drafterman's avatar

drafterman

A member since

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Total posts: 5,653

Posted in:
Quasi Dungeons and Dragons
(the restrictions on paladin behavior are a lot looser than previous editions. There are no alignment requirements and instead of following a deity, they follow a set of ideals determined at level 3. The rules on oath breaking are not set in stone.)
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Quasi Dungeons and Dragons
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@Buddamoose
Yeah. I had to cut it out earlier because I was reaching the character limit. I might send them out as a PM
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Religious Liberty Task Force
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@Greyparrot
I agree with term limits, but you'd think the incumbant reelection rate would mean Congress would consolidate it's power. But they've consistently voluntarily ceded power to the executive.
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Hall of Fame
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@ResurgetExFavilla
If you're opinion of members and voters is so low that you attribute thrm absolutely no integrity, then we should t have an HOF in the first place.

I don't see how you can argue for an HOF when you have no faith that people are capable of voting objectively.

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Morals In Sports Shown the Door
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@mustardness
I couldn't find "metaphysical-1" in the dictionary.
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Quasi Dungeons and Dragons
Long Rest:
Eikka returns to full health, gains all spell slots. Gains 1 Hit Die back (1/2). You may choose 4 of the following spells to prepare (you have Command and Identify prepared for free):
  • Bane
  • Bless
  • Ceremony
  • Create or Destroy Water
  • Cure Wounds*
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Guiding Bolt*
  • Healing Word
  • Inflict Wounds
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary*
  • Shield of Faith
Grahf heals, regains a Hit Dice (2/2) and can choose 3 of the following spell to prepare:
  • Bless
  • Ceremony
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Divine Favor
  • Heroism
  • Protection from Evil and Good
  • Purify Food and Drink
  • Searing Smite
  • Shield of Faith
  • Thunderous Smite
  • Wrathful Smite
Roberts heals and gets a hit die back (2/2)

Snerp heals, gets a hie die back (1/2) and gets his spell slots back. His strength is restored.

(Not on Grahf's reroll. We're basically doing a retcon. He was always a dragonborn paladin)

Player Summaries:
Eikka - 6/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⬤
Grahf - 20/20 HP - 16 AC - Breath Weapon: ⬤ | Divine Sense: ⬤⬤⬤  | Lay on Hands: 10 | Spell Slots: 1⬤⬤
Roberts - 20/20 HP - 19 AC - Action Surge: ⬤  | Second Wind ⬤
Snerp - 13/13 HP - 13 AC - Bardic Inspiration: ⬤⬤ | Spell Slots: 1⬤⬤⬤


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Morals In Sports Shown the Door
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@mustardness
I don't understand what this means. Write in normal modern English, please.
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Quasi Dungeons and Dragons
Grahf finally manages to finish off the remaining shadow while Eikka successfully stabilizes Snerp. He remains unconscious, but is no longer dying.

COMBAT OVER!

Player Summaries:
Eikka - 6/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⭘⭘⭘
Grahf - 10/14 HP - 10 AC - Spell Secrets: ⬤ | Spell Slots: 1⭘⭘⭘
Roberts - 7/20 HP - 19 AC - Action Surge: ⬤  | Second Wind ⬤
Snerp - 0/13 HP - 13 AC - Bardic Inspiration: ⭘⭘ | Spell Slots: 1⭘⭘⭘[-6 STR; Unconscious]
Shadow (in front of Roberts) - Bloodied

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Quasi Dungeons and Dragons
Grahf's third spectral hand misses the shadow as it quickly ducks under it.

[Ranged Spell Attack: d20 (6) + 5 = 11, Miss!]

Snerp coughs up blood.

[Death Save: d20 (15) = 15, Success #1]

Roberts and his shadow dance around each other, missing with their respective blows.

The spiritual weapon is able to find an opening to strike at the shadow, scoring a minor hit.

[Melee Spell Attack: d20 (14) + 4 = 18, Hit!]
[Spiritual Weapon Damage: d8 (3) + 2 = 5 force damage]

Eikka rushes over and attempts to stabilize Snerp but is unable to accurately assess his wounds through the tears.

[Wisdom (Medicine) Check: d20 (1) + 4 = 5, Fail!]

Player Summaries:
[22] Grahf - 10/14 HP - 10 AC - Spell Secrets: ⬤ | Spell Slots: 1⭘⭘⭘
[14] Snerp - 0/13 HP - 13 AC - Bardic Inspiration: ⭘⭘ | Spell Slots: 1⭘⭘⭘[-6 STR; Dying, 1 Success]
[14] Shadow (in front of Roberts) - Bloodied
[12] Roberts - 7/20 HP - 19 AC - Action Surge: ⬤  | Second Wind ⬤
[3] Eikka - 6/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⭘⭘⭘ [Spiritual Weapon (8 rounds remaining)]

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Quasi Dungeons and Dragons
Grahf forms his hand into a fist and makes an upward thrusting motion. A translucent hand appears near the shadow, mimicking his gesture. It thrusts itself up into the center of mass of the shadow. Searing white light pulses from inside the shadow, eventually consuming it and leaving nothing behind.

[Ranged Spell Attack: d20 (11) + 5 = 16, Hit!]
[Chill Touch: d8 (6) = 6x2 = 12 radiant damage]

Snerp maneuvers into the center of the fray. An immense shockwave erupts from his lute, consuming all combatants. Grahf, Eikka, and two of the shadows manage to weather the blow, but suffer from some of the damage. Snerp notices that the shadows seemed to suffer less than Grahf and Eikka.

Roberts and the shadow in front of him don't fair so well. They take the full brunt of the spell and are sent flying 10 feet away.

[Grahf Constitution Save: d20 (16) + 2 = 18, Saved! Grahf takes 4 thunder damage]
[Snerp's Shadow took 2  thunder damage]
[Robert's Shadow took 4 thunder damage]
[Eikka's Shadow took 2 thunder damage]
[Roberts Constitution Save: d20 (4) + 2 = 6, Failed! Roberts takes 9 thunder damage]
[Eikka Constitution Save: d20 (10) + 2 = 12, Saved! Eikka takes 4 thunder damage]

If it had a face, the shadow in front of Snerp would sneer. Once again it wraps its "hands" around Snerps neck, seeking to finish the job it started. Snerp feels his life's energy drain from his body... and everything goes black.

[Snerp takes 12 necrotic damage]

The remaining shadows are too shaken from the wave of thunder to successfully attack their chosen targets.

Roberts dusts himself off and thrusts his shortsword at the shadow before him. He manages to hit it, but does not appear to do much damage.

[Melee Weapon Attack: d20 (11) + 5 = 16, Hit!]
[Shortsword Damage: d6 (3) + 3 = 6/2 = 3 piercing damage]

Eikka directs the sword to attack Snerps' assailant again, which it does, dispersing the shadow to nothingness.

[Melee Spell Attack: d20 (17) + 4 = 21, Hit!]
[Spiritual Weapon Damage: d8 (2) + 2 = 4 force damage]

Left with the shadow in front of her, Eikka relies upon her dependable guiding bolt. A sphere of radiant energy appears before her and slams into the shadow, causing it to shatter into a dozen ephemeral pieces.

[Ranged Spell Attack: d20 (11) + 4 = 15, Hit!]
[Guiding Bolt Damage: 4d6 (4, 4, 4, 5) = 17x2 = 34 radiant damage]

(No, Snerp is not dead. He is dying. He is unconscious. On his turn he will have to make a death saving throw. Flat 1d20. 1-9 fails, 10-20 succeeds. 3 failures = death, 3 success = stable)

Player Summaries:
[22] Grahf - 10/14 HP - 10 AC - Spell Secrets: ⬤ | Spell Slots: 1⭘⭘⭘
[14] Snerp - 0/13 HP - 13 AC - Bardic Inspiration: ⭘⭘ | Spell Slots: 1⭘⭘⭘[-6 STR; Dying]
[14] Shadow (in front of Roberts) - Injured
[12] Roberts - 7/20 HP - 19 AC - Action Surge: ⬤  | Second Wind ⬤
[3] Eikka - 6/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⭘⭘⭘ [Spiritual Weapon (9 rounds remaining)]

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Posted in:
Quasi Dungeons and Dragons
(Each round of combat is 6 seconds. 1 minute = 10 rounds)
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Welcome to DART: Introduce Yourself
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@EtrnlVw
Didn't you know we're multi accounts? Just look at our avis.

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Posted in:
Welcome to DART: Introduce Yourself
I'm drafterman.
I am a man.
I was once a drafter.
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Posted in:
Quasi Dungeons and Dragons
(Ok, so I'm reworking how the 'knowing what you're fighting' thing works, since it's ill defined in 5e. I'm going to go off this model:

DC = 10 + Hit Die of the Creature.
If you beat the DC by...
0+, you learn its basic type and stats and lore
5+, its resistances, immunities, and vulnerabilities
10+, its special abilities and attacks

Also, it no longer consumes your action.)

Disgruntled at the recklessness of the party, Grahf conjures up a blindingly white spectral hand which clutches a shadow by the throat, The radiant energy flares up and the shadow writhes under the grasp of the holy energy.

[Ranged Spell Attack: d20 (13) + 5 = 18, Hit!]
[Chill Touch Damage: d8 (7) = 7x2 = 14 radiant damage]

Snerp recalls anything he remembers about the begins before him. He recognizes them as shadows malevolent undead beings made of pure darkness that seek all that is good and light and attempt to destroy it.

AC: Average
HP: Low
Speed: Above Average
DEX, CON, WIS, CHA - Average
STR, INT - Low
He backs away as it approaches, and he whips out his shortbow, launching an arrow at it, but the shadow forms itself around the arrow, dodging out of the way.

[Ranged Weapon  Attack: d20 (4) + 4 = 8, Miss!]

The shadows, in concert each lash out at their chosen victim.

The one in front of Grahf is shaken by the radiant assault, and is unable to return the favor.

The one in front of Snerp closes the distance and wraps dark tentacles around the gnome's neck, draining him of life and strength.

[Snerp takes 9 necrotic damage and your strength is reduced to 7]

The shadows in front of Roberts and Eikka attempt the same, but are not as successful.

Roberts switches to his silvered shortsword, hoping the blade has special abilities against these beings and thrusts heroically, but the Shadow parries the blade, knocking it aside.

[Melee Weapon Attack: d20 (2) + 5 = 7, Miss!]

Eikka reads the divine words off of the scroll. Though the magic is more powerful than she could normally muster, she finds the divine will to summon the spiritual weapon. She directs its attack against the Shadow strangling Snerp while she brings her mace to bear on the one facing her. The spiritual weapon is immensely successful, while she is not.

[Wisdom Check: d20 (17) + 2 = 19, Success!]
[Melee Spell Attack: d20 (20) + 4 = 24, Critical Hit!]
[Spiritual Weapon Damage: 2d8 (2, 7) + 2 = 11 force damage]
[Melee Weapon Attack: d20 (8) + 2 = 10, Miss!]

(Next Round!)

Player Summaries:
[22] Grahf - 14/14 HP - 10 AC - Spell Secrets: ⬤ | Spell Slots: 1⭘⭘⭘
[14] Snerp - 4/13 HP - 13 AC - Bardic Inspiration: ⭘⭘ | Spell Slots: 1⬤⭘⭘[-2 STR]
[14] Shadow (in front of Grahf) - Near Death
[14] Shadow (in front of Snerp) - Bloodied
[14] Shadow (in front of Roberts) - Uninjured
[14] Shadow (in front of Eikka) - Uninjured
[12] Roberts - 16/20 HP - 19 AC - Action Surge: ⬤  | Second Wind ⬤
[3] Eikka - 10/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⭘⭘

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Quasi Dungeons and Dragons
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@TheDredPriateRoberts
(you're a fighter. You're proficient in all weapons)
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Quasi Dungeons and Dragons
(At the moment I have everyone attacking but snerp, and eikka is using spiritual weapon)
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Posted in:
Quasi Dungeons and Dragons
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@secularmerlin
(The spell uses a bonus action, so you still have your action to act normally. And I'll do a combat post in a few hours)
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Quasi Dungeons and Dragons
(I've been thinking that over and I'm going to change that. You get all slots and hps when you level)
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Quasi Dungeons and Dragons
(Assuming you guys survive, I'll say you're good for a long rest, lol)
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Quasi Dungeons and Dragons
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@Buddamoose
(I didn't make fun of the running away idea, just that you thought that was the worst case scenario, lol)
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Posted in:
Quasi Dungeons and Dragons
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@Earth
(run where?)
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Posted in:
Quasi Dungeons and Dragons
(well, I may have spoke too soon on that. I'll just say that sunlight weakness can mean different things)
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Posted in:
Quasi Dungeons and Dragons
(FYI, sunlight doesn't cause radiant damage)
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Quasi Dungeons and Dragons
(here's a list of the basic actions you can take in combat: https://roll20.net/compendium/dnd5e/Combat#toc_20. doing any of these uses up your single action for that turns so you have to choose which one you want to do. As far as which combination is better to retreat, that is an open question. For example you can move, risking an opportunity attack and then Dash which puts you too far away for them to chase you and attack you the next turn. Or, you can disengage and move, not risking an opportunity attack, but they can just move up and attack you the next turn.)
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Quasi Dungeons and Dragons
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@TheDredPriateRoberts
(if we attempt to go to the other room do they get a free attack on us?)
(When one creature uses their movement to move out of the reach of another, then the other creature gets a free opportunity attack (melee attack) against that creature. It has to be able to see the moving creature, and can only do this once per round (it uses up their reaction). Taking the disengage action allows you to move without provoking opportunity attacks)

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Quasi Dungeons and Dragons
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@TheDredPriateRoberts
(if that's a thing)
(Instead of attacking you can dodge, which makes it harder for them to land a hit, but you have to choose to do that instead of attacking)

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Posted in:
Hall of Fame
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@Buddamoose
I agree with you 100%, cut the umbilical cord, cauterize the ends, and move to the other side of the planet. But... sometimes you gotta compromise.
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Posted in:
Hall of Fame
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@bsh1
- Starting from a clean slate
- Linking to the old HOF
- Implementing the HOF sometime in April
For
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Posted in:
Hall of Fame
Clean Slate (6):
- SupaDudz
- MisterMan
- Castin
- ethang5
- drafterman
- Buddamoose

Transfer (4):
- Virtuouso
- Tejretics
- Vaarka
- ResurgetExFavilla
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Hall of Fame
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@ResurgetExFavilla
Entropy only applies to closed systems. The reason that we are even having this discussion is because this site isn't a closed system.
I wasn't literally saying that the laws of thermodynamics apply here, I was simply saying that going from a biased system to a meritocratic system is as likely as the decrease of entropy in a closed system. It's an analogy. That's just not how these things work.

Personally, I'm more concerned with new blood than with people carrying over personal baggage over from old DDO, since they will eventually far outnumber any of us if the site succeeds. And which would be more offensive to a brand new person? Being told 'yeah, this site was originally created when another debate site failed and there was a mass migration, so we migrated the old HoF over and if you contribute a lot you will probably be inducted in a few rounds' (in this case the few first rounds are more likely to be new blood, because many old members will already be inducted) or to see a ta bunch of people from the new site being reinducted into the new hall of fame, with most of the discussed prospective inductees being old members?
The first. In either case you have people being unduly put into the HoF (not put in their for contributions on this site, which is what the HoF should be). But with the second there would have been a vote (ostensibly to induct people based on behavior here) in which new blood could have participated in. Again, if we're suggesting that there is going to be mass corruption from the get go, then I say scrap the idea altogether.

Which is more likely to inspire contribution? Which is more likely to create the impression of 'I can jump right in and become a respected member'? I think that any new member who gets bent out of shape over something that happened before he joined the site would definitely be in the minority.
Having a new HoF with no members grandfathered in which people vote on members of this site for contributions they make to this site. If you think this is not an attainable goal, then I say we shouldn't even bother. We should do it right or not at all.

In fact, the increased likelihood of being inducted into a HoF which includes old DOD is more inclusive because the new member is ranked as an equal with all those old members. I can only see people having a problem with it if they bear some sort of personal grudge or ill feelings against old DDO, and those people are a minority within a minority.
We shouldn't be designing a system with an inherent bias. If this is not achievable, then we shouldn't design the system period.

I get that you are operating under the premise that a clean slate system will be inherently biased, so you are suggesting a counter. Even if I accept your premise, I say that we just don't have an HoF at all if it's going to be biased. But I don't accept your premise.
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Morals In Sports Shown the Door
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@mustardness
Listen, if you want to write in some unique and novel way that you think is better at conveying whatever ideas you think you are conveying, you do you.

But you have to realize that the manner in which you write is in fact unique and novel, but since communication requires mutual understanding of language and grammar, you aren't actually doing a good job of conveying whatever ideas you think you are conveying.

You can either communicate in the same way everyone else does or accept the fact that no one is going to understand what you're saying when you write like this.

Which is it?
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Quasi Dungeons and Dragons
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@Buddamoose
(Worst case scenario...
(Oh you sweet summer child.)


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Quasi Dungeons and Dragons
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@Buddamoose
(Yeah, it's more of a spell that enhances social interactions)
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Quasi Dungeons and Dragons
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@Buddamoose
(Let me put it another way: it's not a combat spell. As long as you are in combat, it's not going to be of any use to you.)
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Quasi Dungeons and Dragons
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@Buddamoose
(Unearthly Chorus cannot charm things that you are attacking.)
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Hall of Fame
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@ResurgetExFavilla
I think that's being a bit purist. A Hall of Fame would eventually be a meritocracy
It is the tendency of such systems to work in the opposite direction: things designed with a noble purpose start out being a meritocracy, but then devolve into biased systems. To suggest that it will magically work the other way is to suggest a reversal of entropy. Simply put, if we can't build things thing from scratch and have it be a meritocracy from the beginning (whatever it may erode into over time), then it shouldn't be built, period.

If you think it is unfair that some natives will be overlooked in favor of transplants, then that unfairness is only compounded when you suggest that the transplants be grandfathered into the system without even a vote!

The Hall of Fame for a site should be the Hall of Fame for that site. The DART HoF should not be an extension of the DDO HoF because DART =/= DDO. Many people left DDO because it turned to crap. Some of those people have come here because it looks like a good, new attempt at a debate site. If people are suggesting that we import that crap left behind on DDO, then you're just going to lose those people.
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Quasi Dungeons and Dragons
As Roberts disturbs the statue, four of the shadows leap off of the wall and assault the players! As each shadow takes position in front of a party member, Eikka, with her crossbow at the ready fires a bolt, but it passes through the shadow.

[Ranged Weapon Attack: d20 (5) + 2 = 7, Miss!]

COMBAT!

Player Summaries:
[22] Grahf - 14/14 HP - 10 AC - Spell Secrets: ⬤ | Spell Slots: 1⭘⭘⭘
[14] Snerp - 13/13 HP - 13 AC - Bardic Inspiration: ⭘⭘ | Spell Slots: 1⬤⭘⭘
[14] Shadow (in front of Grahf) - Uninjured
[14] Shadow (in front of Snerp) - Uninjured
[14] Shadow (in front of Roberts) - Uninjured
[14] Shadow (in front of Eikka) - Uninjured
[12] Roberts - 16/20 HP - 19 AC - Action Surge: ⬤  | Second Wind ⬤
[3] Eikka - 10/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⭘⭘
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Quasi Dungeons and Dragons
Roberts begins performing posthumous experiments on the ghoul's corpses with his silvered shortsword. He sees no difference between those wounds and the ones made with his longsword.

As you approach the statue, the shadows on the wall begin dancing more frantically.
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Hall of Fame
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@Vaarka
The problem with your idea is that, even if they've "done nothing here", people who came from DDO are already gonna be biased, and will likely vote people based mostly on DDO stuff. 

Then we shouldn't have it here at all.
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My Creator
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@Paul
I used to make technical drawings, yes.
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Quasi Dungeons and Dragons
The group finds a "safe" place to group together and rest up while Snerp plays his Song of Rest and Eikka feeds the kitten. As they rest it "playfully" bats at a ghoul corpse, attempting to recreate Eikka's battle moves.

[Eikka Hit Dice Roll: d8 (2) + d6 (5) + 2 = 9 HP healed]
[Snerp Hit Dice Roll: d8 (8) + d6 (6) = 14 HP healed]

Grahf also takes some time to map out the dungeon explored so far. In the statue room, he finds a wooden door hidden beneath a thin layer of clay. It reveals a staircase leading up to the southwest corner of the lounge on the first floor. In the basement, he notices a hallway heading north from the mimic room that leads to another room as yet unexplored.

Basement (updated):

First Floor Map (updated):

Attic Map:

Player Summaries:
Eikka - 10/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⭘⭘
Grahf - 14/14 HP - 10 AC - Spell Secrets: ⬤ | Spell Slots: 1⭘⭘⭘
Roberts - 16/20 HP - 19 AC - Action Surge: ⬤  | Second Wind ⬤
Snerp - 13/13 HP - 13 AC - Bardic Inspiration: ⭘⭘ | Spell Slots: 1⬤⭘⭘

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Hall of Fame
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@Smithereens
I think, for all ideas, that there would be a delay (6 months to a year) before we actually start inducting people.
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Hall of Fame
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@ResurgetExFavilla
If a DDO person hasn't done anything here to warrant being in the HoF here, then no one should be voting on them to be in the HoF here. And if they have done something to warrant being in the HoF here then they deserve just as much chance as a non-DDO person. If the HoF is truly a meritocracy, then it makes no sense that starting fresh puts anyone at a disadvantage. If it isn't a meritocracy, then it shouldn't exist here, period.

It makes no sense to transfer the DDO HoF here. Not everyone on it is even here and it should represent this user base, not the user base of another web site. If the moderation philosophy is "clean slate" then the HoF should be as well.
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My Creator
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@Paul
Chemicals, elements and stars are a part of it.
Uh. They're part of everything. Herp.
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F*ck sources, spelling and grammer, and conduct
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@thett3
Sorry, that functionality is reserved for premium members.
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Quasi Dungeons and Dragons
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@Buddamoose

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Quasi Dungeons and Dragons
Snerp examines the corpses closely. They are clad in dirty and rotting, black robes associated with priestly (or cult) orders. He recognizes them as a type of undead creature known as a ghoul, a demonic entity that feeds off of corpses. They are driven by insatiable hunger, and are immune to the rot (poison) of the things they consume and cannot be swayed or detered from their course (immune to charm and exhaustion). They are essentially veral, attacking with bite and claw, and a touch from a ghoul can render a person paralyzed.

[Intelligence (Religion) Check: d20 (16) + 3 = 19]
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Quasi Dungeons and Dragons
The group collapses in exhaustion after the multiple fights.

Basement (updated):

Attic Map:

Player Summaries:
Eikka - 1/17 HP - 16 AC - Channel Divinity: ⭘ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⭘⭘
Grahf - 14/14 HP - 10 AC - Spell Secrets: ⬤ | Spell Slots: 1⭘⭘⭘
Roberts - 16/20 HP - 19 AC - Action Surge: ⭘  | Second Wind ⭘
Snerp - 5/13 HP - 13 AC - Bardic Inspiration: ⭘⭘ | Spell Slots: 1⬤⭘⭘

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Quasi Dungeons and Dragons
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@Earth
(Ok, couple of things:

Holy Water can be made in two ways:

1. "A Cleric or Paladin may create holy water by performing a Special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot."
2. Alternatively, if they have the "Ceremony" spell, they can do it the same way as #1, but also have the option to cast it as a ritual, meaning they preserve the spell slot (still requires an hour and 25 gp worth of silver).

You can spend an action studying a creature to see what you can discern or remember about it and I'll make the appropriate check.

For Grahf, are you looking for secret passages? Or just determining which existing passage leads the quickest way out?)

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Quasi Dungeons and Dragons
Snerp fires another arrow, but the mimic sways it away with a pseudopod.

[Ranged Weapon Attack: d20 (6) + 4 = 10, Miss!]

The mimic once again fails to land a hit on Roberts, but in doing so it leaves itself vulnerable to Grahf's hand, and explodes in a shower of flaming gore.

[Ranged Spell Attack: d20 (18) + 5 = 23, Hit!]
[Chill Hand Damage: d8 (7) = 7 fire damage]

Combat Over!

Combat Summary:
Eikka - 1/17 HP - 16 AC - Channel Divinity: ⭘ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⭘⭘
Grahf - 14/14 HP - 10 AC - Spell Secrets: ⬤ | Spell Slots: 1⭘⭘⭘
Roberts - 16/20 HP - 19 AC - Action Surge: ⭘  | Second Wind ⭘
Snerp - 5/13 HP - 13 AC - Bardic Inspiration: ⭘⭘ | Spell Slots: 1⬤⭘⭘


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