Also if that hits I'd like that to be a tripping attack again strength save
8 added to damage
I'd appreciate the DC when you guys post stuff like this. If the monsters have to save, please let me know their target number. Though in this case the giant spider was not tripped; no need to check.
I thought Føpé did try to break free, when I talked about the probability of how long it should take him, but if I have that wrong then here's another shot at it. But if I had that right, please ignore this roll.
Føpé attempts to break free: 6
Nope. If you look again, you'll see that the spiders have gone again since you last failed this save. As you did once again. :)
Kif delivers a terrible blow to the last giant spider on the ground, nearly crushing it into goo in a single blow. Ireena, filled with the rage of battle, comes up and (just barely) strikes it for the final blow. Another one dead!
And with another precise shot, Barnaby finishes off the third of the three giant spiders!
Congratulations, the combat is over. The five of you survey the battlefield.
You have a few options. You could try to rest, or you could move on. You might finally help Fope out of the webbing, or you also could just leave him here, stuck to the dirt road forever. :)
Ok. The party takes a well-earned short rest, in the shadow of the web across the road.
Is this our first short rest? Might be. If so, here's how it works:
Take an hour. Some people get some benefits, like Barnaby gets access to some of his spells again after a short rest. Other things, like cleric spells, wait for a long rest.
Recover some of your hit points, if you want. Do that by rolling a die for each of your levels, one at a time, and adding your CON bonus to each. The die you roll corresponds to your class. If you're a level 3 cleric, then you can roll up to 3 times (one at a time) a d8, because that's the die clerics use for calculating hit points. If, on the other hand, you are a level 1 fighter and a level 2 rogue, then you use 1d10 and 2d8, rolled in any order you like, to see how many hit points you recover. Remember to add your CON bonuses to each roll.
Yes. If you have three available dice, and you roll two dice and you decide to save the third for a future short rest (if needed), then stop after two. Or, you might plan on rolling only two of three available dice, but then you roll two ones, so you decide to roll the third also.
That's why you roll one at a time, unless you are 100% certain you will be rolling at least some number that is more than one.
edit: As you have perhaps just discovered. With your combined +24. But they are now rolled. :)
Ok. Other than the two of you, I *think* everybody else is full. Please correct me if I'm wrong.
You eat your lunch and have your short rest.
The road continues on, shrouded by the looming forest on both sides. You walk on, the silent gloom interrupted only by occasional stories and lessons from Barnaby. A couple hours after you began walking again, you see something on the road in the dim light ahead. Roll a perception check.
If you roll a 10 or higher, read this:
It's a wagon, coming toward you. You still have about 5 minutes before you cross paths.
If you roll a 15 or higher, read this:
It's a barrel-topped wagon, coming toward you. Only the Visanti, as far as you know, use barrel-topped wagons. You still have about 5 minutes before you cross paths.
If you roll a 18 or higher, read this:
Visanti, or a few people who look just like Visanti, are operating a barrel-topped wagon, coming toward you. You still have about 5 minutes before you cross paths.
Føpé will attempt to break free, and if he fails, Irena, well done, I don't suppose you could give me a hand?
Strength 10
A word here on probability. If I need to roll a 13 - 1 = 12 to break free, then on any given roll there is a 9/20 chance that I should succeed. What that translates to, is that the expected number of turns it should take me to succeed is 20/9, or approximately 2.
The variance for the roll is (1-9/20)/(9/20)^2 = 2.7
Chebyschev's inequality tells us that the probability of taking more than 4 turns is less than 1.4/4, which in this case isn't saying very much. The conclusion we can draw here is, while it is taking Føpé longer than average to break free, that's perfectly normal.
And Fope gets inspiration for this lesson! Everybody has inspiration again. :)
I'd appreciate the DC when you guys post stuff like this. If the monsters have to save, please let me know their target number. Though in this case the giant spider was not tripped; no need to check.
Nope. If you look again, you'll see that the spiders have gone again since you last failed this save. As you did once again. :)
Kif delivers a terrible blow to the last giant spider on the ground, nearly crushing it into goo in a single blow. Ireena, filled with the rage of battle, comes up and (just barely) strikes it for the final blow. Another one dead!
Puddin, you can finish it off here with your magic adze! Get that one in the tree!
Or Barnaby. Barnaby can go now, too. :)
Fire bolt!
Attack:23
Damage:7
And with another precise shot, Barnaby finishes off the third of the three giant spiders!
Congratulations, the combat is over. The five of you survey the battlefield.
You have a few options. You could try to rest, or you could move on. You might finally help Fope out of the webbing, or you also could just leave him here, stuck to the dirt road forever. :)
It is just past noon.
Føpé will attempt to break free. 16
They must have used extra strong web against my, on account of my trying to set fire to their web.
Fope, having now had several rounds to rest and contemplate his life choices, finally summons the strength to break free of his bonds.
Puddin also squirms free of the webbing.
Also, inspiration for Barnaby! For successfully keeping Ireena out of trouble, and for being such a good sharpshooter.
A brief rest would probably be good
i’m going to second wind before any rest and regain 5 hitpoints
Ok. The party takes a well-earned short rest, in the shadow of the web across the road.
Is this our first short rest? Might be. If so, here's how it works:
Take an hour. Some people get some benefits, like Barnaby gets access to some of his spells again after a short rest. Other things, like cleric spells, wait for a long rest.
Recover some of your hit points, if you want. Do that by rolling a die for each of your levels, one at a time, and adding your CON bonus to each. The die you roll corresponds to your class. If you're a level 3 cleric, then you can roll up to 3 times (one at a time) a d8, because that's the die clerics use for calculating hit points. If, on the other hand, you are a level 1 fighter and a level 2 rogue, then you use 1d10 and 2d8, rolled in any order you like, to see how many hit points you recover. Remember to add your CON bonuses to each roll.
I hope that's clear. If not, ask!
2nd wind 6
Is there any reason why we would not want to use the maximum number of HD for recovery? I think you told me this before, but I forgot.
Will recover 2HD 18
Edit: Oops, that was too many.
Yes. If you have three available dice, and you roll two dice and you decide to save the third for a future short rest (if needed), then stop after two. Or, you might plan on rolling only two of three available dice, but then you roll two ones, so you decide to roll the third also.
That's why you roll one at a time, unless you are 100% certain you will be rolling at least some number that is more than one.
edit: As you have perhaps just discovered. With your combined +24. But they are now rolled. :)
burning a hit die as well
5
Ok. Other than the two of you, I *think* everybody else is full. Please correct me if I'm wrong.
You eat your lunch and have your short rest.
The road continues on, shrouded by the looming forest on both sides. You walk on, the silent gloom interrupted only by occasional stories and lessons from Barnaby. A couple hours after you began walking again, you see something on the road in the dim light ahead. Roll a perception check.
If you roll a 10 or higher, read this:
It's a wagon, coming toward you. You still have about 5 minutes before you cross paths.
If you roll a 15 or higher, read this:
It's a barrel-topped wagon, coming toward you. Only the Visanti, as far as you know, use barrel-topped wagons. You still have about 5 minutes before you cross paths.
If you roll a 18 or higher, read this:
Visanti, or a few people who look just like Visanti, are operating a barrel-topped wagon, coming toward you. You still have about 5 minutes before you cross paths.
And Fope gets inspiration for this lesson! Everybody has inspiration again. :)
Using inspiration to advantage perception
13
20
Ireena, for whom I rolled, is standing on her tiptoes and peering into the fading light. What is it, she whispers, More monsters?
A wagon, Visanti it looks like