• COMING SOON! -- Level Up: Advanced 5th Edition! Level up your 5E game! The standalone advanced 5E tabletop RPG adds depth and diversity to the game you love!
log in or register to remove this ad

 

(OOC) Fitz's Folly (Full)

Neurotic

I plan on living forever. Or die trying.
Not really, I've been letting you fluff it that way, but he doesn't really have any terrain-specific abilities that I know of. I guess he could have advantage on the check because of it.
i meant it literally. The canopy is usually clearer if for no other reason than because the branches need to be thick enough to enable the trees to spread around. And thick branches don't have many small, blocking features. Not because he has special movement (besides climbing speed), but because the terrain is clearer.

That's why monkeys are arboreal - it is safer, faster, and their food is there.

Now, getting up could be a problem if I cannot move (since I rolled 5 :D )
 

log in or register to remove this ad

FitzTheRuke

Legend
i meant it literally. The canopy is usually clearer if for no other reason than because the branches need to be thick enough to enable the trees to spread around. And thick branches don't have many small, blocking features. Not because he has special movement (besides climbing speed), but because the terrain is clearer.

That's why monkeys are arboreal - it is safer, faster, and their food is there.

Now, getting up could be a problem if I cannot move (since I rolled 5 :D )
Right, but the trouble with this line of thinking is that there are very little in the way of trees. We're not talking about a forest with a large canopy. Even for monkeys, climbing mostly only takes them upward - if they want to move in other directions, that usually involves jumping.

Here's the description from the adventure:

The city basin is densely packed with ruined villas and overgrown courtyards. Buildings in Omu are shaped from limestone. Thick, broad-leaved vines engulf most structures, while ferns and thorny bushes choke the streets. Cautious characters can move through the city at a rate of 200 feet every 5 minutes. Even if they throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute.

That last bit is during Exploration, but "cautious" is usually moving at about half-speed, and "caution to the wind" is usually double-speed (here, it seems to be five times as fast instead of four, but whatever). That makes "normal" speed works out to about 10 feet a round, on average - worse than difficult terrain.

So think broad-leaved vines, ferns, and thorny bushes. Not exactly easy to climb. You can climb the buildings, and the actual trees (they are also covered in vines).
 

Neurotic

I plan on living forever. Or die trying.
So...I can climb up the tree, but I'm essentially stuck there then. OK, bad luck for Myrral. The idea is to "entangle" the orc and move from wizards line of sight...so behind the tree is fine. If I can get that far.

As for the closeness, Myrral stood next to a tree to try and fool the Reds
 

FitzTheRuke

Legend
So...I can climb up the tree, but I'm essentially stuck there then. OK, bad luck for Myrral. The idea is to "entangle" the orc and move from wizards line of sight...so behind the tree is fine. If I can get that far.

As for the closeness, Myrral stood next to a tree to try and fool the Reds
No, you can do anything you want. You just can't do it automatically and with a 100% chance of success. If you want to climb a tree and jump to another tree, you can certainly do that. There just has to be a second tree close enough to the first, and you might need to roll athletics. I'm usually pretty generous (at least in my mind) about this sort of thing, because I like people doing cool stuff, but I'm not so generous as to just have it be available all the time, automatically.

I get what you're going for, and I would probably have gone with it, had you rolled a beautiful check.
 

FitzTheRuke

Legend
Speaking of generosity, can everyone tell me what magic items you all have, if any? I remember an alchemy jug, I think. Haven't thought about it in awhile.

I'm sure I seem stingy with items, but I have actually given out quite a bit more magic items in my games than I usually find in the adventures. (Similar to levelling, I think it's probably partly that we only get about as far as an IRL game would get in a single session about every three months or so). So it just "feels" like no one has gotten any magic items, or that we haven't leveled up lately, when it hasn't been that "long" in the game.

Still, I'd think that Red Wizards should carry some interesting stuff, and I want to know what you have before I decide what they have.
 


FitzTheRuke

Legend
I didn't realize the trees are so sparse, that is all.
Sure, yeah. I guess I didn't make it clear enough - most of the overgrowth is not made of trees. Most of the trees that are around were established while the city was still a thing. The fastest growing foliage in this jungle is ferns, vines, and brambles, which choke out the trees before they can get going. Even the extant trees are covered in vines (though this makes them easier to climb, if you can get to them).

On this map, for example, there's only one thing that is definitely a tree (BA20-BC24). It's possible that the dark-green thing that Myrral is beside is also a tree (or a bunch of trees) but a trunk is not visible, so it's hard to say. I'm fine with interpreting it as a tight-packed group of trees (a copse) that Myrral can get up on top of, but there wouldn't be far for him to go. Still, he'd be above everything. But he does have to get a little more inside that green bit to climb it, and at the moment (because of the poor roll) he's stuck. Probably got some prickly vine caught on his fur!

Next round he can probably do it.
 


FitzTheRuke

Legend
I guess I should point out - I was not necessarily trying to provoke the Sticks into a fight, and you don't have to fight them just because I posted a combat-starter. I just wanted to make sure it was an option, and drop into rounds-timing, because it's important for what might happen to Harb (plus we play fast-and-loose with the turn sequence in Exploration Mode, and I want to make sure that everyone has a chance to decide what they want to do here).

It's true that a Red Wizard is a sizable threat. This could get ugly. But story-wise, I just wanted to establish that they're bullies, and used to getting their own way. They're not raving maniacs, though, and it's still possible to negotiate with them, should you want to go that way. The only problem with that tactic is that they will probably not go for any deal that isn't better for them than it is for you.

(Or to put it simply: You can fight them, or you can buy them off - you just have to figure out a price that you're willing to pay.)
 




Kobold Stew

Last Guy in the Airlock
Supporter
Magic items with Miss Imogen:
IC 1223 magic hat that allows the wearer to breathe underwater; gemstone with an imprisoned water elemental, who must obey whoever sets it free.
IC 1072 an Alchemy Jug and four beans from a wondrous item called a Bag of Beans

(with all of these, she's holding them, not using them; alchemy jug was used to provide fresh water for the sick at the military camp)
 

FitzTheRuke

Legend
Ha! Imogen has all the party's magic items! How'd that happen?

Q: Aiming is not a thing?
A: Tasha's added this, but it's only for Rogues:

Steady Aim​

3rd-level rogue feature

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

... a lot of Rogue Bonus Actions are Actions for everyone else so it's not a stretch, but it's not in the rules ATM. I think that it's existed before, either in playtests or older editions. I don't really remember. Seems like it, though.
 
Last edited:

Kobold Stew

Last Guy in the Airlock
Supporter
q1: nobody claimed them, and when we'd moved on either onto a new page or with a few days of realtime passing, I noted them on a sheet so they'd not be forgotten. They are available for those that want them (I never moved them to her personal equipment).

q2: yes, there it is a bonus action. I was thinking in terms of foregoing an action to have advantage the next turn. My sense is that would almost always be a bad bet, but this time (third [potential] combat without a rest) it would help.
 

FitzTheRuke

Legend
(third [potential] combat without a rest) it would help.

Yeah, it wouldn't be broken in any way to be able to use "Aim" as an action. Most times it would be a waste of your turn. I'm not gonna houserule that, but you can use Inspiration for suggesting it, so you get an even better benefit! (I don't mean to not use inspiration as a mechanic - I just forget it exists!)
 


FitzTheRuke

Legend
Between this and the time Imogen "stole" Artus Cimber's Ring of Winter, it seems that Imogen has a fascination with magic items. I suspect everyone wanted to avoid the possibility of fighting with her again and just let her have them! (Meanwhile I think she probably felt, "Well, if no one else wants this... I'll take it!")
 

Kobold Stew

Last Guy in the Airlock
Supporter
With respect, I don't think that is fair.

The incident with the Ring of Winter was remarkably unpleasant, with me (as a player) literally being told I "played my hand too early" (whatever that meant, as if I had somehow schemed to enter the game to achieve one particular aim) and the DM stopping just short of ordering me to return it, suggesting that Miss I might not be able to continue as a PC. That was ugly (I use understatement; I have never been told that a character's action was unacceptable to the game, and I contemplated leaving this and other games as a result of that interaction). I have continued to play consistently and honestly with the party since then, as I had at that time, and (importantly) not to step out of line, as player or character. That has included some bookkeeping and making sure things like antitoxins and magic are not forgotten. Additionally, I have dropped all mention in my posts of the faction-conflict established at the beginning of the game for fear it would be confused and judged.

Since that time, I have taken a level of sorcerer purely for the purpose of establishing a narrative tie to the event with the ring, and I have had Miss I inquire more than once about Arts Cimber when she encounters people who might have information. That has become the defining moment of her life as a character.

At the end of the current encounter, Miss I will drop or hand off all the magic she is carrying.
 

Neurotic

I plan on living forever. Or die trying.
Myrral doesn't know and wouldn't care if he did simply because tribe shares. Unless it is something directly useful, it is not important who carries what.

Also, i read the adventure from the start and don't remember this. Probably went on in ooc?
 

Level Up!

An Advertisement

Advertisement4

Top