Against the Giants 5e PBP (Full)

Steve Gorak

Adventurer
I still have a little work to do before I can roll the round in Group2. Gives @Kobold Stew a chance to take an action. It's the one good thing about falling - he doesn't need to use his action to finish the climb!

I have a question for @JustinCase : Is your intention to remain invisible while you cast spells through your familiar? If so, it's not something I've seen done before. I would have assumed that you'd lose invisibility (not greater) as soon as you cast, regardless of if your familiar is the source. Is there a case for it?
Interesting! I didn’t know this was a thing (casting invisibly (level 2) through the familiar), and I was wondering why he did this. I’m curious to hear the rationale!
 

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FitzTheRuke

Legend
In Find Familiar: "Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it."

And Invisibility: "The spell ends for a target that attacks or casts a spell".

I like it, but it seems clear that if you cast a spell, invisibility will end. (Also that you can only cast spells through a familiar with a range of touch).

... Unless you have some special ability? (Or a different plan?)
 

Tonguez

A suffusion of yellow
@FitzTheRuke - so for each Combat round you will
1post a round starter first
2 then PC post actions
3 you resolve monsters/NPC
4 you post a new round starter?

Is that correct?

Do you mind if we post banter or do you want to keep it uncomplicated?
 

FitzTheRuke

Legend
@FitzTheRuke - so for each Combat round you will
1post a round starter first
2 then PC post actions
3 you resolve monsters/NPC
4 you post a new round starter?

Is that correct?

Do you mind if we post banter or do you want to keep it uncomplicated?

You got it! You can post as many fluff comments as you like (within reason, don't go crazy!)
Just try not to do any more actions until the roller announces a new round!
(Reactions are okay if triggers occur. Though you can also do them at the beginning of your next turn and we'll work 'em in!)
 


JustinCase

the magical equivalent to the number zero
I still have a little work to do before I can roll the round in Group2. Gives @Kobold Stew a chance to take an action. It's the one good thing about falling - he doesn't need to use his action to finish the climb!

I have a question for @JustinCase : Is your intention to remain invisible while you cast spells through your familiar? If so, it's not something I've seen done before. I would have assumed that you'd lose invisibility (not greater) as soon as you cast, regardless of if your familiar is the source. Is there a case for it?

In Find Familiar: "Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it."

And Invisibility: "The spell ends for a target that attacks or casts a spell".

I like it, but it seems clear that if you cast a spell, invisibility will end. (Also that you can only cast spells through a familiar with a range of touch).

... Unless you have some special ability? (Or a different plan?)
Actually I wasn't planning on doing anything so complex, but it's a cool idea.

There are two options here, although I'm not sure both actually work:
1. Cast the touch spell before the invisibility spell, so that when the familiar delivers it (if it can hold it until its own turn, and I'm not sure it can) I will still be invisible.
2. Cast a touch spell while invisible. Sure, I will become visible, but the familiar (on the other side of the room) delivers the spell.
Edit: Obviously #1 is not applicable right now, because I'm already invisible. And to answer your question: No, I don't think there's a case for remaining invisible while casting, whether through myself or my familiar, unless it's under the effect of greater invisibility.

My idea, however, was to simply have an advantage because the orcs don't see me. Whether that means I scout ahead or just have advantage on my next (spell) attack roll, depends largely on the effectiveness of the other PCs. :)
 
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FitzTheRuke

Legend
Let's have a quick discussion regarding the "reverse saving throw" - first of all, I only really intended for it to be used in situations where you're forcing saves every round (or nearly so) such as what I expected Kaligan to do with a regular push (I have a player in another game who has an ability like that, pretty much Strength save every round). I didn't mean for it to be used by everyone for everything that involves a save.

Secondly, I think even I am finding it more trouble than it's worth. I wanted to do it to save me time, but I'm not sure that it is saving me any time. So, maybe let's forget that I ever asked. Let's just do it the normal way, to save confusion for us all.

Time-wise, I haven't been finding that I'm having trouble keeping up at all, as you've probably noticed! (I was a little worried that two games would be too much for me, but it's been fine so far.)
 




TerraDave

5ever, or until 2024
Secondly, I think even I am finding it more trouble than it's worth. I wanted to do it to save me time, but I'm not sure that it is saving me any time. So, maybe let's forget that I ever asked. Let's just do it the normal way, to save confusion for us all.
Great. I didn't know why people were doing it, I guess I missed that post, and also found it confusing.

I don't know if my character will actually make an attack role. So glad saves are OK.
 

Snarf Zagyg

Notorious Liquefactionist
At this time, I am impressed at how inept I have been using piercer as a feat.

I mean, I know it's not a top shelf feat, but managing to reroll a 2 into a 1 on a d10? That's a new low for me.
 

FitzTheRuke

Legend
At this time, I am impressed at how inept I have been using piercer as a feat.

I mean, I know it's not a top shelf feat, but managing to reroll a 2 into a 1 on a d10? That's a new low for me.
Well, it's not like you're under-performing damage-wise, so we'll be okay. :p

Thanks for catching my failure to update your status bar (that goes for all of you when you catch it. It's important info for me to know, but I'm apparently notoriously bad at it.)
 




Tonguez

A suffusion of yellow
Apparently waiting on me to realize that everyone has posted! Weirdly, the last time I looked it was only the Colonel. I will start to resolve stuff ASAP. (Hopefully by the end of the day).
Yeah, the site seems to have stopped sending notices - so I can understand why you may not have been updated. I have been getting fidgetty though, so BIG Thank you to Snarf for giving you this nudge :)
 

FitzTheRuke

Legend
I look at my "Watched Threads" list 20 or 30 times a day (that's probably not an exaggeration) but sometimes, when a given thread goes "stale" (no new posts) I forget that the LAST post was something that I was supposed to deal with. Literally any prompt, either here or in a simple IC comment in the IC thread (yell at the bad guy or something - it doesn't need to be directed at me) will wake me up and get me to start working on it again!
 

FitzTheRuke

Legend
I've been thinking about both games, and some thoughts occurred to me about the adventure and it's design. If we don't mind a little meta-discussion (hopefully spoiler-free):

This is what I guess you'd call a "Location-Based" Adventure. There's room for all three pillars (I think all three are a must). Combat; Social Interaction; Exploration.

When it comes to combat, it seems that one of the main goals should be containment: Do everything you can to keep the battle contained to the smallest space you can. The more it breaks out, the more trouble you will have. This goes for noise, too: Thunderwave, Shatter, Knock, etc can cause as many problems as they solve. The good news is that the walls are thick, and there's a lot of noise in other places too. That and the giants like to fight among themselves, so they're not about to come running just because they hear a tussle.

I hope I haven't over-shared, but if any of the above hasn't occurred to you yet, it ought to have occurred to your character, so I don't mind speaking about it.

Which brings us to another point: Hill Giants are DUMB. It should not have escaped your notice so far that they are not terribly hard to trick, and they're pretty vulnerable to psychic attacks.

One last observation (I really should let YOU discuss it, and keep my mouth shut, but you might have noticed: I can't quite help myself). A weakness to 5e's one-hour short rest is that it is somewhat rare that you can find a safe place in an active location to get an hour's break. Most places safe enough for an hour, are often just as safe for eight, (where you can long rest). This adventure is ALSO about resource-management. You don't want to blow too many spell slots too quickly. Don't be that PC who wants to rest when the rest of the party can keep going.

I welcome your thoughts on the subject, if you have any.
Also: How's your game so far? Having fun?
 

TerraDave

5ever, or until 2024
YES. I think we (at least some of us) were playing along these lines. Now all hell is breaking loose, and we might have to fight to get out to get back in later.

EDIT: Even if it is revised, its still Gygax. Think, or die.
 

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