@Glee when you get a chance you should read the Awaken Spell that you get from Taurgol. It has an interesting use for your canine friends.
So I’ll go lighter on the explanations & footnotes in future combats.
What can I do to improve the game play? If I can handle it I will try it.
@NAF1138: I think Gwaelur should use his Great Weapon Master feat against weaker and unarmoured opponents like Wargs. Precision is great with Great Weapon Master but is Axe & Shield then Menacing makes more sense.
Our 3 front line fighters were devastating to the wargs and the Mage went light on them with her slow. She has Fireball which does 8d6 and Cone of Cold which does 8d8 damage, both in good size areas. Slow is a great spell, but probably better against things like Trolls then Wargs.
Thanks for mentioning that Awaken spell.
I’ll speak to Fang and Anca and ask them if they want the spell cast on them.
(The spell description says it takes 8 hours and needs a 1,000gp gem. Does using a Device alter either of those?)
(I note that Windwing and Palafax cannot be affected by the spell, due to their existing intelligence.)
I didn’t see any of the party get injured by the Wargs, so unless anything else turns up within a minute (eek) my Healing Spirit expires.
I believe my Spirit Wolves last an hour, but if all seems quiet I should probably go back to sleep instead.
I assume I recover my spells after a night’s rest, correct?
Thanks. I was figuring the extra protection from a swarm like wargs would be better than great weapon master. Also since they were weaker I figured I needed the extra damage less and might need precision more, I was also uncertain if wargs would be effected by menacing. I’ll keep this all in mind for the future.
Thanks.
Here’s a dice roller I like to use for online rolling:
A good goal for the canines and they would indeed be good with it.
There are some other animals in the party that might also be worth awakening. But as all of this is in the future it can wait. Keep in mind, you now know the best Jeweler in Middle Earth. You might be able to get a nice discount on the gem. Even with the Rod the cost & time is the same.
Correct. But as Gwaelur said, I would keep the wolves a little longer in case a larger force is gathering. If he’s right it might be worth an extra 10-15 minutes of time.
So far, so good, I’d say. Many thanks again.
I think we should talk about opportunity attacks and Zone of Control effectively.
In general building a front line you could have about 10’ between people and be pretty effective in 5e.
If you move past someone leaving their reach you typically induce an opportunity attack as a reaction. So if the front line fighter hasn’t used his reaction yet, he get a free swing. Typically reach is 5’. There are some exceptions, like lances & polearms.
5’ - Thoroncir - - 10’ - - Bitur - - 10’ - - Gwaelur - - 10’ - - Ceol - 5’
. . . . . . . . On horse . . . . . . . . . . . . . . . . . … . . . . . . . . . . On Horse
. . . . . . . . . . . . . . . . … . . . . . . . . Spells Casters
. . . . . . . . . . . . . . . . … . . . . . . . . . . .Horses
The other format would be 5’ between so moving between Thoroncir & Bitur could give 2 free attacks.
5’ - Thoroncir - 5’ - Bitur - 5’ - Gwaelur - 5’ - Ceol - 5’
. . . On Horse . . . . . . . . . . . . . . . . . . . . . . . On Horse
. . . . . . . . . . . . . . . . … .Spell Casters
. . . . . . . . . . . . . . . . . . . . . .Horses
Notable Feats: related to Opportunity attacks
Warcaster : if an opportunity is given, you can reaction attack with any spell that takes one action. Even if you already used a spell as your action.
Sentinel : successful opportunity attack reduce targets movement to 0 for the round, stopping them in their tracks and disengage doesn’t work to avoid opportunity attacks.
Mobile : lets you move 10’ and if you melee attack a creature (even on a miss) you don’t provoke an opportunity attack to run away. Even against a Sentinel.
Polearm Master : While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
Knowing about Cold Drakes is a good time for History & Arcana checks.
Bitur has Arcana +8; Hist +8
Hejren has Arcana +8; Hist * +11
Felareth has Hist * +7
Hejren is an expert historian and is +11 but can alternately make a special History check of 4+ to give someone else a +3 bonus for their ability check
Anyone skilled in a skill can Help a second person skilled in the same skill giving them an advantage roll. BTW: The Bard is a JOT, he knows just enough about everything to give a Help action on any skill check.
Now both Bitur & Felereth have the Guidance Cantrip which will give an extra d4 to an ability roll.
Finally Felareth could also use a Bardic Inspiration ahead of time to add another D6 to a skill roll.
A lot of options, but it will probably be easy to gather a lot of info on Cold Drakes despite being a Hard check.
Task Difficulty | DC |
---|---|
Very easy | 5 |
Easy | 10 |
Medium | 15 |
Hard | 20 |
Very hard | 25 |
Nearly impossible | 30 |
If someone Helps Hejren in his History check and he has Guidance cast on him, he would roll 2d20 taking the higher, add 11 & a d4 to that. If you’re feeling worried, Felareth could use one of his 5 Bardic Inspiration ahead of time to add yet another d6.
For the Arcana Check, Hejren could give Bitur a +3 as a Historian, and Help him and a Guidance could be provided and even a Bardic inspiration. So 2d20 taking the higher, add 8+3 & a d4 & a d6 if short.
Whether or not we fight this fearsome beast, knowing lots about is good!
There’s no particular advantage btween Hejren making a skill check at +11 and Bitur making a skill check at +8 with +3 from Hejren.
I’m willing to spend up to two Bardic Inspiration dice; one to Hejren and one to Bitur. That will leave three for the remainder of the day. Once granted, they have ten minutes to use it.
I would use Guidance on myself if attempting to Help Bitur with an Arcana check, as my skill is not impressive (+2). If I don’t do that, I’ll offer Guidance to either Bitur or Hejren for their skill check. It would be better if Bitur could offer Guidance to the other.
I’m an Expert in History so would risk a bad die roll if Helping Hejren or Bitur on a History check.
Her. ahem
Note I could use one of my special rolls to pull it off-would the 15 do the trick (so I can save the 20 for an absolute emergency)?
Also as I mentioned in the game thread, I can cast Fly once per day; it gives a Fly speed of 60’ for 10 minutes. I have to concentrate on the spell, and if it ends while the subject is in the air, they come crashing down.
My apologies.
Sorry. Her.
The 15 would be plenty. Probably can save both inspirations if willing to do that.
So should I resolve this and post it over to the game or do you 3 Int Skillsters want Role Play this a little?
I remain willing to use said roll.
I’ll be leaving for dialysis soon (I go Mon, Wed and Fri every week) so if we want to roleplay it it’ll have to be quick.
If you want Hejren to lose Leo’s Hut altogether and take a different 3rd level spell, that would be fine. Just let me know so I can update my master sheet.
I didn’t even notice you had it and with this group it is fairly useless.
There’s a version of the spell that can accomodate an entire American Football Team … Leomund’s Tiny Hut Hut Hut!