D&D 5E [OOC] Uller's Out of the Abyss

No big deal. I'll never have much more than a cursory familiarity with your characters. Between two campaigns, I have 7 PC and a dozen NPCs...I gotta rely on players to tell me what they're PCs do.

Ok, I will try to keep you guys in the loop when I do something that might be questionable.
 

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He's prone an unconscious. We're out of combat. You can grab him and disable (reduce to 0 hp, non-lethally) him if you want. I don't see much reason to roll since he only has 9 hp left and is poisoned for the next hour even if you wake him up.

Yes, per the rules she is unconscious and stable and will remain so for 1d4 hours. For RP purposes I treat this as similar to a badly injured person in the hospital...you can interact with them a bit as they drift in and out of consciousness. They might even be able to move a little bit or interact with their environment if they exert themselves. But they can't attack, can't stand, can't cast any spells or use any powers or features. If it comes to a chance to change the state of things (like drinking a healing potion or something) I usually ask for some sort of check, usually Constitution...because then we're moving from RP back to game mechanics...failure results in dropping back to unconsciousness or even back to a dying state for those that have been lethally wounded)
 

Oh, even better.

Wanna just disable him, carry them back to the main party, have Orsik heal them, and talk to them about this before we all rest? (I think we were done traveling for the day anyway? Not clear on how far we traveled before this happened, I just know it was later in the day.)
 

You travlled about 75% of your day. This little excursion probably will take a total of 10 minutes of your day (altough once the adrenaline rush wears off you will feel extremely tired). You can finish your travel for the day without any consequence.
 

Sounds good, but if Orsik heals them, will they return to their were-rat forms, or are we out of the woods in that respect for a while?
 

I vote for tying them up, even if that means they have adv on escape attempts. Can't kill them now, can we?

...says the guy who plays a rogue to the others, one of whom plays a paladin... ;)
 


If we still have to travel for a while, I think we should leave them KO'd instead of healing them. We may yet need Orsik's healing capabilities if we have another encounter before we rest. (And guys...if it's possible to go nova on luck, we just did it...I fully expect Uller's rolls to clobber us in the next fight).

As for tying them up: I'm torn on that. On the one hand, it might stop them if they try to escape. On the other, I kinda feel like we need to show them that we're on their side; that we're not going to kill or abandon them. Waking up in ropes won't do much to convince them we have their backs.
 

Not waking up at all doesn't give a very good impression either... Or rather, no impression at all, because they'd be dead. But you get the point. :)
 

Hahaha, JustinCase, are you the team's pragmatically bloodthirsty player now? I thought that was me! When did this happen? Why was I not informed?!
 

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