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I'd like to shoot the goblin with my shortbow!

Portia stands up, her dizziness nearly dissipated, and turned towards the fleeing goblin with her shortbow raised. She draws, and lets the arrow loose --

*** CHECK ***
Portia has advantage because the goblin is fleeing -- and the goblin has no shield, so:

Portia: 8 + 5 = 13 - success
Portia: 17 + 5 = 22 - success

And for damage, the shortbow has 1d6, and Portia has a dexterity of +3, so:

Portia: 3 + 2 = 5

Portia hits the goblin for 5 damage, leaving it with 2 hp.
*** CHECK ***

-- the arrow found its target, piercing the goblin's left shoulder, sending it spinning to the ground.

>>> @Don't panic you're up. You're besides Claus, facing the dead horses. The last goblin is struggling to its feet approximately 10 feet beyond the horses, easily reachable by you. The rest of the party is approximately 30 feet behind you.
 
Portia stands up, her dizziness nearly dissipated, and turned towards the fleeing goblin with her shortbow raised. She draws, and lets the arrow loose --

*** CHECK ***
Portia has advantage because the goblin is fleeing -- and the goblin has no shield, so:

Portia: 8 + 5 = 13 - success
Portia: 17 + 5 = 22 - success

And for damage, the shortbow has 1d6, and Portia has a dexterity of +3, so:

Portia: 3 + 2 = 5

Portia hits the goblin for 5 damage, leaving it with 2 hp.
*** CHECK ***

-- the arrow found its target, piercing the goblin's left shoulder, sending it spinning to the ground.

>>> @Don't panic you're up. You're besides Claus, facing the dead horses. The last goblin is struggling to its feet approximately 10 feet beyond the horses, easily reachable by you. The rest of the party is approximately 30 feet behind you.
* count bartholomeus quietly reaches the struggling goblin and using the flat of the axe strikes him in the head with moderate force

> time to learn some answers
 
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> wants some answers
> kills with brute force

pick one, count!

"Good job so far, but too bad, still two down while I can magically heal only one. Anyone has a med-pack for our friend Belaver by any chance , my own backpack says 'nope'.."
 
> wants some answers
> kills with brute force

pick one, count!

"Good job so far, but too bad, still two down while I can magically heal only one. Anyone has a med-pack for our friend Belaver by any chance , my own backpack says 'nope'.."

By using it as a blunt weapon and stating i aim at Not killing the opponent, if their hp goes to zero they are knocked unconscious instead of killed. It is the simplest way to make prisoners in DnD, since monsters don't have death save throws.
incidentally, neither do NPCs, so unfortunately our valiant wagon-driver is dead-dead. He cannot be healed, at least not at this level (it could be done with high-level resuscitation spells)

In general, knocking opponents unconscious requires blunt damage, because it is harder to justify thematically the attempt of knocking somoene out by lopping off their head or by filling him with arrows
 
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By using it as a blunt weapon and stating i aim at Not killing the opponent, if their hp goes to zero they are knocked unconscious instead of killed. It is the simplest way to make prisoners.

Alright, then we're on the same page. Syllin should be able to interview him for good once she's back on her feet. I object to waterboarding though!

Btw. Couldn't I just 'command' him to drop his weapons so you can take him a prisoner?
It was said by raven that all HP0 (=ss) characters are back to normal once the battle is over. Does that include me having enough spell slots left to do my magic trick? In that case I shouldn't cast command anyway.
 
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Alright, then we're on the same page. Syllin should be able to interview him for good once she's back on her feet. I object to waterboarding though!

Btw. Couldn't I just 'command' him to drop his weapons so you can take him a prisoner?
It was said by raven that all HP0 (=ss) characters are back to normal once the battle is over. Does that include me having enough spell slots left to do my magic trick? In that case I shouldn't cast command anyway.
> i would rather put Portia in charge...

Command could work, but right now it is not necessary, nor the best use of your magic, imo
As far as HP, we do not get back any of it when the battle is over, nor spell slots.
That only happens if we take a long rest (8 hours, basically the night) or -partially- with a short rest.
But even with rest, a PC with 0 hp does not benefit of that at all.
syllin will have to continue roll death saves -combat or not- until she is dead or stabilized (or healed)
To be stabilized
A) she can roll 3 S before 3 F
B) she can roll a 20
C) we can use our medicine skills ( wisdom check, could fail)
D) we can use a medicine kit if we have one
Being stabilized leave her at 0 hp, but she won't die unless attacked
Then after 1d4 hours, she gets 1 hp back
At that point she is awaken and can benefit of the usual health recovery systems (rest and hit dice)
 
> i would rather put Portia in charge...

?


But even with rest, a PC with 0 hp does not benefit of that at all.
syllin will have to continue roll death saves -combat or not- until she is dead or stabilized (or healed)

I understood @ravenvii differently. #157
"If the battle ends before she could roll 3 fails or successes, she'll live (I'm assuming here that the party will immediately come to her aid when the threat is over)."

It's not clear what "come to her aid" or "live" actually involves or means though.

In general, while this is somewhat fun, having no experience + 2-3 different interpretations or slightly contradictory explanations throughout the thread or approches how the rules work does make this less satisfying than thought. I'm not really complaining (I think) but so far it feels like on-rails or every little choice has to be backtracked / actually not that many free choices at all. I'm also wondering what all the spells are about if all I should do is saving my slots to cure wounds. I get it that this will likely change when levelling up (although I'd assume the opposing forces will equally raise in difficulty) but since I will play only this one adventure with said dwarf I'm not sure I'll even see an end to the tunnel. But as you know I have no experience with this specific game so will glady observe the opposite.
 
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?




I understood @ravenvii differently. #157
"If the battle ends before she could roll 3 fails or successes, she'll live (I'm assuming here that the party will immediately come to her aid when the threat is over)."

It's not clear what "come to her aid" or "live" actually involves or means though.

In general, while this is somewhat fun, having no experience + 2-3 different interpretations or slightly contradictory explanations throughout the thread or approches how the rules work does make this less satisfying than thought. I'm not really complaining (I think) but so far it feels like on-rails or every little choice has to be backtracked / actually not that many free choices at all. I'm also wondering what all the spells are about if all I should do is saving my slots to cure wounds.
I get it that this will likely change when levelling up (although I'd assume the opposing forces will equally raise in difficulty) but since I will play only this one adventure with said dwarf I'm not sure I'll even see an end to the tunnel. But as you know I have no experience with this specific game so will glady observe the opposite.

Thank you, @twietee. I am in a somewhat similar situation.

Some of us have 'no' experience whatsoever at this game, - not even as on-lookers the way I would be familiar with the rules of say, rugby union football, or soccer, even though I don't play them - and lack both the time and the energy to do the sort of preparation and homework that has been suggested. This means that we are unfamiliar with the concepts, idioms, practice, and agreed short-hand expressions normally used. In turn, that means that idiot proof instructions, or instructions that leave no room for misunderstanding, are very welcome.
 
Command could work, but right now it is not necessary, nor the

Isn't the command spell and interrogation dependent on speaking the language (Goblin) ? If so, Viet could not use the command spell on the goblin (unless the goblin spoke dwarven or common) and likewise the only one who could interrogate the goblin would be Syllin (@Scepticalscribe).

Speaking to the group: I'm sure the goblins have a camp nearby so maybe I should do some tracking to find it. In any case, let's move the dead horses and goblins off the road and bury the three people that died. Be sure to load any weapons you find (including arrows) into our wagon so they can do no more harm in the hands of Goblins.
 
Ha, that's true @homework. And a bit of a dilemma. Since too rigid instructions make me play like a zombi. :D For instance Moyank has one failed save-throw and it's not critical so I shall engage my enemy, while you ss are at one failed save-throw and I should hurry asap to help you. Not that I don't want to but this is just confusing.

@Plutonius "I'd say we wait till our Count's action is resolved. SS speaks goblin fluently so we may as well ask our littel friend here nicely whether there is a camp nearby or not. Also I would like to know what happened to my cousin Gundren since I recognize his horse lying dead on the street. I would like to investigate that before we already split up again. But I very well be wrong with that so you may do as it pleases you, Claus."
 
I'm also wondering what all the spells are about if all I should do is saving my slots to cure wounds.

It's the fortunes of running a cleric :D. Wizard spells are for DPS (damage) while cleric spells are for healing and protecting the party. One thing you should note is that we were just ambushed so we took more damage then we might have normally taken. Likewise, with a second cleric (@Huntn), we will have more healing available.

Any of the characters are fine with me so I can switch (subject to @ravenvii approval) with anyone who really dislikes their character.
 
Well, until I am awoken from the serious slumber occasioned by my not inconsiderable injuries, I fear that I will not be able to conduct strangled speech (goblin is not widely regarded as a tongue in which works of deathless prose have been penned) with a goblin.
 
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It's the fortunes of running a cleric :D. Wizard spells are for DPS (damage) while cleric spells are for healing and protecting the party. One thing you should note is that we were just ambushed so we took more damage then we might have normally taken. Likewise, with a second cleric (@Huntn), we will have more healing available.

Any of the characters are fine with me so I can switch (subject to @ravenvii approval) with anyone who really dislikes their character.

No, I'll see this through of course. HArd enough to stay in character with that grim dwarf, couldn't imagine playing a folksinger.. Just wanted to give some feedback because of my lack of enjoyment :D

It's less about the healing but about the slots (or lack thereof) and how you are able to get them back (only due sleeping - I don't want to play the boring way so that I would take a really long nap after every single action). There seem to be quite a few fun spells but I will hardly if ever use them. I get it that this is a tactical decision, but keep in mind that those characters are likely played over more than one adventure while this one not.

[doublepost=1456410083][/doublepost]
Well, until I am awoken from the serious slumber occasioned by my not inconsiderable injuries, I fear that I will not be able to conduct strangled speech (goblin is not widely regarded as a tongue in which works of deathless prose have been penned) with a goblin.

"I'm already prepared to awake you from the dead (no hokus pokus - the real thing!) I'm just awaiting my turn to do so."

"Poor Belaver, he was a good man with such a vibrant, charming personality. What a pity to see his brains splattered all over our blue wagon. Someone sould get a broom and some water.."
 
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i think Portia might have a sharper 'convincing' streak in her, when coming to interrrogations.
most goblin speak common, although it is not guaranteed this specific one does


I understood @ravenvii differently. #157
"If the battle ends before she could roll 3 fails or successes, she'll live (I'm assuming here that the party will immediately come to her aid when the threat is over)."
It's not clear what "come to her aid" or "live" actually involves or means though.
i assure you she is not getting her health back for free at the end of the battle. it is one of the core mechanism of the game.
i am guessing ravenvii assumed we would help her by one of the mechanisms listed above, but since i don't think we have any medical kit nor healing potions, the ones available are trying with our medicine skills (which is very likely but not guaranteed to work), her rolling well or your healing

In general, while this is somewhat fun, having no experience + 2-3 different interpretations or slightly contradictory explanations throughout the thread or approches how the rules work does make this less satisfying than thought. I'm not really complaining (I think) but so far it feels like on-rails or every little choice has to be backtracked / actually not that many free choices at all. I'm also wondering what all the spells are about if all I should do is saving my slots to cure wounds. I get it that this will likely change when levelling up (although I'd assume the opposing forces will equally raise in difficulty) but since I will play only this one adventure with said dwarf I'm not sure I'll even see an end to the tunnel. But as you know I have no experience with this specific game so will glady observe the opposite.
in this adventure your PC is the most versatile. You are an excellent warrior with high AC, and can do good offensive and defensive magic. you don't have to feel railroaded at all, as you can literally do whatever you want (although you should be consistent with what your character would do). In this specific situation, since two of your companions went unconscious, your 'obvious' course of action is clear, but it is not obliged. as soon as you level up, you will get extra slots and more options. at some point we will likely get some healing potions, which will lighten your burden.
consider we are at the first, minor skirmish of a very long campaign. your entire skillset and wits will be put to test


Thank you, @twietee. I am in a somewhat similar situation.

Some of us have 'no' experience whatsoever at this game, - not even as on-lookers the way I would be familiar with the rules of say, rugby union football, or soccer, even though I don't play them - and lack both the time and the energy to do the sort of preparation and homework that has been suggested. This means that we are unfamiliar with the concepts, idioms, practice, and agreed short-hand expressions normally used. In turn, that means that idiot proof instructions, or instructions that leave no room for misunderstanding, are very welcome.

ehrm, did you read those short articles in the link i provided earlier on...... :)
[doublepost=1456411365][/doublepost]
Ha, that's true @homework. And a bit of a dilemma. Since too rigid instructions make me play like a zombi. :D For instance Moyank has one failed save-throw and it's not critical so I shall engage my enemy, while you ss are at one failed save-throw and I should hurry asap to help you. Not that I don't want to but this is just confusing.

@Plutonius "I'd say we wait till our Count's action is resolved. SS speaks goblin fluently so we may as well ask our littel friend here nicely whether there is a camp nearby or not. Also I would like to know what happened to my cousin Gundren since I recognize his horse lying dead on the street. I would like to investigate that before we already split up again. But I very well be wrong with that so you may do as it pleases you, Claus."

moyank became critical at two Fs
syllin is not critical, but honestly with just one moribund goblin and 4 of us on him at full health, there is not much else to do except maybe loot the bodies
and the decision to fight or heal first is not always obvious, and it is something you have to decide. this game is best when not played by committee, but since we are at the beginning and almost nobody is familiar with the rules, i thoguht it would be helpful to have a little hand-holding
 
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i think Portia might have a sharper 'convincing' streak in her, when coming to interrrogations.
most goblin speak common, although it is not guaranteed this specific one does



i assure you she is not getting her health back for free at the end of the battle. it is one of the core mechanism of the game.
i am guessing ravenvii assumed we would help her by one of the mechanisms listed above, but since i don't think we have any medical kit nor healing potions, the ones available are trying with our medicine skills (which is very likely but not guaranteed to work), her rolling well or your healing


in this adventure your PC is the most versatile. You are an excellent warrior with high AC, and can do good offensive and defensive magic. you don't have to feel railroaded at all, as you can literally do whatever you want (although you should be consistent with what your character would do). In this specific situation, since two of your companions went unconscious, your 'obvious' course of action is clear, but it is not obliged. as soon as you level up, you will get extra slots and more options. at some point we will likely get some healing potions, which will lighten your burden.
consider we are at the first, minor skirmish of a very long campaign. your entire skillset and wits will be put to test




ehrm, did you read those short articles in the link i provided earlier on...... :)

No.

Until next week I will not have time to read stuff - by which you mean attempt to learn and understand it. (What little I have read is something akin to gobbledegook, but then, as the HP universe reminded us, that, too, is a language).

There are personal and professional matters which are much more pressing and which must take priority for now; besides, I don't have the mental energy to devote to learning and thinking through something completely new.
 
It's the fortunes of running a cleric :D. Wizard spells are for DPS (damage) while cleric spells are for healing and protecting the party. One thing you should note is that we were just ambushed so we took more damage then we might have normally taken. Likewise, with a second cleric (@Huntn), we will have more healing available.

Any of the characters are fine with me so I can switch (subject to @ravenvii approval) with anyone who really dislikes their character.
in my experience, clerics can be played quite offensively, they are not the medic equivalent of modern welfare (especially when you face un-dead)
plus if he wasn't grumbling all the time Veit wouldn't be a good dwarf! :D
 
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i think Portia might have a sharper 'convincing' streak in her, when coming to interrrogations.
most goblin speak common, although it is not guaranteed this specific one does



i assure you she is not getting her health back for free at the end of the battle. it is one of the core mechanism of the game.
i am guessing ravenvii assumed we would help her by one of the mechanisms listed above, but since i don't think we have any medical kit nor healing potions, the ones available are trying with our medicine skills (which is very likely but not guaranteed to work), her rolling well or your healing


in this adventure your PC is the most versatile. You are an excellent warrior with high AC, and can do good offensive and defensive magic. you don't have to feel railroaded at all, as you can literally do whatever you want (although you should be consistent with what your character would do). In this specific situation, since two of your companions went unconscious, your 'obvious' course of action is clear, but it is not obliged. as soon as you level up, you will get extra slots and more options. at some point we will likely get some healing potions, which will lighten your burden.
consider we are at the first, minor skirmish of a very long campaign. your entire skillset and wits will be put to test




ehrm, did you read those short articles in the link i provided earlier on...... :)
[doublepost=1456411365][/doublepost]

moyank became critical at two Fs
syllin is not critical, but honestly with just one moribund goblin and 4 of us on him at full health, there is not much else to do except maybe loot the bodies
and the decision to fight or heal first is not always obvious, and it is something you have to decide. this game is best when not played by committee, but since we are at the beginning and almost nobody is familiar with the rules, i thoguht it would be helpful to have a little hand-holding

To be honest, a lot of hand-holding is what is required for some of us….... Fortunately, for now, all I need do is sleep.
 
No.

Until next week I will not have time to read stuff - by which you mean attempt to learn and understand it. (What little I have read is something akin to gobbledegook, but then, as the HP universe reminded us, that, too, is a language).

There are personal and professional matters which are much more pressing and which must take priority for now; besides, I don't have the mental energy to devote to learning and thinking through something completely new.
understood.
i will try to put brief explanations in the thread when asked or if i feel they might be needed, hopefully they will be in common ;)
 
Timeout!

Question #1: in post #148 @ravenvii said the last undetected Goblin did fire his arrow at Syllin. Do we still not know which side of the road he was? Left (Portia) or right (Claus and me).

Question #2: can I ask whether I can move in one round to Portia and heal her wounds? Or is it too far for that so that I have to move twice?

Thanks! :)

Can't really imagine how to deal with moyank's situation. If I can rush there and heal her in one single round I'd say I go after the goblin Claus somehow managed to miss and heal her next round. But if I can't move and act at the same time I'd say I make a run this round (after ss dealt with her situation of course).

Distance: A suggestion based on my recent D&D studies- Unless the intent is to keep distance a casual element for this forum based game, a statement of distance would be a helpful to include with updates during combat. Example, (which may have been said, but I did not go back looking for it):

"The driver stops the wagon. Approx 100' ahead in the road two dead horses lay. This section of road includes dense foliage setback 10' on either side of the wagon."

I assume that by Marching Orders, those in close proximity of the wagon would be considered one position, while in reality, there could be as much as 20' difference if a forward and rear rank were established, although I don't think they were.

Consequently every party member would have to state how far they are going and in what direction for every turn of combat. For example after the horses are spotted, Master Fletcher would say something like:
I'm moving into the bushes on the left side of the wagon (15') and then forward 15'.
Upon this move we would know that the Fighter was 15' closer to the vicinity of the horses which are now approx 85' away from him (but offset by his distance into the woods). A notation could be used like CF (character name): Wagon offset- 15'L, 15'F. :)

"I'm critical I tell you! Critical! Am I bleeding out? I feel like I'm bleeding out!"

I got some popcorn for this! :D

>>> @Scepticalscribe a quick explanation: cantrips are spells that you can cast whenever and wherever you want. There's almost no drawbacks to using them. They're the weakest of the spells, however (level 0). Non-cantrip spells (spells that are levels 1 and above) must be prepared (more later, but currently you have two slots for prepared spells, but you have none at the moment (despite what others have said). You will get an opportunity to prepare spells shortly.

Clutching her side to stop the blood seeping from the scimitar wound, Syllin thrusts her other hand towards the screeching goblin holding its shield over its head as Bartolomeus prepares for a second strike with his greatsword. As she shouts an incantation, a white ray shoots out of your hand, freezing the very air around it --

*** CHECK ***
Since this is a direct attack, you'll need to beat the goblin's 14 AC. It's your proficiency modifier plus your spellcasting ability modifier (intelligence in your case, since you're a wizard -- a cleric would use his wisdom) plus a roll of a d20. Also, since you have disadvantage due to being less than five feet away from the goblin when casting a ranged spell (which the ray of frost is), you have disadvantage, so:

Syllin: 2 + 3 + 8 = 13 - fail
Syllin: 2 + 3 + 12 = 18 - success

Since this is a disadvantaged throw, your attack fails.
*** CHECK ***

-- and it squarely hits the goblin's shield, freezing it. Screaming obscenities, the goblin throws aside the frozen shield just as it begins to freeze its arm. It screeches and prepares to attack.

Simultaneously, Veit screamed as he swung his warhammer once more at the goblin facing both him and Claus --

*** CHECK ***
Same as before:

Veit: 2 + 2 + 7 = 11 - fail

Veit fails to hit the goblin.
*** CHECK ***

-- another *WHACK!* as the warhammer hits the goblin's shield just where Claus' sword has hit a instant prior. Screeching, the goblin rushed in for a counterattack --

*** CHECK ***
Since Veit has a AC of 18:

Goblin: 4 - 1 + 9 = 12 - fail

The goblin fails to hit Veit
*** CHECK ***

-- the scimitar once again bounces off Veit's armor, barely forcing a grunt out of the hardy dwarf;

The goblin facing Bartolomeus quickly disengages from battle and rushes the more vulnerable Syllin --

*** CHECK ***
Syllin has an AC of 12:

Goblin: 4 - 1 + 4 = 7 - fail

The attack fails.
*** CHECK ***

-- somehow the goblin missed the leg of the wizard's dead mare sticking out in its path. It tripped and and its scimitar struck only air;

The longbow-wielding goblin in the woods fires off another shot towards Syllin, not content with killing her mare --

*** CHECK ***
Syllin, again, has 12 AC, so:

Goblin: 4 - 1 + 16 = 19 - success

The attack obviously succeeds, so 5 damage is dealt. Syllin now has 0 hp.
*** CHECK ***

-- the world darkens as Syllin's consciousness fled the battlefield. She falls to the ground next to her departed mare.

>>> it is now ROUND 3. @Moyank24 once more rolls for her fate:

*** CHECK ***
As you recall, >10 is success, <10 is fail:

Portia: 5 - fail

Portia now has 2 fails. One more and she will die permanently.
*** CHECK ***

>>> @Don't panic you're up. As you recall, there's a goblin slightly behind you facing Syllin's body (its back is turned to you, so you have advantage), and there's a goblin unseen by you in the woods battling Veit and Claus, and of course the goblin in the woods shooting arrows. What do you do?

>>> DM'S NOTE: Thanks to Don't panic's clarification, I've decided to disallow initiative swapping from now onwards.

This is one tough neighborhood for a starter adventure. Bet you guys did not see this coming. Glad I've spent the last week at Cleric school. :D
 
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It's less about the healing but about the slots (or lack thereof) and how you are able to get them back (only due sleeping -

It's a game balance issue. The fighters only have their weapons (I also have a terrible armor class but a good ranged attack). Your dwarf has the best armor class, good weaponry, you can turn undead, and you have spells. Without spell restrictions, everyone would want to run a cleric :D.

As far as enjoyment, starting characters are generally not as fun. They die easily, can only fight successfully a limited selection of creatures, and their options are very limited. The character sheet show advancement up to 5th level and @ravenvii said the game will go for months so we will be leveling. When @Huntn shows up, you should have a lot of fun role playing (are you related, rivals, etc).
 
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one more thing.
i thing we are going through some teething problems, as all of us have to get accostumed with the game, the characters, the rules and the adaptation to a forum format. most of these thing will solve themselves with playtime.

one thing that i think would be very useful to do is if @ravenvii will put a 'status' update at the end of every action-resolving post. since there is not the quick feedback/adjustments present in live play, it would be helpful to keep everyone on the same page. something like i have been posting, but from the DM so it is official

should include initiative order, who is up, health and approximate known locations of all PC and monsters, other notables, death saves status if necessary

eg:
status:

Portia, 9/9 HP, at one edge of the woods
Count Bartholomeus (up), 12/12 HP: attacking the last running goblin
Veit , 11/11 HP: next to syllin, by the wagon
Syllin: 0/8 HP, unconscious by the wagon, next to her dead mare, death saves: F
Master Fletcher : 12/12 HP, upfront with the Count,
longbow goblin: 2/7 HP engaged with the Count

notes: 3 dead goblins, 3 dead horses (2 old, 1 new), one dead human NPC (belaver)
 
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