(OOC) The Dog Days of Doom

I'm not quite sure how to do it, and in a face to face game, it could be done with a quick back-and-forth, but I think it shows here that the main areas to improve the encounter (and any like it) with have to be a matter of clarity to timing - both in checks (and the number of them) and in actions (what counts and what doesn't when it comes to taking your turn).

I recall times when you asked me if there was anything else that I'd like to do, because what I posted didn't quite take my turn, but it sounds like there were also times when you edited our turns down (which is fine, of course, but it wasn't always clear). I'm also not 100% certain that we would not have attempted to stay one more round, for example, had we known that we'd left some things undone.

Again, this is all mild (hopefully constructive) criticism, and the encounter was overall great, so I'm not really complaining, just observing a few wrinkles.
Yeah, I started doing a round tracker like you do in your games and that seemed to help but being clear what constitutes an action would have been helpful.

As far as Benny’s armour goes, both snarf and Steve knew Benny wasn’t getting armour. We had a big discussion about it between the three of us and I awarded them inspiration for it.

But that said, if SG wants Benny to have better armour, I’d let him spend that last Inspiration to have it. (Stratus grabbed it after all!)
 

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So, everyone can level to 3rd and can get a short rest.

@Kobold Stew Definitely not safe to take Newt and the merchant into the crypts. Also, you drank that potion before the short rest but you weren't aware that we were levelling and short resting so if you'd prefer to save it and spend Hit Dice instead, you can.

Fitz has the First aid feat so you can use hit dice to heal that way while adventuring too.

Any questions before I start the next part?
 


Updated RG. This is the updated minisheet. FYI, I caught an error I made previously- I gave Caer too few hit points previously at level two.

AC 19 (16) Passive Perception 17
HP 29/34 HD 2/3
SSdc13 Slots 3/3
Hunters 1/2 Healing 1/1 Teleport 1/2 Blur 1/1
Inspiration: 1/1

Notes- I had him previously at 20 hit points max for level 2; it should have been 24 (14+10).
AC is 19 when HM is active, 16 otherwise.

Finally, there's another topple-like ability he acquired. He now has an emanation that extends 10' (pretty much melee range). When an enemy is within it, it must make a DC 13 wisdom save. If it fails, the enemy can take either an action, or a bonus action, but not both. Which is ... super-specific, doesn't come into play that often, and kind of annoying for PbP. LMK how you'd like to handle it.
 

Updated RG. This is the updated minisheet. FYI, I caught an error I made previously- I gave Caer too few hit points previously at level two.

AC 19 (16) Passive Perception 17
HP 29/34 HD 2/3
SSdc13 Slots 3/3
Hunters 1/2 Healing 1/1 Teleport 1/2 Blur 1/1
Inspiration: 1/1

Notes- I had him previously at 20 hit points max for level 2; it should have been 24 (14+10).
AC is 19 when HM is active, 16 otherwise.

Finally, there's another topple-like ability he acquired. He now has an emanation that extends 10' (pretty much melee range). When an enemy is within it, it must make a DC 13 wisdom save. If it fails, the enemy can take either an action, or a bonus action, but not both. Which is ... super-specific, doesn't come into play that often, and kind of annoying for PbP. LMK how you'd like to handle it.
Re: bonus actions. If it comes up, I’ll just remember to do it. It’s 100% on my end so it should be good for pbp!

Glad you like the items. I rolled randomly for some but I also tried to give everyone something they’d enjoy. It’s not like you have time to go shopping or trade with people.
 

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