[WotD] Chapter Two OOC

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Cronono
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[WotD] Chapter Two OOC

OOC Discussion about Chapter Two goes here.

Additionally, please feel free to discuss your thoughts on the game generally. The more feedback I have about what people enjoy and don't enjoy, the better.

Cronono
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Rolls

Knowledge is Power
I rolled 1d20, the result is 15 = 15.
I rolled 1d20, the result is 5 = 5.
I rolled 1d20, the result is 13 = 13.
I rolled 1d20, the result is 8 = 8.
Cronono
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More rolls.

Money is the root of all DnD games.
I rolled 1d20, the result is 15 = 15.
I rolled 1d20, the result is 12 = 12.
I rolled 1d20, the result is 1 = 1.
I rolled 1d20, the result is 14 = 14.
Cronono
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The party doesn't know it yet, but they will by the time it matters. The satchel is a Bag of Holding. Inside are seven scrolls. The scrolls are for the following spells:

Animal Friendship
Comprehend Languages
Invisibility
Mordenkainen's Magnificent Mansion
Revivify
Tenser's Floating Disk
Unseen Servant

Interestingly, thanks to the power of a fickle dice roller, Able and Charn both recognize that the Mordenkainen's Magnificent Mansion spell is much, much, much more potent an arcane spell than the remainder. Caleb and Eryndir should consider offering better sacrifices the next time the dice demand tribute.

If the potency of the loot is discussed, only Charn doesn't figure out that the reward is sensible except for the MMM scroll. The reward is a very handsome one, but the MMM scroll is an obscenely generous reward for the four day round trip trek. Charn, perhaps influenced by his own cheese related misfortune, should really stop rolling ones.

Cronono
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Also, please send me an updated character sheet or post an update in the thread if you're comfortable with your stats being public.

Obsidian_Spoon
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Die roll!

What?
I rolled 1d10+1, the result is 3, 1 = 4.
Cronono
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You know what time it is.

Magic time.
I rolled 1d10+1, the result is 2, 1 = 3.
Cronono
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Bonded mercenaries are in a weird spot. They basically operate in the grey area at the edge of the law. They don't work for the government in an official capacity and so are basically lower on the totem pole than just about any government official. That said, they are operating on a contractual agreement to do adventurer work for someone with official sanction. It's clear that the Monarchy minded dragonborn is looking to determine who is in charge here.

Without a roll, Caleb knows that he's very likely to assert dominance here if the party confesses no relationship to The Outpost. If the party does assert dominance here, the dragonborn is likely to want to negotiate to participate in the dungeon crawl. There may be some haggling back and forth, but the PCs could likely get some additional adventuring muscle in the hole if they're willing to part with a portion of the loot.

Able would note that the tiefling is an arcane caster of some kind, but he doesn't necessarily know what kind.

Charn would note that the dragonborn is not part of a clan but the armor suggests the dragonborn is part of the Church of the Monarch. If he's a paladin, that means he's in a very weird spot in dragonborn society - he's adopted the ways and customs of The Empire and he's not really associated with the ways and customs of the (now defunct) Scaled Alliance.

Eryndir doesn't recognize the wood elf, but the way the wood elf handles that bow tells Eryndir he knows how to use it.

deadDMwalking
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Updated my character block (spoilered in the PCs). Please feel free to review and let me know if you see any glaring mistakes.

Thank you,

Cronono
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Agonizing Blast is one of the reasons that warlock sustained damage is super scary. I think the calculator is slightly off though - you've got an extra +2 to hit on Eldritch Blast and an extra +2 to hit on the damage, unless I'm forgetting something. If all you're adding is +PROF and +CHA to hit, then it should be +2 proficiency and +3 CHA mod for a +5. If all you're adding is +CHA to damage for Eldritch Blast from Agonizing Blast, I think it should be +3 instead of +5.

That said, Able's ranged damage is going to be pretty scary.

deadDMwalking
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You're right - right below my Charisma is a 'save' that says 'Charisma +5' and that's what I was looking at when looking for my Charisma bonus - instead of the line above that said CHR 16 (+3). Updates in progress.

Trigger
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When Eryndir drops the rope into the mouth of the cave, does it hit the bottom?

Cronono
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If you intend to descend the rope into the hole, please make a STR(Athletics) check. Before you roll, please let me know if you have any abilities or other potential modifiers to the check.

Rolls for NPCs.
I rolled 1d20+3, the result is 16, 3 = 19.
I rolled 1d20+7, the result is 3, 7 = 10.
I rolled 1d20+1, the result is 4, 1 = 5.
I rolled 1d20+1, the result is 8, 1 = 9.
I rolled 1d20+2, the result is 17, 2 = 19.
I rolled 1d20+5, the result is 1, 5 = 6.
Trigger
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My STR modifier is a -1. I don't believe I have anything else that would help, though I have a +3 Acrobatics and a +2 Survival that might help me land gently if I botch this...

Athletics (STR)
I rolled 1d20-1, the result is 19, -1 = 18.
deadDMwalking
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Can we loop the bottom of the rope and then lower people individually?

I don't think anyone will get seriously hurt by falling, but it seems prudent to take reasonable care.

Obsidian_Spoon
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Unless someone else really wants to go next, Cor'val will follow Eryndir into the hole.

Str(Athletics)
I rolled 1d20+3, the result is 20, 3 = 23.
Cronono
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The hole is very deep - the rope doesn't quite make it all the way to the ground. However, there are a number of people helping to lower folks or hold the rope at either end that are making the roll pretty easy. As you can imagine, both wood elves make it look easy.

Damn elves.

deadDMwalking
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Able will provide the entertainment.

STR (Athletics)
I rolled 1d20+1, the result is 12, 1 = 13.
Cronono
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Able dangles at the end of the rope for a second before dismounting. He's safe.

Cronono
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After a character makes the Athletics roll, the character can also make a WIS(Perception) roll.

Obsidian_Spoon
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Rollin'.

Wis(Perception)
I rolled 1d20+5, the result is 6, 5 = 11.
Trigger
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Perception

Perception
I rolled 1d20+6, the result is 8, 6 = 14.
Cronono
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Down here, the golden misty tendrils aren't just vaguely visible - Eryndir can smell them. The air is suffused with that unusual metallic yellow particulate matter with an unusual scent - the wood elf is reminded of morning dew atop burnt toast.

deadDMwalking
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Perception

Wisdom
I rolled 1d20+0, the result is 17 = 17.
Cronono
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Able smells it too - the awkward exchange of moisture and carbon. The golden mist in the air that the kobold described is definitely aurichalcum. Able knows that aurichalcum has a number of applications in creating magical items ranging from simple wands to insane eldritch engines. Even if the kobold keeps 2/3s of the stuff, there is more than enough aurichalcum here for every participant in the expedition to retire several times over.