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General Discussions and Shenanigans Thread #06:

Elizabeth and Daniel, here is the link into the "Dragon of Icespire" Peak module: <a href="https://app.roll20.net/join/5935621/Y_0ZYQ" rel="nofollow">https://app.roll20.net/join/5935621/Y_0ZYQ</a>
Got a note that the Luke Gygax recommended, "Pyscho Goreman" is on the way from Canada, arriving by April 9th! <a href="https://ravenbanner.store/collections/blu-ray-dvds/products/pg-psycho-goreman-limited-hunky-boy-edition" rel="nofollow">https://ravenbanner.store/collections/blu-ray-dvds/products/pg-psycho-goreman-limited-hunky-boy-edition</a>
Looks like a fun movie
My copy of "Pyscho Goreman", arrived today! <a href="https://ravenbanner.store/collections/blu-ray-dvds/products/pg-psycho-goreman-limited-hunky-boy-edition" rel="nofollow">https://ravenbanner.store/collections/blu-ray-dvds/products/pg-psycho-goreman-limited-hunky-boy-edition</a>
Ok, I just edited down the chat archive from the 04/03/2021 game and found out that the dice roll macros made from the sheets or DM's journal have vanished. Only rolls made through the API would show. Which also happened for my Monday 03/29 game! This is an old roll20 glitch that comes and goes, with almost every time Roll20 does some sort of major upgrading.
Maybe they are going to do an upgrade then?&nbsp; maybe will let you load larger maps hehe
Yea, really the default map grid ought to be 100 x 100 to give you room to work! The current default of 25 x 25 is ridiculous! I finished up a 2nd add-on, which is really just an expansion of an encounter, for the game and am looking at one or two more and that will be it for sure for add-ons for the Lost Mines module. I might look into add-ons for Icespire and don't forget there are the two official add-ons as well. I might start typing up the game summary from 04/03/2021 tonight and go back and do some more monster stat combining for the Tamoachan module in the AD&amp;D game.&nbsp;&nbsp;
Here is an example of a spell for the Tamoachan module for my AD&amp;D game. Some of the spells will stay the same, others will get enhanced like below: Name: C1-BestowCurse-1E2E5E &amp;{template:2Espell}{{title=@{selected|character_name}, casts a BESTOW CURSE Spell upon @{target|character_name}!}}{{splevel=Level 3 Cleric}}{{school=(Necromancy) Reversible}}{{components=V,S}}{{time= [[1]] Turn}}{{range= Touch}}{{duration= Permanent or see below}}{{aoe= Creature Touched}}{{save= Vs Spell Negates}}{{effects= Caster places a curse on the subject. Choose one of the following three effects. 1) -6 decrease to an ability score (minimum 1). 2) -4 penalty on attack rolls, saves, ability and NWP checks. 3) Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. 5E Addition: While the Target is Cursed, your attacks deal an extra 1D8 necrotic damage to the Target! You may also invent your own curse, but it should be no more powerful than those described above. 5E Addition: Up to 4th level, the duration is concentration, up to 10 minutes. At 5th level or higher, the duration is 8 hours. At 7th level or higher, the duration is 24 hours. At 9th level, the spell lasts until it is dispelled. At 5th level or higher the spell grants a duration that doesn't require concentration. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Bestow curse counters remove curse.}}
When are we getting the summary for last week? I want to divide up the coinage we got and look at the current Xp numbers.
I might start on the summary tonight. I was at my Mom's BF, this afternoon, helping with putting together porch furniture. After dinner and right now, I was working on making an image transparent for use in the "Tamoachan" module, that WotC was too lazy to provide artwork for and it's not the only one. Then add some stuff to the sheet from combat skills and tactics. Last night, I decided to work on the encounter text for location #01 and found out that WotC, didn't not bother to include the Tournament stuff. Their editing of the text so far amounts to using fewer words to describe things. Another thing they did was change a Puma (Cougar) to a Panther, likely because they already had artwork and stats for that. An another appears they switched a 'Feathered Warrior" for a knight in full plate, again likely because they didn't want to make new artwork and perhaps because they thought Aztecs would be offended one of their kind is portrayed as a baddie with no good ones around.
I have typed up most of the weekly summary so far. I am at the part when the party starts exploring the small cave dwellings in the hill of the Circle of Thunder right now. So look for it being posted sometime after dinner today.
So, we have three MAGIC weapons, Roqar has two an Elvish Shortsword and a Notable Longsword&nbsp; The Cleric Juan has a Magic weapon, so there is not that many more weapons that we need as in some cases, Spell&nbsp; Magic can be used to cause damage. In 5e Is there a cure for Lycanthropy that we can buy?&nbsp; or are we limited by not having anything else except higher level magic probably in Neverwinter as Phandalin probably does not have the higher level magic thats my impression anyways, if it does have the magic Wonderful
Back in 1st edition, I remember reading in the PHB or DMG of a "Cure"&nbsp; for Lycanthropy being a tea made from Wolvesbane drink the tea make a save VS Poison, if you make it, your cured, fail the save and your a dead Lycanthrope
The best way to make this work is to first make an attempt at diplomacy, and when that fails, we try to get all the wererats into one room, and then both Rolo and Feralda smash them with fireballs, while the party stands in a place where they won't get hurt by the blast.
There is a lot that can go wrong with that plan, what if's and lots of them&nbsp; What if we cant get them all in one room?&nbsp; What if Both Wizards roll Low on Damage and most or all of the Wererats make their Saves?&nbsp; What if most of the party gets bitten? or for that matter, what if one of us gets bitten?&nbsp; I think we will have a problem keeping them in one room, if we can keep them in it
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Odds are that them eating two fireball spells has a very good chance of killing them, and if they do survive, they'll be severely weakened, to the point where one good attack each can kill them outright. Especially if the fireball is upcast. Getting them all in one room would be tricky yes, but best left to the more diplomatic of the party(Avery, etc). I don't see us trying to just fight them straight on ending very well, especially since Marcy doesn't really do well with melee weapons and there's no magic on her gauntlets. And again, one of those guys bites you, you risk turning into a wererat too.
I think going for Deception will work, we take the Dwarves with us when we leave, tell the Wererats we will be back, return without the Dwarves, for their part, telling them dying of starvation will not honor your dead kin, regaining control of this mine will honor them, so just stay safe and wait&nbsp; for the wererats, we return Hey We worked out a deal, we need all of you to agree to it so everyone in this room.... Fireball Fireball hack slash hack slash, deals done
Well, you can try for it, and I would be willing to have Avery take a stab at it too. But I suspect the dwarves are going to prove to be equal levels of stubborn.
I doubt we can get them all in one room by force, may have to deal with most of them just to cut down on their number.&nbsp; The Dwarves for most of the trip I'm thinking will be too weak to protest, but thats the best argument that I can come up with maybe go to thundertree tie them up, and tell the Druid to feed them haha&nbsp;
I will get last week's (05/29/2021) Gaming Summary posted up sometime today. I have 23 of 43 pages of the chat archive currently summarized, so far.&nbsp;
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Regarding Incorporeal creatures in general, with common sense: Because of their undead other planarly nature, they cannot be physically hit by your fists or kicks or ordinary weapons. So, that will get bumped up from Resistance to Immunity. In Basic D&amp;D the Banshee even had 3 wails (Save or Die), per day not just 1. Also, you need +2 or better magical weapons to hit them! You even aged 1d4 * 10 years and suffered paralysis!&nbsp; In AD&amp;D 2E, they dropped it to 1 wail (Save or Die), a day and +1 or better magical weapons and they have 50% magic resistance...which means that before any spell can have an affect, the banshee rolls a D100 to simply resist the spell outright. If that failed, the banshee still gets to make a normal saving throw against it! Also, the mere sight of one causes a saving throw vs spell or you run away in fear! Strangely, the Banshee is not listed in the 1E AD&amp;D Monster Manuals 1 &amp; 2 or the Fiend Folio, though likely in the adventure modules they appear in.
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Then I would ask that you spread out the magic weapons a bit more plentifully if you're gonna have all non-corporeal creatures be immune to non-magical physical damage. Especially since it seems like it's gonna be nearly impossible for us to manually upgrade any gear to +1 with the amount of gold being thrown our way over the course of this campaign.
Yea, I was gonna bring that up. Since we don't have the magical items necessary, what's the desired strategy?
Found it! In the 1E Monster Manual the banshee is called a Groaning Spirit. It is similar to the information in 2E.
GM? You gonna make sure to be careful how you go throwing the non-corporeal enemies at us, since we still have some direct fight party members without a magic weapon...?
You will simply need to figure out how to go about dealing with them, or retreat, that's part of the game. You already managed to kill the first banshee that was outright mean and nasty, so I wouldn't be whining. Butterfinger, Macuria or Thyus can take the +1 Dragonbane sword off Juan and attune to it. Starting 6th level the monk gains magical ability with his/her fist, so then they would be able to strike an incorporeal creature and cause damage.
Oh Thyus would like that sword, will compliment my character, both in character and mechanically XD
Ok, I will move it to your sheet right now.
Anyone going to ask me if there taking stuff from my character…lol
Yea I mean was planning on asking in character, or some sort of character interaction, but hey I'm not complaining if a magical sword just happens to appear in my hands and it just happens to be one of the other party members
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Ricky R. said: Starting 6th level the monk gains magical ability with his/her fist, so then they would be able to strike an incorporeal creature and cause damage. Farren got retired, if that's who you're talking about, pretty sure. We don't have a monk anymore.
Sorry I missed the fight at least Roqar did not fumble haha&nbsp; great fight we survived and got both dragons out of the way&nbsp; Good Job Everyone and Dwarf, You keep being a Dwarf :P
Hey Everyone,&nbsp; So this was my first text game and I wanted to try it out. I don't feel immersed enough sometimes and typing is really really hard work during the game... I prefer voice rather than text. Really sorry for leaving this so early (just after playing 2 sessions). You people are a great group to play and we just killed 2 DRAGONS recently and although this break-up is hard... thank you everyone for having me :D Regards, Your Awesome BARD!
Sorry to see you go Hardik! Don't forget you can set your computer to covert voice to text, which should make it easier for you. Also, maybe switching to the Dvorak keyboard layout to help type faster. You can speak to each other and to your adversaries in character during combat, while awaiting your turn to strike.&nbsp;
i would love a magic item?
Daniel, Butterfinger did not have any magical items on him.
Ok, Last week's Chat archive and the game session summary has been posted as well for you all to glance over!
I went ahead and added the add-on module, "Storm Lord's Wrath", which is a level 7 module. Now, to give it a look over and see if there are any add-ons to this on the web and Dmsguild.com. If we finish the current modules short of level 7 I will just bump you all up. "Sleeping Dragon's Wake" is next and starts at Level 9. Then "Divine Contention", which starts at level 11. After all of that will likely be, "Storm King's Thunder". Or Perhaps put it in play while doing the add-ons, since it's level range is 1 to 11+. So maybe I'll plug "Sleeping Dragon's Wake" and "Divine Contention" into, "Storm King's Thunder"?
I hope that Roqar makes it through it all, made it this far, hopefully, live long enough to retire and take a hot bath in the cast iron tub anytime hehe
I had a look at "Storm Lord's Wrath" and it actually has a map of Leilion. Unfortunately with the way WotC does things, it is not even on the right place pictured on the world maps! Instead they move it to be right on the coast with the high road passing through right along the coast! Sigh.
Hey guys sorry to do this, but with my schedule I find that the campaign isn't suited to my times. I was hoping i could manage it still but it seems like a long shot now. So I'll be leaving the campaign. If you do somehow change the campaign times to be like 2-3 hrs later do let me know as I will still be just as excited to join again, but I shouldn't be enforcing this on you, so for now, Ciao
So anyone want to take over Thyus? or should we just retire him?&nbsp; I may pick him up IF? When? :P Roqar dies :D but not before that happens?
I've been handling Thyus, but honestly i'm not so sure that I care to keep going with him. We can retire Thyus, I think. Also what do you mean when Roqar dies? Clearly she's gonna be the lone survivor when everyone else dies to save her from the big bad. :P
Haha That will be Tymora's Blessing on her ;)
New AC/DC Beer here! <a href="https://knucklebonz.com/tag/acdc-beer/" rel="nofollow">https://knucklebonz.com/tag/acdc-beer/</a>
Since the Flaming Sphere gets used often, I went and found an animated token to use. I made a sheet for it with the token. You can now find it in the Player's Handout folder. You place it on the map and can roll for the To Hit and Damage from the macro bar now.
Great! Glad to hear.
I don't think we should go after the Anchorite Half-Orcs anymore, since they are just roving bands now all we would be doing is playing "Whack a Mole" we won't get all of them so let's just head to Neverwinter and Thundertree and then come back to Phandalin, make sure things are alright there and then investigate "Eris" and "Home" and then see what comes up next
Try me again on that when we've got the deadly wisps taken care of. Ngl, this would be so much easier to deal with if we weren't limited to use of spells and like a grand total of 2 characters with magic weapons.
Here is the listing of Adventurers Magical Items and Weapons Carried/Worn, each Player Character has. If it needs updated let me know. Also, this List found in the Player Handouts folder is Editable by Everyone so that you can update it yourself when needed. [List Updated 07/25/2021 2:33 pm ;&nbsp; Handout Editable by Everyone: ] Avery - Half Elf Bard -&nbsp; Sirus : Gauntlets of Ogre Power: Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them. Dia Xiloscient - High Elf War Mage Wizard -&nbsp; Elizabeth K. : Clockwork Amulet Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die (plus add on any modifiers). Once used, this property can’t be used again until the next dawn. Hat of Wizardry: Wondrous item,&nbsp; Common &nbsp;(requires&nbsp; Attunement &nbsp;by a wizard) This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a&nbsp; Spellcasting Focus &nbsp;for your&nbsp; Wizard Spells . You can try to cast a cantrip that you don’t know. The cantrip must be on the&nbsp; Wizard &nbsp;spell list, and you must make a DC 10&nbsp; Intelligence &nbsp;(Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a&nbsp; Long Rest . Juan Denero - Human War Domain Cleric -&nbsp; . Buddy D. : Lightbringer Mace +1: (1d6 plus 1d6 radiant on undead) Glows in the presence of undead with a brightness equivalent of a torch dealing an extra 1d6 radiant damage to them. DragonBane Sword +1: Weapon (greatsword), legendary (requires attunement) Even if you’re not attuned to Dragonbane, you gain +1 bonus on attack rolls and damage made with this magic weapon. Increased Potency. While attuned to Dragonbane, its bonus on attack rolls and damage rolls against dragons increases to +2 and its hit deals an extra 2d6 fire damage (to dragons). Attunement (Dragonbane): Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary comm and words. Wounding. While you are attuned to Dragonbane, any dragon that you hit with Dragonbane can’t regain hit points for 1 minute. The target can make a DC 15 Constitution savings throw at the end of each of its turns, ending this effect early on a success. Marcuria Violezi - Human - Barbarian -&nbsp; Sirus : Cloak of Many Fashions Wondrous item, common While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. Dread Helm Wondrous item, common Makes eyes glow red. Greater Potion of Healing (1):&nbsp; Glimmering (when shaken), red liquid that heals 4d4+4 hit points back to the injured. &nbsp; Potion of Healing (1): Glimmering (when shaken), red liquid that heals 2d4+2 hit points back to the injured. &nbsp; Sending Stones: Always came in pairs. They were smooth and delicately carved to match each other, so the pairs were easily recognizable. If one stone from the pair were destroyed, the other would lose its magic. When activated, a&nbsp; sending stone &nbsp;could be used to cast a&nbsp; sending &nbsp;spell targeted at the bearer of its pair. If the receiving stone had no bearer at the moment of the casting, the stone did not cast the spell and made the user aware of it. This power could be used once, after which the stone regained its magic at dawn. Marshall - Human Paladin Knight -&nbsp; Mr. Chiller : None yet Rolo - Drow Elf Sage Scribe Wizard -&nbsp; Daniel M. : Dagger +1: Damage 1d4+1 Roqar - High Elf Thief Rogue -&nbsp; Roxxifarius : Gauntlets of Ogre Power: Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them. Immovable Rod: This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30&nbsp; Strength &nbsp;check, moving the fixed rod up to 10 feet on a success Weights 2 lbs. Pole of Collasping:&nbsp; Wondrous item, common While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however the rod will elongate only as far as the surrounding space allows. Potion of Healing (1): &nbsp;(Adrabra's gift)&nbsp; Glimmering (when shaken), red liquid that heals 2d4+2 hit points back to the injured. Talon Longsword: &nbsp;+1 to Hit and Damage rolls. (1d8+1 or 1d10+1 wielded two-handed)
I though the Dragonbane +1 sword was given to Avery?