets off a rockfall. Each party member must attempt three DC 12 Dexterity saving throws, taking 10 (3d6) bludgeoning damage on each failed save. Any incapacitated creature not moved out of the area is buried under rubble, taking an additional 1d6 bludgeoning damage at the end of each of its turns until the creature is dug out or dead. Decrease the drow pursuit level by 1.
Because I rolled a 20 on the encounter, you are faced with a terrain encounter and a creature encounter at the same time. Luckily for you, I rolled Fire Beetles again. They are not overly deadly, but there are a lot of them (13).
What is not explained is how difficult it is to dig someone out. I guess that is left up to me, so I will improvise with the following:
IF you fail your DEX saving throw AND the 13 damage brings you to zero hp, THEN you are buried and require 1d4-1 (minimum 1) DC 12 STR (Athletics) checks to free you. If you are more than 1 check from being freed, then you are not visible and can't be touched.
If you fail your DEX saving throw BUT remain conscious, then you need a successful DC 12 STR (Athletics) check (you or someone else) to free you from the rubble. (No damage for being buried)
We will roll for initiative for combat AND for buried damage. Instead of rolling 1d6 bludgeoning damage at the end of the turn for unconscious buried characters, the damage will automatically count as 1 failed death saving throw.
Digging one character out doesn't grant you progress towards digging another character out.
Still have to wait and see how Narstin and Derendil succeed or fail before I sum this up and we get started.
Tabletop tonight. I may not post again until tomorrow.
Sure. The mushroom manages to nat 20 the dex save :P
He's a nimble little fungus.
Beegred trying to dig out: 14
Edit: Adding initiative rolls - Beegred: 22, Sarith: 20
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)
Sorry, got pulled away. I'll post a proper narrative in the official thread tonight.
(Your roll can still count.)
In the meantime, you can all roll initiative so that will be ready to go.
Initiative...
Xilyrah: 16
Buppido: 8
‘The hardest thing in this world is to live in it.’ - Buffy Summers