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Rumrunner

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Posts posted by Rumrunner

  1. Tricky scene. Rillik is being very abrasive, but she's being quite candid as to why, you guys are being supa suss. She'll take you at your word, but the fact that you guys have acted evasive, to her implies that you're deliberately hiding things that may affect the company and others. If the bugbear had said, I can't tell you because I gave my word, she'd have respected it. If the kobold had made some comment about the enchantement not being his doing, she'd likely have accepted that. Are such requirements fair or reasonable? Welllllll.... ¯\_ (ツ)_/¯ like she did just say maybe the dog ate something magical and then said she's magic... danger may be apt, lol.
     

  2. https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_12/c64euxtRA2uOQ7cVwHg1--1--zmktg.webp.be92493580a451ac9dc42632a2ce61ee.webpRillik d'Sivis


    The commanding officer spoke and her jaw clenched. It clenched so hard her teeth ground audibly, but she swallowed it down and closed her eyes, exhaling slowly as she opened them. "Yes, Sir." She barked, curtly and formally. She moved to a kneeling position, then as she stood the wand wheeling on her finger before spinning into the holster at her hip before standing at attention and looking dead ahead at the orc. "...but I'll not tolerate deception that puts the company in danger, Sir. People are entitled to their secrets, people are entitled to their ignorance, but when they conceal what could mean life or death to all those around them and countless others, and they seem to not care a wit... well then, to me, they might not be people at all, be they bugbear or gnome, or any other folk."

    She made an about face towards the Bugbear and the Kobold, her face still clenched and expressionless. "If you say you're not hiding anything that would put us or others in danger intentionally, then I'll accept you on your word, even a nod will do. I will not pry. If you cannot..." She said nothing else, but her eyes glanced away from the camp and back to them. All the while her mind was running rampant, vigorously trying to quash all her reservations and emotions, grasping at the flailing tendrils and yanking them into a tight little ball to press way down deep and then crush them. That was her concession, she'd accept them at their word, because her commanding officer told her to. It was the best she could do.

     

  3. https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_12/c64euxtRA2uOQ7cVwHg1--1--zmktg.webp.be92493580a451ac9dc42632a2ce61ee.webpRillik d'Sivis


    "Then why is he telling the dog there's danger and readying to attack?" She snapped back at the Svirf. "Looks can be decieving Yop, that dog's under heavy magical enchantments, why not him? Why at the mention that the dog's enchanted is he not curious? Obviously it was known. More secrets... at a time when there are powerful wizards after some of us and a dragon, secrets about concealed identities and missions put us all in danger, and by all I don't mean just all here. I mean to whomever that dragon or wizard encounter, the Aly and Roland's caravan, whatever poor town that dragon comes across." From behind the log, she looked over her shoulder as if hearing something in the distance, but then her eyes shot back, still wide, taking in everything around them. It wasn't clear when but her wand was at hand, this one was no pipe, it was quite a bit more elaborate somewhere between a pen and a needle with a finger loop.

     

  4. https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_12/c64euxtRA2uOQ7cVwHg1--1--zmktg.webp.be92493580a451ac9dc42632a2ce61ee.webpRillik d'Sivis


    Her head tilted towards the kobold. It was unlikely that the dog understood draconic, but she did, she'd learned it for just this reason, so she'd know what his kind were plotting. "So are you hiding things too... enough so to think that there would be a danger to you should it be revealed... What did you do to her?" She had slipped from the log in shock, but was now leaning behind it as if it was a tactical barrier. Her hand slowly slid back down her leg, placing her pipe in its sheath and fingering her other wand, but not yet drawing it. Had they gotten too close for comfort, to close to the truth of whatever they were hiding. What were they now going to be attacked for it? The bugbear's tantrum and now the kobold's threat had her fingers itching, this was why you didn't trust monsters.

     

  5. 1 hour ago, Wizard of the Coat said:

    But I'd like to suggest that this game is different. All of the mechanics are being kept behind the scenes. The idea is to put the narrative first at least in part via a "don't ask, don't tell" approach to game mechanics. For me, this means that what we portray in the IC becomes more important than in a typical campaign. Instead of allowing the metagame to prioritize my interpretation of what's going on in the narrative, the narrative stands unfiltered (or at least less filtered) by a metagame backdrop of character sheets and predefined limitations on what characters can and can't do. So for example, if you describe a spell activating without describing your character actually casting the spell, on my end of the screen I'm thinking (or having Ragz thinking) "wow, Rillik can cast spells without words or wiggling fingers." For Ragz in particular, such observations and impressions are going to strongly influence how he interacts with the other PCs (to be revealed in time).

    That's tricky, I generally assume that the person is doing the thing with all the requirements unless they detail specifically that they're not... Because there definitely times when her casting does have exceptions.

    This does bring up something about magic, or the perception of magic in D&D. That I was going to bring up in character, but I'll bring up here first:

    1. Are we thinking that all spells of the same name are cast in the same way? eg detect magic by a cleric or a wizard follows the same procedure.

    2. Do magic effects show up the same? eg. an activated shield spell look the same every time its cast.

    So aside from some metamagic, spell components are standard.

    How I see magic, This may not be normal...

    Types of Magic
    Divine: Force of Will

    - Faith magic: powered by faith, reflection of their divine patron. Cast via prayer/chanting and holy symbol.
    - Nature magic: powered by unity with the natural world, manifestation of the caster's will as a reflection of their attunement with nature. Cast via prayer/encantation and nature link.
     

    Scholarly Arcane: Force of Intellect

    - Spell books and Scrolls: powered by an understanding of the rules that govern the flow of magic and power through the planes, manifested via forumlated gestures/words that are calculated specifically to manipulate these powers, cast via encantation and symbols, with analog components or arcane impliment(wand/orb/staff)
    - Artifice: formulae mixed into potions or elixirs or through the imprinting of magical sigils and glyphs onto objects that work as a proxy for the magic. Cast via chant/encantation with magical tools(tool kit of some sort)

    Embodiment Arcane: Force of Presence

    - Arcane Music magic: powered by harmony of the soul with the flow of magic through the world and particularly through people, manifested as analog through music and art, cast via song and performance.
    - Arcane Bloodline magic: powered via bloodline connection to magical life form, powered by instinct, manifested by encanted words of power and expressive gestures.
    - Possession Magic: being possessed by a spirit or force that results in the casting, sometimes manifested as encanted words and expressive gestures, but can be very flexible depending on the source of the possession.

    Hybrids
    - Most would have some foundational link to the above or combination thereof.

    PS: The above tend to be lumped together by their primary stat, and is super rought off the top of my head sort of thing.

    Manifestation:
    No matter the source or type of magic, its manifestation has stable traits that are discernable by the trained "eye". These are probably best described as the ability to see aura's of magic. I imagine this as when you see heat distortion on hot days, but of various colors and hues, that are manifestations of how the magic distorts reality, and the "trained eye" is more inferring these colors or distortions as a way for their mind to translate what it's sensing rather than the reality of a spectrum or visually distortion event... using this logic it could also be manifested as a scent or sound of magic, depending on the affinity of the mage.

  6. 25 minutes ago, Harding said:

    I vote that I don't give a damn about this spell being use for narrative reason and that the cool factor goes over the limitation of the spell description.

    *HUGS*

    Really, I think this was mostly a matter of overstepping with some lack of clarity. If it was perceived that I was pulling a dog around with a mage hand, that's one strong grip, because really the doggo could pull Rillik around, so the tug-o-war would be little. I've tried to lift a husky off the ground by a stick, it was more than 10lbs, ever have a medium to large dog try to jerk a stick out of your hand by whipping their head back and forth?! I've been pulled out of my chair... more than once. So, yeah, as Yontu seems to be an extention of WotC character, if I was them I might have felt the tug-o-war being a unfair sorta pvp and taking too many liberties with their pet.

    Companion animals, constructs, etc can get tricky.

    13 minutes ago, Varen Tai said:

    OK, we'll run with this - cantrips can evade RAW to a large degree, as can 1st level spells. As we move higher in the spell list, the more I'm gonna be a stickler to RAW, even in RP situations.

    This actually seems very reasonable.... goodberry pumpkin catapult! (technically pumpkins are berries)

    ...this conference is more boring than I expected...

  7. 1 hour ago, Varen Tai said:

    Yeah, this is where magic rules get strange. I'm open to any thoughts you may have about why it MIGHT have triggered. It would make it hard to catch something cool someone finds and tosses to you to look at if it triggers at even slow pitched items, but we can play with it.

    Nah, don't delete. Rillik brings up some really good thoughts for everyone to ponder, and if anyone wants to respond to the conversation bits, we can move on until Rum gets more time to edit. I'll dictate that she confirms the dog is magical after the spell is cast. She can toss the stick again to someone else (Rum, you can pick OOCly and then edit ICly later if you care who it goes to, or if you don't care, the next person who posts can accept the stick) and the scene can continue on.

    Quick break in my conference... glad I quit smoking :p

    Why it was triggered because it's an object/missile directed at Rillik. The intention and velocity seem inconsequential to the spell qualitification, the spell still requires a reaction ie intention from Rillik to trigger a shield spell. It's not automatic, so I think there may have been a misscomunication on what's meant by triggered. By triggered I believe WotC is saying it doesn't meet the qualification criteria of "being hit by an attack", because technically it's not an attack without an attack roll. Which means I can't use any combat like spells for RP. Which immho is lame in a narrative driven campaign... so booooooooo on that.

    It's edited out now, but I would like some clarification if spells can be used creatively and narratively, or should I be pulling the spellblock up each time to make sure it complies with the rules as written mechanics. It's totally fine (if a lil lame) if I can only use them RAW, but I would like to avoid retcons.

    PS just wanted to note the comments about the tug-o-war and monopolizing the doggo are completely reasonable concerns/requests. Happy to adjust.
     

  8. 25 minutes ago, Wizard of the Coat said:

    I don't think Roland tossing you a stick will trigger shield.

     

    I think that would be splitting hairs, throwing something at vs throwing something to, could just be a matter of perception. I don't think a spell would register intention of the person sending something flying at someone with such accuity.

  9. Philo - Dragonmarked Halfling witherbloom initiate Hexblade warlock

    image.png.8eeb11f4276372e290b4d6982f9d828d.png

     

    Name: Chef Philo d'Ghallanda

    Character Concept: d'Ghallanda halfling chef has made a pact with a magic cleaver that he uses to gather ingredients for his exotic entrees.

    Race, Background, Subclass Class: Dragonmarked Halfling Witherbloom initiate Hexblade Warlock

    Description: [Description]

    Your Character’s Plothook: A Double: Looking to open an inn/restaurant in the mournland using at least some local ingredients. Or at the very least create some new dishes that can be featured in Ghallanda inns. That will require patrons of prominence (ie the missing airship socialites as well as looking to take advantage of the opportunities of Oakhurst.

    •    An airship named the Gigantic went down over the Red Scale Canyons. Aboard the vessel were several prominent aristocrats, industrialists, and various other well-ado socialites from Sharn. Naturally, this has caused quite a stir in the upper-echelons of the City of Towers!  
    •    Oakhurst is a bustling, turn-of-the-century town located in what is otherwise an ancient, war-torn, and undoubtedly haunted frontier realm, the Mournlands. There is opportunity, riches, and adventure abound for those brave enough to risk life and limb

    Past is Prologue:

     

    Deity: Spirits and Bally-Nur, because he is god of the hunt, which give us life sustenance, and we must give thanks to the spirits who have died for us. The lives of those who came before are what allows us to live as we do.

    Is Might Right? only if you're referring to appetite.

  10. 5e DMG lists 6-8 medium to hard encounters per day, most games are far less, but that's what the game is balanced for. That's with 2 short rests and one long rest at the start. I had thought it was 4-5 until I looked into it, seems a bit high to me too, but so far it hasn't been anywhere near that, so I'm not worried.

  11. https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_05/R.jpg.2ca289fdf72caaacb64a030887b89370.jpgPrincess Merida of DunBroch - Character Sheet
    Saves: S5 D8 C3 I3 W4 C1 | AC: 18 |  HP: 63/52 |  PP: 19 |  Spd: 35ft |  Spells: Lvl I 4/4 , Lvl II 2/2 | Hunter's mark 1/1 | Misty Step 1/1 | Mage Stone 6/6 | Whisping 1/1 | Favored Foe 3/3 | Stellar's Blessing 1/i, 1/ii, 1/iii |


    Merida tested her bow, the magic it swirled around the string as she pulled it back it shot an arrow with a spiral that sent it sailing through the water without problem.

    "Oh, I'm ready. Lead the way Mu, I have you covered."

    Mechanics:

    Show this

    [b][url=/sheets/?id=2685197]Princess Merida of Dunbroch[/url][/b] [i][ooc=Human]Wildhunt Shifter[/ooc] Ranger 6 Chaotic Good[/i] [b]AC[/b] 16 [b]HP[/b] 52 [b]Speed[/b] 35ft [b]Str[/b] 12 (1) [b]Dex[/b] 18 (4) [b]Con[/b] 14 (2) [b]Wis[/b] 16 (3) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Longbow +1[/b] +10 1d8+5 [b]Rapier[/b] +7 1d8+4 [b]Shortsword(Highland Dirk)[/b] +7 1d6+4 [b]Dagger(sgian-duhb)[/b] +7 1d4+4 [b][/b] [b]Background[/b] Folk Hero - [ooc=Rustic Hospitality]Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.[/ooc] [b]ASI & Feats[/b] +2 Dex - [ooc=Fey touched]Misty step and Hunter's Mark free to cast 1/day, and added to spell list[/ooc], [ooc=Sharpshooter]Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.[/ooc] [b]Race:[/b] Wispbound Human(Wildhunt Shifter) - [ooc=Ability Score Increase] Your Wisdom score increases by 2, Dexterity increase by 1[/ooc], [ooc=Darkvision]You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Darkvision is extended to 120ft with Goggles of Night[/ooc], [ooc=Natural Tracker]You have proficiency in the Survival skill.[/ooc], [ooc=Keen Senses]You have proficiency in the Perception skill.[/ooc]. [ooc=Wisping]As a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest[/ooc], [ooc=Mark the wisps]As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.[/ooc] [b]Class:[/b] Ranger - [ooc=Favored Foe]When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d6. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.[/ooc], [ooc=Canny]Choose one of your skill proficiencies(perception). Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice[/ooc], [ooc=Roving]Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.[/ooc], [ooc=Fighting style(Archery)]You gain a +2 bonus to attack rolls you make with ranged weapons.[/ooc], [ooc=Spellcasting]Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.[/ooc], [ooc=Primal Awareness]You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd.... Speak with Animals 5th.... Beast Sense 9th.... Speak with Plants 13th.. Locate Creature 17th.. Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.[/ooc], [ooc=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/ooc] [b]Subclass:[/b] Horizon Walker [ooc=Detect Portal]At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.[/ooc], [ooc=Planar Warrior] At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.[/ooc] Boon: [ooc=Stellar Blessing]While in a critical health state (below 50% HP) you may trigger stellar blessing through the following options no action required. You may use each option once per short or long rest: • If you miss with an attack roll, or miss with a saving throw, you can add 2d4 to the roll. • If you are being healed add your character level times 5 to the amount restored. • If you are about to be hit by an attack increase your AC by 5[/ooc] [b]Magic Items[/b] [ooc=Mage Stone]Mage Stone - Wonderous Item, Requires Attunement A bright gemstone that is used as a source of magical power. While attuned to a mage stone, the mage stone can be used in replacement of spell slots to fuel magic spells or other abilities that use spell slots by consuming charges 1 charge per level of spell slot required. A mage stone has a max number of charges equal to the wielder's proficiency bonus times 2. As a bonus action, You can recharge a mage stone attuned by you by using a spell slot of your own restoring 1 charge per spell slot level used up to its max. A mage stone also regenerates 1d3+1 charges daily at dawn.[/ooc], [ooc=Cloak of the Manta Ray]While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. The Cloak will also allow Merida to be able to use her weapons as normal underwater[/ooc], [ooc=Luck Stone]+1 to all skill checks and saves[/ooc]
    Princess Merida of Dunbroch
    Human Ranger 6 Chaotic Good

    AC 16 HP 52 Speed 35ft

    Str 12 (1) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 8 (-1) Cha 10 (0)

    Attacks
    Longbow +1 +10 1d8+5
    Rapier +7 1d8+4
    Shortsword(Highland Dirk) +7 1d6+4
    Dagger(sgian-duhb) +7 1d4+4


    Background Folk Hero
    - Rustic Hospitality

    ASI & Feats +2 Dex
    - Fey touched, Sharpshooter

    Race: Wispbound Human(Wildhunt Shifter)
    - Ability Score Increase, Darkvision, Natural Tracker, Keen Senses. Wisping, Mark the wisps

    Class: Ranger
    - Favored Foe, Canny, Roving, Fighting style(Archery), Spellcasting, Primal Awareness, Extra Attack

    Subclass: Horizon Walker
    Detect Portal, Planar Warrior

    Boon: Stellar Blessing

    Magic Items
    Mage Stone, Cloak of the Manta Ray, Luck Stone

     

     

  12. We have 24hrs to complete it, no long rests, this is a time trial, I can only assume resting is only if absolutely necessary. Shouldn't need to rest more than once in a given day, standard is six to eight medium-hard encounters per day, I can't see this being beyond that, likely less given the nature of pbp. We'll be fine ;)

    Edit: @Ayeba @morgan_ We had two spare goggles of night we would have given two you, so extend your darkvision by 60ft, I'm not sure if it's completely dark under the sea but I'm assuming its probably at least dim. Also, wearing goggles while swimming makes sense to me.

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