Mercer has laid the groundwork pretty well for the others' stories. It seems like Traveler-Con is going to be next up once Fjord's stuff is resolved.
It'll be interesting to see if Fjord can continue as a Warlock once this is done - it doesn't seem like he has a lot of interest in freeing his patron to conquer the seas again. He could transition over to being a Storm Sorcerer pretty easily.
Here's the thing, though: sure, he has verbally expressed to the rest of the Mighty Nein that he has reservations about what's happening, but we know from his dreams that he also still seems more than willing to actively follow the guidance of his patron and pursue the power being offered for himself. His problem seems to be more to do with the life of piracy Avantika has dragged him/them into, not necessarily releasing Uko'toa.
I could be wrong, of course. We'll see what happens!
Since Caleb did what he did right at the end of the episode and we had two weeks for Matt to get a handle on exactly how he wants to react, I have a feeling this next episode is going to be very fun to watch.
I know I need to not be pedantic, but it bugs me soooo much that Caleb counterspelled Avantika through the wall of fire when he couldn't see her. Aside from that, the battle was extremely satisfying and interesting to watch and the trial that followed left me feeling pretty good.
Once again, wherever the Mighty Nein go, destruction follows in their wake.
I'm loving all the nautical stuff. That is playing an increasing role in my own Tal'Dorei-based homebrew campaign and I'm cribbing from Matt all over the place.
I know I need to not be pedantic, but it bugs me soooo much that Caleb counterspelled Avantika through the wall of fire when he couldn't see her. Aside from that, the battle was extremely satisfying and interesting to watch and the trial that followed left me feeling pretty good.
Once again, wherever the Mighty Nein go, destruction follows in their wake.
I'm loving all the nautical stuff. That is playing an increasing role in my own Tal'Dorei-based homebrew campaign and I'm cribbing from Matt all over the place.
They play loose with rules and I'd have allowed it too. I rarely limit a spell to "sight" unless there is a specific reason. I go based on awareness (he was aware of where she was, who it was and what she was doing). Likewise I allow magic to be used against objects instead of just creatures for things like Acid Splash and such.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
I know I need to not be pedantic, but it bugs me soooo much that Caleb counterspelled Avantika through the wall of fire when he couldn't see her. Aside from that, the battle was extremely satisfying and interesting to watch and the trial that followed left me feeling pretty good.
Once again, wherever the Mighty Nein go, destruction follows in their wake.
I'm loving all the nautical stuff. That is playing an increasing role in my own Tal'Dorei-based homebrew campaign and I'm cribbing from Matt all over the place.
Does counterspell require line of sight? It doesn't say so in the text of the spell, and it's not an attack spell, nor does it technically target anyone, anything, or anywhere, so I'm not sure if it does require line of sight. Of course, maybe another part of the PHB or DMG outlines it. Personally, I would rule that a counterspell disrupts the casting of a spell, so the awareness of a spell and the origin of the area of the spellcaster would be enough to counter any spell. If the spell has a verbal component, then I'd say that you don't need line of sight to determine that a spell is being cast, and where the spellcaster is. Granted, in my opinion, counterspell is kind of in a unique position, and the wording in conjunction with the raw makes it a little murky, so that's one where you just have to go with the ruling at the table, knowing that exact situation isn't going to be super common.
I know I need to not be pedantic, but it bugs me soooo much that Caleb counterspelled Avantika through the wall of fire when he couldn't see her. Aside from that, the battle was extremely satisfying and interesting to watch and the trial that followed left me feeling pretty good.
Once again, wherever the Mighty Nein go, destruction follows in their wake.
I'm loving all the nautical stuff. That is playing an increasing role in my own Tal'Dorei-based homebrew campaign and I'm cribbing from Matt all over the place.
Does counterspell require line of sight? It doesn't say so in the text of the spell, and it's not an attack spell, nor does it technically target anyone, anything, or anywhere, so I'm not sure if it does require line of sight. Of course, maybe another part of the PHB or DMG outlines it. Personally, I would rule that a counterspell disrupts the casting of a spell, so the awareness of a spell and the origin of the area of the spellcaster would be enough to counter any spell. If the spell has a verbal component, then I'd say that you don't need line of sight to determine that a spell is being cast, and where the spellcaster is. Granted, in my opinion, counterspell is kind of in a unique position, and the wording in conjunction with the raw makes it a little murky, so that's one where you just have to go with the ruling at the table, knowing that exact situation isn't going to be super common.
It's a reaction and the text about the trigger is at the bottom of the spell in small italic text which mentions that the trigger says: "which you take when you see a creature within 60 feet of you casting a spell".
I've tripped up on this too because of how this site presents spells. In the PHB and basically everywhere else the reaction text, including trigger, is in the usual "header" information at the top of the spell where target, range, etc. is detailed. For reasons I cannot fathom D&D Beyond writes it at the very bottom in harder to read text.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
I know I need to not be pedantic, but it bugs me soooo much that Caleb counterspelled Avantika through the wall of fire when he couldn't see her. Aside from that, the battle was extremely satisfying and interesting to watch and the trial that followed left me feeling pretty good.
Once again, wherever the Mighty Nein go, destruction follows in their wake.
I'm loving all the nautical stuff. That is playing an increasing role in my own Tal'Dorei-based homebrew campaign and I'm cribbing from Matt all over the place.
Does counterspell require line of sight? It doesn't say so in the text of the spell, and it's not an attack spell, nor does it technically target anyone, anything, or anywhere, so I'm not sure if it does require line of sight. Of course, maybe another part of the PHB or DMG outlines it. Personally, I would rule that a counterspell disrupts the casting of a spell, so the awareness of a spell and the origin of the area of the spellcaster would be enough to counter any spell. If the spell has a verbal component, then I'd say that you don't need line of sight to determine that a spell is being cast, and where the spellcaster is. Granted, in my opinion, counterspell is kind of in a unique position, and the wording in conjunction with the raw makes it a little murky, so that's one where you just have to go with the ruling at the table, knowing that exact situation isn't going to be super common.
It's a reaction and the text about the trigger is at the bottom of the spell in small italic text which mentions that the trigger says: "which you take when you see a creature within 60 feet of you casting a spell".
I've tripped up on this too because of how this site presents spells. In the PHB and basically everywhere else the reaction text, including trigger, is in the usual "header" information at the top of the spell where target, range, etc. is detailed. For reasons I cannot fathom D&D Beyond writes it at the very bottom in harder to read text.
Yeah. I totally missed that one, and I didn't feel like pulling out my PHB. I had thought about it, just in case, but I was being too lazy. Curse should increase the size of the text to be comensurate with the rest of the text. Don't get me wrong, I get what they're doing. They're equating that piece of text with a spell component, and they list spell components at a much smaller size. The problem is that it's not a spell component.
Oh my god that episode was amazing. The reason I love CR is how invested all of the players are, and this was an ideal episode to show that off. Honestly, if I wanted to get someone into CR, I would probably show them this episode.
Also:
Beauregard. Damn. Daaamn. There were so many clutch moments, but she shifted everything with three moments: Choosing to wait instead of charging through; not being cagey with the plank king, just dropping what they needed to drop immediately and trying to bargain afterward; truth knuckles.
Matt's delivery of the aftermath with the Plank King and Avantika when the latter failed that Wisdom save was amazing, too. That's what makes him such a great DM-- It's not about getting the rules right all the time or always having the most perfectly crafted battles and situations-- It's doing something like that which was so entertaining for the audience and for his players. Seeing them grip each other as it all happened and holding their breath was so incredible.
I wondered about this too. Not sure if they just missed this week or if Heroes of the Vale is the new hotness. It's worth noting that James has done CR recaps and HotV is done by Laura, so far at least.
Mercer has laid the groundwork pretty well for the others' stories. It seems like Traveler-Con is going to be next up once Fjord's stuff is resolved.
It'll be interesting to see if Fjord can continue as a Warlock once this is done - it doesn't seem like he has a lot of interest in freeing his patron to conquer the seas again. He could transition over to being a Storm Sorcerer pretty easily.
Here's the thing, though: sure, he has verbally expressed to the rest of the Mighty Nein that he has reservations about what's happening, but we know from his dreams that he also still seems more than willing to actively follow the guidance of his patron and pursue the power being offered for himself. His problem seems to be more to do with the life of piracy Avantika has dragged him/them into, not necessarily releasing Uko'toa.
I could be wrong, of course. We'll see what happens!
Since Caleb did what he did right at the end of the episode and we had two weeks for Matt to get a handle on exactly how he wants to react, I have a feeling this next episode is going to be very fun to watch.
"Not all those who wander are lost"
Well... that was certainly exciting :)
I know I need to not be pedantic, but it bugs me soooo much that Caleb counterspelled Avantika through the wall of fire when he couldn't see her. Aside from that, the battle was extremely satisfying and interesting to watch and the trial that followed left me feeling pretty good.
Once again, wherever the Mighty Nein go, destruction follows in their wake.
I'm loving all the nautical stuff. That is playing an increasing role in my own Tal'Dorei-based homebrew campaign and I'm cribbing from Matt all over the place.
"Not all those who wander are lost"
That episode began intensely and proceeded to ramp up even further. Exceptionally well done.
They play loose with rules and I'd have allowed it too. I rarely limit a spell to "sight" unless there is a specific reason. I go based on awareness (he was aware of where she was, who it was and what she was doing). Likewise I allow magic to be used against objects instead of just creatures for things like Acid Splash and such.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Does counterspell require line of sight? It doesn't say so in the text of the spell, and it's not an attack spell, nor does it technically target anyone, anything, or anywhere, so I'm not sure if it does require line of sight. Of course, maybe another part of the PHB or DMG outlines it. Personally, I would rule that a counterspell disrupts the casting of a spell, so the awareness of a spell and the origin of the area of the spellcaster would be enough to counter any spell. If the spell has a verbal component, then I'd say that you don't need line of sight to determine that a spell is being cast, and where the spellcaster is. Granted, in my opinion, counterspell is kind of in a unique position, and the wording in conjunction with the raw makes it a little murky, so that's one where you just have to go with the ruling at the table, knowing that exact situation isn't going to be super common.
It's a reaction and the text about the trigger is at the bottom of the spell in small italic text which mentions that the trigger says: "which you take when you see a creature within 60 feet of you casting a spell".
I've tripped up on this too because of how this site presents spells. In the PHB and basically everywhere else the reaction text, including trigger, is in the usual "header" information at the top of the spell where target, range, etc. is detailed. For reasons I cannot fathom D&D Beyond writes it at the very bottom in harder to read text.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Yeah. I totally missed that one, and I didn't feel like pulling out my PHB. I had thought about it, just in case, but I was being too lazy. Curse should increase the size of the text to be comensurate with the rest of the text. Don't get me wrong, I get what they're doing. They're equating that piece of text with a spell component, and they list spell components at a much smaller size. The problem is that it's not a spell component.
Oh my god that episode was amazing. The reason I love CR is how invested all of the players are, and this was an ideal episode to show that off. Honestly, if I wanted to get someone into CR, I would probably show them this episode.
Also:
Beauregard. Damn. Daaamn. There were so many clutch moments, but she shifted everything with three moments: Choosing to wait instead of charging through; not being cagey with the plank king, just dropping what they needed to drop immediately and trying to bargain afterward; truth knuckles.
Matt's delivery of the aftermath with the Plank King and Avantika when the latter failed that Wisdom save was amazing, too. That's what makes him such a great DM-- It's not about getting the rules right all the time or always having the most perfectly crafted battles and situations-- It's doing something like that which was so entertaining for the audience and for his players. Seeing them grip each other as it all happened and holding their breath was so incredible.
I've had "Hats & Teddies" stuck in my head since Marisha did it on Thursday night.
"Not all those who wander are lost"
Is D&D Beyond not doing recaps going forward?
I wondered about this too. Not sure if they just missed this week or if Heroes of the Vale is the new hotness. It's worth noting that James has done CR recaps and HotV is done by Laura, so far at least.
"Not all those who wander are lost"
It's up now. Haeck mentioned in the HotV recap comments that he was behind a bit due to conventions.
The new intro... The new intro!!! Sick as heck.
It was so good! Both times!
Definitely getting that song too, really loved how it opened.
Did anyone else pause the stream to watch that animation/listen to the song multiple times?
I'm sure it wasn't just me..!
Hey, does anyone know what creature Matt used in the lair. It was clearly home brewed. He really freaked them out, I loved it.
Per Matthew Mercer on Twitter, it was a customized Sea Hag called a "Sea Fury." https://twitter.com/matthewmercer/status/1070942617024655360