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Old-school dungeon crawl using 5e playtest rules

Kobold Stew

Last Guy in the Airlock
Supporter
Do you think I should instead just apply "pouch" treasure type for each monster in the battle? That's a lot of rolls to make, but maybe this is the right way?

Should I also roll on one "chest" treasure, or is that supposed to replace the "pouch" type?

The "problem" is that rolling in that way above (two 1st-level chests + one 3rd level pouches) I got... nothing except one miserable healing potion! :yawn:

I think you've made the right call here, and it just happened that we got a bad set of rolls. As it turns out, we need a healing potion! The rules are very lax on this right now, and the rule of thumb is fair.

Keeping things moving is my big hope. The problem with hard encounters is it shortens our adventuring day. We haven't said so explicitly yet (have we?) but I think we need now to take the hour's rest, whereas before we might have gone on. That means the next rest will have to be a long one.

Wedgeski -- I subscribe to the threads, which means the checking is done for me!

And don't sell yourself short -- take the Guidance bonus when it's there! That keeps things moving too. It's an annoying rule, I think (part of why I wanted to see it in play first hand), but the spell is free and is the only way we have to get a further bonus on searches, etc.
 

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Li Shenron

Legend
We haven't said so explicitly yet (have we?) but I think we need now to take the hour's rest, whereas before we might have gone on.

It's totally up to you to decide together... Let's use the current rule that says short rests last about 1 hour. As usual, there might be a chance that something happens during this time, but only if it makes sense with the story, I certainly won't roll for random encounters every 10 minutes as per the dungeon exploration rules!

If you decide to camp for an hour in order to regain hit points, each of you can choose what you want to do (e.g. keep watch). OTOH you can just drink the potions (see below) and not rest, if you prefer.

But anyway, if I read the rules right, there should be no limit to how many short rests you can take in a day. So in this first rest, the injured PCs can use HD to regain HP, but the others can still take a short rest later if needed (I mean, it's not necessary that next rest will be a long one, although for those who spend their HD now, the next won't help further).

I've reviewed the rules and can't fault your logic there, although the text does specifically say that if you think the treasure is inadequate, you should just throw in some magic chain mail and warhammer and give it all to the cleric.

Ah sure... it says so on page 42 IIRC ;)

BTW, this time I want at least to override my result of rolled potion, and will give you the default number of potions found (3).

Treasure can remain zero for this encounter, it won't matter much since you aren't near a place to spend money at this moment.
 

Kobold Stew

Last Guy in the Airlock
Supporter
Fine by me.

Somebody call it. I'm happy to drink our treasure and proceed, or to wait. First person to post in the IC thread gets to choose! I would prefer not to proceed with only 3hp however.
 

tuxgeo

Adventurer
If I recall correctly, the most recent post in the IC thread is mine from this morning. However, I had already written Aeiyan as suggesting a short rest earlier, though others weren't interested at that time -- partly because we didn't then know that the area "around the corner" was relatively safe.

OOC, I'm still in favor of a short rest. (Potions can be reserved for occasions where they're imperative.)
 



tuxgeo

Adventurer
Virtually here -- if not mentally here. (My mind has been straying to the Olympics, and to Morrus' "O.L.D." alpha-packet.)

I didn't want to "bump" the IC thread soon because my own post there is the most recent one, so that would be spotlight-hogging.
 

Li Shenron

Legend
If you are unsure about how to proceed, here's a small recap of the situation:

- you've looted the corpses and searched the place, the feeling you have is that there isn't much left to find in this cave

- you've completed a short rest so you're ready for (eventually) more danger

- you need something to wake up the battered hobgoblin if you want to gather some information from him, but remember that he's in pretty bad conditions, forcing too much may not get the results you want

- there isn't really much more useful tips to find out about the blocking boulder, but you know that you can move it away if 3-4 of you push it aside, so it's just a matter of when you're ready to face what's in the next "room"
 


tuxgeo

Adventurer
Suggestion: according to character sheets, our Cleric knows the "Spare the Dying" cantrip, which allows a creature that has 0 hit points to recover 1 hit point (per the listing in the packet).
That might wake up the downed hobgoblin.
 

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