"It's called a fire break," says Eiren, already at work burning the grass down to nothing. "You burn the surrounding vegetation ahead of the big fire, so that the big fire doesn't have anywhere to spread."
This post has potentially manipulated dice roll results.
With Xavier casting his Control Flames, while the rest of you work on a fire break, you are able to extinguish the fire in 8 minutes.
Each of you receives 1640 XP
Taking another 10 minutes for Velmine and Eiren to retrieve daggers and arrows from both sides of the gate you feel like the last 25ish minutes lasted a lifetime .
Baik (69/77) - 1/1 Saving Face, 1/2 rages, and 1/2 fourth level spells.
Corvin (51/66) - 2/4 first level spells, 2/3 second level spell, 3/3 third level spells, 3/3 fourth level spells, 1/1 fifth level spells. 2/5 Embodiment of the Law.
Eiren (63/63) - 1/2 Bladesong 1/1 Second Wind 0/1 Action Surge, 2/4 first level spells, 3/3 second level spells, 1/1 Blessing of the Raven Queen, 1/1 Arcana Recovery. Arrows 32 remaining (out of 40)
Velmine (33/55*57) -Martial Adept 1/1. Bag of Tricks 2/3. - Brown Bear (34/34)
Xavier (65/65) - 3/4 first level spells, 0/3 second level spells, 2/3 third level spells. 1/3 fourth level spells. 1/1 fifth level spells. 4/9 Sorcery Points.
Eiren, I thought you had used your second Bladesong after the first expired (post#1097), but I can't find it. Both were check, so I uncheckun the second one. I was under the impression that you had 20 AC, but looking at it you wouldn't have taken any more hits with the 16 AC, so it doesn't matter.
I found two mistakes that neither I nor you caught during the encounter.
Eiren you dropped your bow early on and then used your rapier for most of the battle (leaving the bow in the area with the trolls) and then started using the bow again towards the end of the encounter.
Xavier you cast a Concentration spell (Hold Person) when you had used 4 out of the 6 meteors from Melf's Minute Meteors, another concentration spell, and then the next turn used to last 2 meteors.
While I know that it is my responsibility to catch stuff like this, please try to pay attention to what you have done and how it affects your current actions. And yes this was a long encounter (in reality it was two encounters) and took 12 pages, that is a lot to keep track of.
Corvin and Eiren do you want to attempt to transfer the attunement from Corvin's Glyph key for the Forest of Death to Eiren's Glyph key Forest of Recovery?
A glyph key can hold multiple attunements, and attunements can be passed from one key to another. Only one attunement can be passed at a time. To pass an attunement, one creature must hold the originating key and another creature must hold the target key. The keys must touch. Then, as an action, the creature holding the originating key must make a DC 15 Intelligence (Arcana) check. If the check succeeds, each key shares the chosen attunement. If the check fails, the attunement remains in the originating key and each key’s holder takes 2 (1d4) force damage. Also, if the check fails by 5 or more, the originating key is destroyed.
(Seems like a good idea to have more than one copy, but I also only have a +1 arcana, which seems to give pretty decent odds of the ky simply getting destroyed...)
“I think it best to hold onto our keys for now. We aren’t planning on splitting up, so no sense in trying something that could wind up destroying our only means of progressing in this hellhole. Have we cleared out the entire forest area yet?”
You have two caverns to the north in The Forest of Death and you only explored to third of The Forest of Weakness (where you fought the monstrosities).
(I haev forest of death, he has forest of recovery, and that's it right? No duplicate keys yet?)
You each have a key to the Forest of Recovery. Yours Syranna gave you when she sent you in, snd Eiren got the other from the wight. You have a key to the Forest of Death from the troll.
“I say we fully explore the Forest of Death before we examine our other options. But how is everyone feeling? Do we need a rest?” Eiren says as he restocks his quiver and cleans his blade.
"I will need to sleep soon," Corvin says. "I'm exhausted, and all but tapped out magically speaking."
Remember that you can only take 1 long rest every 24 hours. You have been in the Doomvault for less than 2 hours, you might want to wait for another few hours.
Long Rest
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity--at least 1 hour of walking, fighting, casting spells, or similar adventuring activity--the characters must begin the rest again to gain any benefit from it.
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
"Well, I took a pretty serious beating way back there, but yeah, for me, just a short rest would suffice..." Velmine says as she puts her rapier away, and gives a quick glance around the area for possible really obvious safe places where they could hide themselves to rest for that hour.
"It's called a fire break," says Eiren, already at work burning the grass down to nothing. "You burn the surrounding vegetation ahead of the big fire, so that the big fire doesn't have anywhere to spread."
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
With Xavier casting his Control Flames, while the rest of you work on a fire break, you are able to extinguish the fire in 8 minutes.
Each of you receives 1640 XP
Taking another 10 minutes for Velmine and Eiren to retrieve daggers and arrows from both sides of the gate you feel like the last 25ish minutes lasted a lifetime .
Time in the Doomvault: 0 Days 1 Hours 34 Minute
Baik (69/77) - 1/1 Saving Face, 1/2 rages, and 1/2 fourth level spells.
Corvin (51/66) - 2/4 first level spells, 2/3 second level spell, 3/3 third level spells, 3/3 fourth level spells, 1/1 fifth level spells. 2/5 Embodiment of the Law.
Eiren (63/63) - 1/2 Bladesong 1/1 Second Wind 0/1 Action Surge, 2/4 first level spells, 3/3 second level spells, 1/1 Blessing of the Raven Queen, 1/1 Arcana Recovery. Arrows 32 remaining (out of 40)
Velmine (33/55*57) -Martial Adept 1/1. Bag of Tricks 2/3. - Brown Bear (34/34)
Xavier (65/65) - 3/4 first level spells, 0/3 second level spells, 2/3 third level spells. 1/3 fourth level spells. 1/1 fifth level spells. 4/9 Sorcery Points.
Eiren, I thought you had used your second Bladesong after the first expired (post#1097), but I can't find it. Both were check, so I uncheckun the second one. I was under the impression that you had 20 AC, but looking at it you wouldn't have taken any more hits with the 16 AC, so it doesn't matter.
I found two mistakes that neither I nor you caught during the encounter.
While I know that it is my responsibility to catch stuff like this, please try to pay attention to what you have done and how it affects your current actions. And yes this was a long encounter (in reality it was two encounters) and took 12 pages, that is a lot to keep track of.
Corvin and Eiren do you want to attempt to transfer the attunement from Corvin's Glyph key for the Forest of Death to Eiren's Glyph key Forest of Recovery?
A glyph key can hold multiple attunements, and attunements can be passed from one key to another. Only one attunement can be passed at a time. To pass an attunement, one creature must hold the originating key and another creature must hold the target key. The keys must touch. Then, as an action, the creature holding the originating key must make a DC 15 Intelligence (Arcana) check. If the check succeeds, each key shares the chosen attunement. If the check fails, the attunement remains in the originating key and each key’s holder takes 2 (1d4) force damage. Also, if the check fails by 5 or more, the originating key is destroyed.
(Seems like a good idea to have more than one copy, but I also only have a +1 arcana, which seems to give pretty decent odds of the ky simply getting destroyed...)
(I believe I have good Arcana. Let me check.)
(+5 bonus.)
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
(Can a character help on this check?)
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
If you can provide a plausible idea how someone would help I will consider it, but off the top of my head I would have to say no.
“I think it best to hold onto our keys for now. We aren’t planning on splitting up, so no sense in trying something that could wind up destroying our only means of progressing in this hellhole. Have we cleared out the entire forest area yet?”
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
You have two caverns to the north in The Forest of Death and you only explored to third of The Forest of Weakness (where you fought the monstrosities).
"Agreed," Corvin says. "It's not worth the risk of losing a key right now. As for the forest, there's more yet that we haven't cleared out."
(I haev forest of death, he has forest of recovery, and that's it right? No duplicate keys yet?)
You each have a key to the Forest of Recovery. Yours Syranna gave you when she sent you in, snd Eiren got the other from the wight. You have a key to the Forest of Death from the troll.
Let’s finish exploring this cave before we move on to the one with the monstrosities again
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
I'm waiting for Eiren to decide which direction to go as he seems to be the leader. Your choices are
“I say we fully explore the Forest of Death before we examine our other options. But how is everyone feeling? Do we need a rest?” Eiren says as he restocks his quiver and cleans his blade.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
"I will need to sleep soon," Corvin says. "I'm exhausted, and all but tapped out magically speaking."
Remember that you can only take 1 long rest every 24 hours. You have been in the Doomvault for less than 2 hours, you might want to wait for another few hours.
Long Rest
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity--at least 1 hour of walking, fighting, casting spells, or similar adventuring activity--the characters must begin the rest again to gain any benefit from it.
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
“We can take a quick rest if you need it,” says Eiren. “Unless we want to try and set up camp and convalesce in earnest.”
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
"Well, I took a pretty serious beating way back there, but yeah, for me, just a short rest would suffice..." Velmine says as she puts her rapier away, and gives a quick glance around the area for possible really obvious safe places where they could hide themselves to rest for that hour.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Corvin are you ok with a short rest? Or do you really want to replenish your spells?