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No problem River Song things are moving along splendidly. Just needed to know.

Here is the Option
- make a short rest 5 mins long and a long rest 1 hour long
- spellcasters can only regain up to half their maximum spell slots (rounded down) and are limited to slots of 5th level or lower
- only after 8 hours of rest may a spellcaster regain 6th level or higher spell slots

This is amendment 1:
I would be alright with changing the short rest time to around 15 minutes (sometimes less, sometimes more) depending on the wounds/exhaustion level of the group. And then leaving the long rest as is. And of course you can't take a rest until after having completed an encounter that would cause strain/stress. Casting the same spell over and over is not strenuous.

Option:
Yeah: 1
Nay:4

Amendment:
Yeah: 3
Nay: 1
 

Would somebody like to be one of Rana's son or daughter?


(I'd be perfectly okay with the amendment (but then again, I didn't mind the 1h short rest either). It's all good.)
 


1 hour long rests are going to get kind of cray cray, given that we recover all hit points, half maximum hit dice, recover from most conditions and so on during that time. Bear in mind that default spell durations in the rules assume the normal rest times, so things like Rope Trick will become incredibly strong. Free long rest in an invisible extradimensional pocket at level 3? Done! :)

I don't think I have strong enough feelings to say 'nay,' exactly...but I do feel you should be warned that adjusting the time scale of rests will have a bigger effect on power curve than you might expect.

As long as you're okay with that, I'm good with trying it out.

Some rough draft sheetage:
[sblock]Aridha
Neutral Human Druid of the Moon 1

Str 8
Dex 15
Con 14
Int 10
Wis 16
Cha 12

HP 10
AC 15 (10 + 2 dex + 1 leather + 2 shield)
Prof Bonus +2
Init +2

Race
Human
+1 Dex, +1 Wis
Bonus Language
Bonus Skill proficiency
Bonus Feat

Class
Druid
Druidic Language
Spellcasting

Proficiencies
Armor: Light, Medium, shields (only nonmetal armor)
Weapons: Clubs, daggers, darts, javelins, maces, staves, scimitars, sickles, slings, spears
Tools: Herbalism Kit
Saves: Intelligence, Constitution and Wisdom

Background
Outlander
Skills: Athletics, Survival
Tools: Music Instrument
Languages: Sylvan
Origin: Homesteader
Feature: Wanderer

[sblock]Trait: I don't let questions of station or propriety stop me from speaking my mind.
Ideal: Stay true to yourself; keep your promises, follow through on your goals, and don't back down.
Bond: I suffer visions of a terrible fate, and am driven to prevent it at any cost.
Flaw: I have been afflicted with a terrible curse; even if I can manage it, I will never be free of it.[/sblock]

Skills
Athletics +1
Insight +5
Perception +5
Survival +5

Languages
Common, Dwarvish, Druidic, Sylvan

Feats
- Resiliant: Constitution

Spellcasting (Save DC 13)
Slots 1 - 2/2
Cantrips
- Produce Flame
- Thorn Whip
Prepared
1 - Cure Wounds, Faerie Fire, Entangle, Thunderwave

Equipment
Cash: 10gp

Weapons
Scimitar, +4 atk, 1d6+2 slash dmg
Dagger, +4 atk, 1d4+2 pierce dmg, throw 20/40

Armor
Leather armor
Wooden shield

Gear
Skull totem (spellcasting focus)
Explorer's pack[/sblock]

My sense of how the lycanthropy might work is that the sealing placed on her by the druids is currently intact. Aridha doesn't transform with the full moon, at the moment. Her struggle with the beast within is entirely for roleplaying purposes. However, this seal is a temporary measure. Sooner or later the power of the beast will overcome it, and Aridha will again be at its mercy when the moon rises full.

Once Aridha hits 2nd level, she will have sufficient ability to be able to use her druidcraft to take 'control' of the curse...I'm thinking perhaps a sort of 'spirit quest' vignette where she has a vision of herself confronting the wolf-spirit and subduing it. And as she encounters other beast-spirits, she can invite them into herself...kind of shamanistically...and thus gain the power to transform into those beasts as well. So long as she doesn't weaken, and show that old wolf her throat, it could work. But it will always be watching and waiting.
 
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I still have you as a nay for the rest option, but thought you were a yeah to the amendment (did I error)?

So, to be explicit.
I am against very short short rest and much shorter long rest -> this is the original proposal.
Amendment only modifies short rest and the long rest is still troublesome

OK, I re-read your post on the page 15 which states that it leaves long rest as-is and only modifies slightly short rest.

By that definition, I am Yay for amendment


Another clarification: RG stands for Rogue Gallery in which we keep our characters, not the IC (in-character) thread in which we play. This thread is OOC (out-of-character)
We can of course keep our characters in the opening posts of the game thread, just noting the distinction as way of clarification of terms.

This saves the forums and us another thread to track :)
 
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Excellent, please take 15gold - Rebekah's starting funds. If she did have a connection with the Guild, it would have been from a time she no longer chooses to remember. :)

Oh, wow. I'm a banker now! LOL Pretty trusting of a thief ;)

Honestly, I get this idea that maybe Emmyr hasn't actually cottoned to the idea that Rebekah isn't who she says she is LOL I think he buys her noblewoman story, and maybe is a bit enamored of her trust in him. :)
 

Busy night for the party - this is great - Let me try to address what I can.

Reading the Rana/Aridha connection I think that "The Beast" inside of Aridha is sealed in by the circle and Rana taught her to focus on other creatures of the forest meditate on things with not so sharp teeth or claws. By transforming into them you slightly subdue the creature inside her. I like everything taking shape here so far, I may not like keep track of the next full moon, but I wouldn't want to miss any RPing it will bring so will make a tracker for our use.
@KahlessNestor You can go ahead and spend your gold if you wish it will be our first houserule. I have a second I wish to discuss in the next post. Sorry I wasn't familiar with the character sheet, didn't find everything over on the right.

Great background for Hexiros, I will diffidently have to make a return of Lord Hunt one of my side quests as we adventure.

Hmmm... I see two groups forming that hopefully I can merge into one.
Group 1: Lady Rebekah, Emmyr, and Gwylla
Group 2: Rana, Aridha, and Captain Blackpearl

It is possible I will work on this as a possible opening/RPing encounter in the adventure thread.

Here is the RG thread.

What about Captain Blackpearl being a river pirate?, or fighting river pirates. As this would make a little more sense because of our location. Or Zanword could still have been lost at sea and was brought upriver miraculously (actually by his mentor's diety). Your character could still pine for the sea but his responsibilities are now to great to ignore or leave.

I like the hook of Gwylla looking up to Lady Rebekah, and I'm sure my Lady is looking for a routine to accompany her. Gwylla could be the other lady Rebekah would want along, and could possible posse as her scribe/adviser.

Works for me, though it's not really a house rule. AL allows it, and they only play RAW *shrugs*

As for the character sheet, yeah, it's a new one I'm trying out. It has all the books/UA/AL stuff preloaded into it so I don't have to fill everything out. Even preloads gear by class and background. Very nice. It's just a longer CS than I'm used to using (the "official" one), and things are in different places.

As for the rest options, I vote NO for both the Option and the Amendment (though it's a softer NO on the Amendment; I know Critical Role plays with about a 20-30 minute/flexible short rest).
 

No problem River Song things are moving along splendidly. Just needed to know.

Here is the Option
- make a short rest 5 mins long and a long rest 1 hour long
- spellcasters can only regain up to half their maximum spell slots (rounded down) and are limited to slots of 5th level or lower
- only after 8 hours of rest may a spellcaster regain 6th level or higher spell slots

This is amendment 1:
I would be alright with changing the short rest time to around 15 minutes (sometimes less, sometimes more) depending on the wounds/exhaustion level of the group. And then leaving the long rest as is. And of course you can't take a rest until after having completed an encounter that would cause strain/stress. Casting the same spell over and over is not strenuous.

Option:
Yeah: 1
Nay:4

Amendment:
Yeah: 3
Nay: 1

The short rest amendment will just mean that our fighter and rogue can pretty much nova every fight, and the druid can wildshape every fight. It will have little impact on casters other than the warlock. Martial characters will be significantly buffed and casters will be nerfed. The original short/long rest proposal will just mean that we're all going to be gods... Everyone can pretty much nova everything. There are whole threads on the forums with people complaining about the RAW resting rules being too powerful LOL They tend to think they're about right for a dungeon delve. If we need to pull out to long rest, that can be okay. And we'll just have to make sure we are able to fortify inside if we need to short rest.
 

Oh, wow. I'm a banker now! LOL Pretty trusting of a thief ;)

Honestly, I get this idea that maybe Emmyr hasn't actually cottoned to the idea that Rebekah isn't who she says she is LOL I think he buys her noblewoman story, and maybe is a bit enamored of her trust in him. :)

I think that works really well, it also makes some things easier as he genuinely believes her truth.
 

Into the Woods

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