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Leisher
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Post by Leisher »

Cakedaddy wrote: But as of now, Sunday nights for me are booked.
It's because he's cheating on us.
"Happy slaves are the worst enemies of freedom." - Marie Von Ebner
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Post by Stranger »

We still planning on playing Friday if Gordon can't make it?
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Post by Troy »

Stranger wrote: We still planning on playing Friday if Gordon can't make it?
Yes - if he can't make it we will still play at 9PM EST. I'll plan for a short session, 2 hours probably.
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Post by GORDON »

Friday I will be on Key Largo with a 6am wake-up call for diving.
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Post by Troy »

GORDON wrote: Friday I will be on Key Largo with a 6am wake-up call for diving.
Waking up with the reef! That''s going to be awesome.
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Post by Troy »

Session 6. 3/30

After finding the Durst Crypt within the graveyard, the party located the tomb of Gustav and Elisabeth Durst. In the empty tomb they found a secret door.

The secret door led to long dark tunnel beneath the graveyard. The session picks up with the party deep in the tunnel.

The parties most recent encounter was inside a room off the main tunnel, that had glowing runes on the door. Skeletal remains were chained to the wall and raw spirits were trapped with them. Ismark grabbed a gold ring from one of the skeletons and a spirit lept to attack him. The party moved through the room and systematically slew all the spirits.


Some notes on the tunnel so far:
  • There was a group of thieves already inside the tunnel, led by a Minotaur
    The party found a large well of shadows in the upper hall
    When the party touched the well - undead shadows moved out of the darkness within and attacked
    The three thieves and the Minotaur assisted the party, offered them some tips, and left. They took their treasure upwards and said they were headed west.
    The party scoured deep into the dank tunnel and found treasure, traps and side rooms. Most of the traps were in ill repair and easy to spot.
    The party found heretical texts espousing Shar, the Nightsinger, aka The Dark Mother, an evil deity
    The party found the true private chambers of Gustav and Elisabeth Durst, who had become corpse eating ghouls. After a fight in their bedroom, the ghouls were destroyed.
    The party found a secret room behind an iron windmill set into the mortared stone walls.
    A supply room yielded a pair of silvered daggers in a green case.

Current party location:

Image


I'm thinking Ismark and BeeDee should depart for the surface. The rest of the party can decide what they want to do next.
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Post by Leisher »

Questions:
The party found the true private chambers of Gustav and Elisabeth Durst, who had become corpse eating ghouls.
How does one become a ghoul? Was this voluntary? What's the appeal? Immortality? Wouldn't material pursuits, social status, and sex all be off the board? Live forever, but you can't have anything worth living for...

We didn't go the Dark Well route, correct?

Is that another room off the Ritual room where we currently are?
I'm thinking Ismark and BeeDee should depart for the surface.
Is this just to cover for Gordon possibly not being there? If so, I get it, but do we need the paladin to face other undead beasties? What is the story line reason for them leaving the party? Is Ismark leaving permanently with his family?

We leveled up last time, so do those of us with choices to make need to have them made by play time?
"Happy slaves are the worst enemies of freedom." - Marie Von Ebner
"It was always the women, and above all the young ones, who were the most bigoted adherents of the Party, the swallowers of slogans, the amateur spies..." - Orwell
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Post by Troy »

Leisher wrote: Questions:
The party found the true private chambers of Gustav and Elisabeth Durst, who had become corpse eating ghouls.
How does one become a ghoul? Was this voluntary? What's the appeal? Immortality?

We didn't go the Dark Well route, correct?

Is that another room off the Ritual room where we currently are?
I'm thinking Ismark and BeeDee should depart for the surface.
Is this just to cover for Gordon possibly not being there? If so, I get it, but do we need the paladin to face other undead beasties? What is the story line reason for them leaving the party? Is Ismark leaving permanently with his family?

We leveled up last time, so do those of us with choices to make need to have them made by play time?
1) Consumption of human flesh + dark magic gone bad.

2) The dark well room is the big one that Mordigan touched the well in and spawned the shadows

3) The secret room you rested in already. It's across the hall.

3) Yes, BeeDee can figure out his own narrative, checking on Donavich maybe? Ismark gotta go finish travel preparations for tomorrow - the family plans to leave right after they help you at the church at dawn.

4) Yes, but I will try to be on earlier tomorrow to help with level 3 stuff if needed
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Post by Leisher »

If Gordon doesn't make it, I assume the rest of the party will finish the crypt. What then? Can we go to the mill and save the kiddies? I forget if there were other things on our "to do" list?

I assume you'll give Gordon the chance to make up those XP points so he isn't behind us?
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Post by Stranger »

So if i'm correct, Ismark was originally down there to get a stash of weapons but up until now he only has found one silver dagger.

Am i to believe that there is still a stash of weapons down there that we can have for our own? If so.. HELL YEAH!!
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Post by Troy »

I can give you Ismark's point of view - that he got a silver dagger and some gold, and is getting the heck out of there. A silvered anything is like a family heirloom in Barovia.

You guys can do whatever you want tomorrow. Some sessions I prep a lot and railroad you a bit (like last session, when I KNEW you were going into the crypts) but Friday will be pretty up to you guys. In-game time is like mid afternoon of day two.
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Post by Stranger »

I'd say we should keep checking out the crypt, especially if its going to be a short session.

It might be a little tougher without Ismark and BeeDee but level 3 is a pretty good power spike for the fighter so i'll be ready to go.
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Post by Leisher »

Absolutely. Crypt then the windmill unless the DM thinks we might in trouble there. If so, maybe we can raid a few houses to get some loot and XP?
"Happy slaves are the worst enemies of freedom." - Marie Von Ebner
"It was always the women, and above all the young ones, who were the most bigoted adherents of the Party, the swallowers of slogans, the amateur spies..." - Orwell
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Post by Stranger »

also, we never got to meet the gypsies in town. supposedly they have the good stuff.. for cheap
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Post by Leisher »

Good call. Let Koban do the talking!
"Happy slaves are the worst enemies of freedom." - Marie Von Ebner
"It was always the women, and above all the young ones, who were the most bigoted adherents of the Party, the swallowers of slogans, the amateur spies..." - Orwell
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Post by Leisher »

Question for the DM...

Are "homebrew" archetypes allowed? The list for Rogues.

These obviously are not official, so I have no problem at all if you say no. Just figured I should ask.
"Happy slaves are the worst enemies of freedom." - Marie Von Ebner
"It was always the women, and above all the young ones, who were the most bigoted adherents of the Party, the swallowers of slogans, the amateur spies..." - Orwell
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Post by Troy »

Leisher wrote: Question for the DM...

Are "homebrew" archetypes allowed? The list for Rogues.

These obviously are not official, so I have no problem at all if you say no. Just figured I should ask.
I’ve been sticking to “D&D Adventure League” rules so far. That’s Swordcoast and Xanathar’s on top of the PHB for classes.

BeeDee is a vengeance Paladin, from Xanathar’s (actually Vengeance Pally is right in the PHB)

What subclass are you looking for?
Last edited by Troy on Fri Mar 30, 2018 1:48 pm, edited 3 times in total.
Leisher
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Post by Leisher »

Interesting. Let me scan around a bit and get back to you.

Mainly, I'm looking for something that fits our play style and your DM style. So less on the heavy RP skills.
"Happy slaves are the worst enemies of freedom." - Marie Von Ebner
"It was always the women, and above all the young ones, who were the most bigoted adherents of the Party, the swallowers of slogans, the amateur spies..." - Orwell
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Post by Leisher »

Screw it, I'm just going to stick with Thief. The skills it gives apply to our combat and play style, and we won't be dealing with anything that might be broken or unbalanced. Apparently, the fact that I can now, thanks to Fast Hands, use an object during every turn of combat is a big deal.

I assume that means I can reload my crossbow every turn?

Also, I think I might need to retcon my stats a touch...maybe?

One thing that has driven me crazy is everyone saying "Let the Rogue use Perception", yet while I have a bonus to investigation, I have no bonus to perception. That has seemed odd to me. Turns out that while the PHB says grab INT as your second most important stat, this guide says INT is only for investigation (finding traps) and Wisdom is the second most important stat for a rogue.

This INT/WIS or Investigation/Perception thing is why I was so miffed when you took Investigation away from me last session. The Rogue is built to be the one to spot traps and all that, but if I couldn't use INT to see a trap and figure it out (which Cake pointed out is exactly what should have taken place), then I was screwed. It, literally, cost us a piece of treasure and some health points when ______ just destroyed the chest instead. I felt like I was worthless to the party at that point aside from ranged attacks.

There might be a remedy here other than moving stats around...You threw together my character for me and of the two skills you gave me for "Expertise" I'm thinking Persuasion can be dropped. Investigation is the other one, and part of why I get a +5 to Investigation rolls. However, when have I used Persuasion and the +3 roll? Never. Would it make sense to pick Perception there instead? Or even boost something else higher, like Acrobatics (+6), Sleight of Hand (+6), or Stealth (+6)? Or I can leave Investigation and also be proficient in Theives Tools.

Also, the math is the bonus gets doubled. So correct me if I'm wrong, but those +6 would go to +12? Also, why is my investigation +5? Shouldn't it be +6 as my INT is +3? (3+3=6)
"Happy slaves are the worst enemies of freedom." - Marie Von Ebner
"It was always the women, and above all the young ones, who were the most bigoted adherents of the Party, the swallowers of slogans, the amateur spies..." - Orwell
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Post by Stranger »

Leisher wrote: Also, the math is the bonus gets doubled. So correct me if I'm wrong, but those +6 would go to +12? Also, why is my investigation +5? Shouldn't it be +6 as my INT is +3? (3+3=6)

I'm guessing you're talking about your proficiency bonus here. When you pick what skills you're proficient in you get the bonus that goes along with your level.

For the rouge that's on PHB pg 95, so levels 1-4 the proficiency bonus is +2, 5-8 is +3, 9-12 is +4 and so on. So if you have a +3 to intelligence and do an investigation check (which you are proficient in) you will get +3 and +2 = +5
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