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Next session's Checklist

Then again I don't know why I'm doing this. After all, Darrak is a Dwarf. There's no way this puny non-dwarf would ever be able to kill a member of the superior race... ;)
I'm thinking of rolling a buff/support half-elf lore bard or a dps half-elf pyromaniac eldritch turret sorceror/warlock, depending on our composition.
I was wondering if my paladin can use a tattoo as a holy symbol Rob? For a focus for spells I mean. I haven't written down the backstory yet but he hates the Jixians, and spends all of his time hunting them because they've killed his family and friends. He's sworn an oath to avenge them, and as a result of that channels his magic through the crest of his family, which he's had tattooed on the scarred side of his head where hair no longer grows. Do you think that might be okay?
Marco G. said: I was wondering if my paladin can use a tattoo as a holy symbol Rob? For a focus for spells I mean. I haven't written down the backstory yet but he hates the Jixians, and spends all of his time hunting them because they've killed his family and friends. He's sworn an oath to avenge them, and as a result of that channels his magic through the crest of his family, which he's had tattooed on the scarred side of his head where hair no longer grows. Do you think that might be okay? Sure, that's fine for me!
Awesome. You can see what I mean on my characters picture in the sheet. Rinsen Stormreaver
I wanted to post a list of possible mounts that I was interested in bonding with for my Find Steed spell. The spell says "You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM mught allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit." So with that said, some possible forms I had considered were:  Dire wolf, continuing a Jixian Hunter theme. Lion, Tiger, Polar/Brown Bear, because they're awesome Giant Elk, cause it seems appropriate as a mount, and with that size I can take passengers Giant eagle, because you can hunt enemies better from the air than the ground Elk, again seems appropriate Giant Lizard, because it can swim, but unlike other swimming creatures it isn't useless on land, and I spent time as a pirate. And as an honorable mention - dragon wyrmling. I include it just in case you're open to it, but I don't expect you to be. However someone mentioned their DM allowing it, and they named the black dragon "Toothless", like in the How to train your dragon movies. Thought it was kinda cool.  Anyways, each of these animals(save the wyrmling) are all of Large size or larger, suitable for mounted combat. In addition, all of them(save the wyrmling and the giant eagle) are unaligned, so there isn't any risk of them being appalled because I want revenge or anything like that. Even the giant eagle(neutral good) would approve of killing mind flayers and their servants though. But again, I posted these options so I could give you notice and see which ones are approved, make a decision, and make the appropriate adjustments to my character sheet.
I can immediately rule out giant eagle and dragon wyrmling, because fly speed and breath weapon.  It's meant to be a mount with a special bond, not an extra damage output.  That being said I like the giant lizard idea and the elk. I'll allow either of those plus any of the ones listed in the PHB. Further mounts could be acquired (like Orryn's Shedu) but won't be granted at start. Also please note that the 500gp that you start with is used to buy your starting equipment, it is not in addition to the starting gold your class gives you. Any starting equipment your class or background gives you is okay and doesn't count against that total, but anything that you normally would have to purchase in character creation comes out of that 500gp starting gold.
So the starting equipment that the class gives you is fine, but anything extra requires gold?  And I kept forgetting to ask you, but is it alright if I substitute the paladin's chain mail for corresponding medium armor? I'm not seeking to get extra AC or any of that stuff. It's just that since Rinsen has been on boats the majority of his life he wouldn't take up heavy armor at all. It would make sense to take the medium armor. And the one I picked was actually cheaper than the chain mail if that's an issue. If it's a no, it's no big deal. I can just buy the stuff. 
Done with the map, thanks!
Marco G. said: So the starting equipment that the class gives you is fine, but anything extra requires gold?  And I kept forgetting to ask you, but is it alright if I substitute the paladin's chain mail for corresponding medium armor? I'm not seeking to get extra AC or any of that stuff. It's just that since Rinsen has been on boats the majority of his life he wouldn't take up heavy armor at all. It would make sense to take the medium armor. And the one I picked was actually cheaper than the chain mail if that's an issue. If it's a no, it's no big deal. I can just buy the stuff.  If it is a cheaper substitute that is totally fine with me! But yes, anything that you would normally spend starting gold on during character creation comes out of your 500gp -- this 500gp is from the DM's guide section "Starting Gold at Higher Levels"
Belanor (Tam) said: I'm thinking of rolling a buff/support half-elf lore bard or a dps half-elf pyromaniac eldritch turret sorceror/warlock, depending on our composition. I would certainly like to see how a sorcerer plays in 5e, I almost never hear about them.
I'll let you know how it goes. Tomorrow I start my first session as a 5e sorcerer. The backstory is that a cult imbued him with magical power and a connection to the planet, so now he can channel the four elements, as well as his own innate arcane power. He's like a pentagram, and so I named him Quinton Pentagos.  That being said, I know everyone else loves the whole draconic sorcerer deal, but I'm Wald mage all the way. Draconic sorcerer just seems so plain to me. 
Marco G. said: I'll let you know how it goes. Tomorrow I start my first session as a 5e sorcerer. The backstory is that a cult imbued him with magical power and a connection to the planet, so now he can channel the four elements, as well as his own innate arcane power. He's like a pentagram, and so I named him Quinton Pentagos.  That being said, I know everyone else loves the whole draconic sorcerer deal, but I'm Wald mage all the way. Draconic sorcerer just seems so plain to me.  They definitely need more sorcerer archetypes ... more archetypes for most classes Like prestige classes in 3.x :D
There's also the UA Sorcerer subclass: Favored Soul -&nbsp;<a href="https://dnd.wizards.com/articles/features/modifying-classes" rel="nofollow">https://dnd.wizards.com/articles/features/modifying-classes</a>
In addition, there's the sorcerer subclass from the underwater adventures release. Storm born I believe it was called.&nbsp; But yes sorcerer needs some love. Especially since they get stiffed on spellcasting.&nbsp;
Well, just got done with my first session as a wild magic sorcerer and it was amazing. I had talked to the DM and he agreed to let me do as many wild magic surges as possible. So every time my tides of chaos was spent, I got to roll on the table, and after every spell I got to roll a d20 and on a 1 I got to roll on the table. I only got one or the other for each spell cast. Not both.&nbsp; Highlights Right out of the gate, I cast scorching ray and popped tides of chaos for advantage on one that had a low roll. Two of them hit and the third didn't, but I regained my tides of chaos and rolled on the surge table. I got an 8, which means I cast fireball centered on myself. It was a riot. Luckily we were starting at level 3 and only one of my party members was within range. He survived, but the 3 bandits surrounding me didn't. That was fun. Then I cast ice knife inside their stronghold, again popping tides of chaos for advantage, and this time when I rolled I got a 5, which means I summoned a modron. The DM decided that it listened to my orders since we were both neutral, and started attacking the bandits. Lastly, before the session ended, I cast Ice knife again and this time I twinned the spell, spending a sorcery point to send another ice knife at a second bandit. Both hit easily without advantage, but this time I rolled a d20 for the wild magic surge feature. What came up? A big ol' 1, which meant a third wild magic surge in as many spells. This one had me cast levitate on myself, and that's where we ended the session. The party was understandably mad at me for throwing out fireballs and such, but I had told them when our characters first met to stay away from me. I don't like people being around me, and they get hurt if they do. The fireball happened after the druid decided to get in front of me to shield me from arrows, at which point I jumped back out in front and unleashed all that fire. It was pretty cool to play the sorcerer like I've wanted to. So many DMs don't want to let the wild magic surges happen, to which I wonder what the point of the class even is then. It's just fun. But anyway Rob, there's my one session of experience for you. Hope that helps answer some of your questions.
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Magic items from last session: Ring Ring of Protection +1 Wand Wand of the War Mage Blacksteel dagger +0 Magical Weapon Totally silent dagger (+1 to hit while hidden) 1d4 damage + 1d6 flesh twisting damage [necrotic] (utterly painful, 6 charges, recharges 1d6 charges in moonlight, d20 roll of 1 destroys weapon) The dagger carries 6 charges and recharges 1d6 charges at midnight. If the last charge is used, roll 1d20, on the roll of a 1, the daggeris destroyed.
My nominations for items are The wand is a obvious choice, its perfect for Vetari . The Ring would make Darrak more tanky. The dagger could go many places, but seem best suited for Belanor, Tarnach, or myself.
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Rob said: My nominations for items are The wand is a obvious choice, its perfect for Vetari . The Ring would make Darrak more tanky. The dagger could go many places, but seem best suited for Belanor, Tarnach, or myself. wand: vetari, obviously. RoP+1: I nominate either Darrak to put his AC to stupid levels or Tarnach because his AC is a bit low and he has to stick close (unlike Belanor with his mobile feat) Dagger: Assuming 1 attack regular becomes 2 attacks with this dagger, either Tarnach or I should get this since we would get twice the chance to stunning strike; which is more important than any damage roll (though it is very nice) . EDIT: I have: Drowning Devil cloth(worn) Wand of War Mage (which will be given to Vetari after we identify it officially). 2nd EDIT: INSPIRATION: I nominate&nbsp; Vetari/Darrak for inspiration this session.&nbsp; They both had some awesome roleplaying moment and were key to our survival this session.
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Right now, I have Drowning Devils cloth (not worn) A shit ton of poisonous bolts (nonmagical) Serpent Staff AKA Snake Bro My mount (Shedu)
I have singing shadow +1 gauntlets of strength blinding bullets for my sling(non magical) as well as like 9 poison bolts I got from Orryn, though I don't think those are magical.
I agree with the inspiration nominations of&nbsp;Vetari (RP) and Darrak (Combat). I also agree that the dagger may be best placed with Belanor or Tarnach unless it counts as magical for overcoming damage resistance, in which case I would ask for it as I am the only one currently unable to overcome that shortcoming (If we assume that Darrak will inherit the Trident of Fish Command ).
Let me note that the dagger does not grant an extra attack -- that was Baxius' multiattack feature. It is a magical blade for purposes of damage but does not grant the +1 to hit that a +1 dagger would, but the fact that is silent we'll say it grants +1 to attack rolls from hidden (which already grants advantage). The only other magical influence it has is the +d6 flesh twisting damage with the moonlight recharge property. I will award Vetari and Darrak inspiration.
I'd also recommend giving the blade to Belanor, since it looks like he is the only one without a real magic weapon&nbsp; Though he does have the voidbrella ???
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DM Rob said: Let me note that the dagger does not grant an extra attack -- that was Baxius' multiattack feature. It is a magical blade for purposes of damage but does not grant the +1 to hit that a +1 dagger would, but the fact that is silent we'll say it grants +1 to attack rolls from hidden (which already grants advantage). The only other magical influence it has is the +d6 flesh twisting damage with the moonlight recharge property. I will award Vetari and Darrak inspiration. I updated the&nbsp; stat block for the dagger in my previous comment, Rob, would you consider "flesh twisting damage" to be necrotic for purpose of determining resistances?
Rob said: DM Rob said: Let me note that the dagger does not grant an extra attack -- that was Baxius' multiattack feature. It is a magical blade for purposes of damage but does not grant the +1 to hit that a +1 dagger would, but the fact that is silent we'll say it grants +1 to attack rolls from hidden (which already grants advantage). The only other magical influence it has is the +d6 flesh twisting damage with the moonlight recharge property. I will award Vetari and Darrak inspiration. I updated the&nbsp; stat block for the dagger in my previous comment, Rob, would you consider "flesh twisting damage" to be necrotic for purpose of determining resistances? Yes
I changed your wording a bit Rob, made edits directly in your stat block above
DM Rob said: I changed your wording a bit Rob, made edits directly in your stat block above Coolio, I also edited the italicized text to match your edits,&nbsp;<a href="https://app.roll20.net/forum/post/1196547/next-sessions-checklist/?pageforid=2284527#post-2284527" rel="nofollow">https://app.roll20.net/forum/post/1196547/next-sessions-checklist/?pageforid=2284527#post-2284527</a>
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DM Rob said: I'd also recommend giving the blade to Belanor, since it looks like he is the only one without a real magic weapon&nbsp; Though he does have the voidbrella ??? I do not have the voidbrella. I have the prismatic leaf and the brain liquid. I also do not know who currently has the demon fang.
Please tell me we didn't give Darvin a funeral pyre with the voidbrella in it.&nbsp;
Belanor (Tam) said: DM Rob said: I'd also recommend giving the blade to Belanor, since it looks like he is the only one without a real magic weapon&nbsp; Though he does have the voidbrella ??? I do not have the voidbrella. I have the prismatic leaf and the brain liquid. I also do not know who currently has the demon fang. I have a &nbsp;demon fang, but someone else took one for the voidbrella. I think Vetari has it though.
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Marco G. said: Please tell me we didn't give Darvin a funeral pyre with the voidbrella in it.&nbsp; I know I had it for a large number of sessions, I believe I gave it to Vetari since he's magic expert of our party.
I think Vetari has it too So ... we can decide who gets what magic item at the start of next session after the end of the encounter.
Hi everyone,&nbsp; How's it going? Are we excited for the next session? Give me some ideas of where you'd like the campaign to go next -- anything, brainstorm! We know that you've completed the necessary missions now for General Cassian to send you all home to Kheir for a month's time, with the reward of several acres of land and a new title.&nbsp; But that doesn't mean the war is over. However there are many places at peace on Kheir, specifically in the central areas far from the portals.&nbsp; What are some of your character goals? Vetari just had a great shining moment. I know that Tarnach has some stuff to settle in the Dragonborn clans, and Belanor has a monk to meet at the top of a plateau.&nbsp; Let me know what you think the party will do.
Yeah I was planning on going back home for sure, but I imagined I'd return at a high level, and just blitz my way through the resident soldiers, proving my combat superiority. I don't think Tarnach is quite ready just yet.&nbsp;
More than anything, I'm a bit distracted by my own campaign. Things started slow last session since I had to introduce 3 new players because of all the dropped ones, and then they got really tense at the end. It really illuminated the tone I wanted for the campaign, and I think it had a resounding effect on my players. It was a bit chilling the realism that was felt.&nbsp;
DM Rob said: What are some of your character goals?... Belanor has a monk to meet at the top of a plateau. Belanor also has to investigate why Porbjorn (his former bandit comrade) had his mother's necklace. Though he's putting this off since he has no desire to revisit the Meteoritans where most of the elven folk still remember his darker past. DM Rob said: ... Let me know what you think the party will do. Considering that the underwater prison is still active. I suggest that we rescue the remaining Kheiron prisoners there before we do anything else. I also think that we should eliminate most(if not all) of the Jixian threat on the current north-eastern continent of Jixia before we return back to Kheir. 1) This allows us to return Jixia without discovering that the Jixians just retook everything we fought so hard for. 2) We can assault the other continents next time we visit. 3) I also agree with Marco and feel that we are not quite ready yet to face what Kheir has to throw at us.
I just remembered that we have yet to recruit new fighters. There are the refugees from witchcrag, as well as the strangers from anthillen
Make sure you come prepared with your level 9 upgrade choices for your characters -- either that or just update beforehand. Except for HP increase rolls, those must be done at the start of next session. Anyone care to give us a preview of what their character will be able to do now that they are level 9?
At level 9, my spells become much stronger, because I get Magical Ambush . If I cast a spell against a creature I am hidden from and the spell has a save, the target has disadvantage on the save.
On that note, if we are prepared, can we use these new abilities for this boss fight? With the line-of-sight going on, this would be the perfect opportunity for me to use this ability.
Rob said: On that note, if we are prepared, can we use these new abilities for this boss fight? With the line-of-sight going on, this would be the perfect opportunity for me to use this ability. Yes I was thinking I would allow you all to do that. I may throw in a wandering monster into the battle to increase the difficulty though!
I'm game for that stuff. It'll be oh so delicious to finally get my "ninja" maneuvers. As part of my level 3 upgrade, I'll be picking up the alchemy kit for my artisan tools. Perhaps Tarnach will find some special ingredients and a special concoction or two in this lair he's just entered. Hell see that it has useful applications in combat, for stealth, attack, or defense purposes and he'll start planning on how he can master this new art and make it his own, like he's done with everything else so far.&nbsp; He'll also unveil the results of his training with Darrak, in the form of his maneuvers. I get 4 per short rest, which do a d8 dice modifier and my three maneuvers are commanding strike, disarm attack, and I believe the last one was trip attack.&nbsp;
I get an improvement with my Unarmored Movement. I can now run along liquids/vertical surfaces during my movement. Elven Bruce Lee Belanor is becoming more and more badass.
So about last session's downtime. I would like to leave my alchemy projects stewing, as it were, while I'm out trying to do various things such as continuing to peruse the magic items at Candles and Chandlers, and perhaps trying to get back into the library to read up some more.&nbsp;
So I don't know whether everyone reads the roll20 emails but they just released a new 5e Character sheet. Whether it replaces the old one or is a new third one all together, I was wondering if it might be possible to switch to that one, or if it's too late? Seems like it's more fluid and intuitive, not to mention loads easier on the spellcasters of the party what with the inclusion of an entire compendium of spells among other things like monster Stat blocks. Just a thought. What do you guys think?&nbsp;
The 5e SRD Sheet is a new, separate sheet. It looks cool, but it lacking some features that we as a group would sorely miss, namely multi-classing and non-SRD content. On the other hand, Rob could &nbsp;add the 5e SRD Compendium to the game (separately from using the 5e SRD Character sheet) which gives us an in-game copy of all the SRD rules, including spells, monsters and items, which would be super useful for everyone.
Maybe...lemme play around with it a bit
We played last week didn't we? &nbsp;I'm so confused, game tonight or next week /shrug lol
yeah we played last week. lol the weeks run together easily, but luckily i always know when we're playing because i didn't get played that friday.