I'm playing a far traveller drow and spent about five minutes riffing on "i have no idea what dragons are". A few minutes later the dm asks us what languages we speak Me: ...Draconic? Her: ...But you don't know what dragons are! Me: I have six intelligence! Draconic was the moat interesting looking elective!
I...died...technically. Little brother wanted to do a fight so we ended up picking a fight with three harpies we weren't supposed to fight. I failed one death save, he nat oned on a check to stabilize, and then I failed again. Dm had mercy and let me get off with a lost eye.
That feel when you want to gift your dm a full year sub on roll20 so he can have the snazzy features, but can't really justify 50 bucks. :/
Also paint over on tumbr (also one of my roommates) drew my character Sinrae for my birthday! She's my character for the spelljammer game I post about here. Spoiler: big picture
So I just got to call the paladin of the party the "mage daddy" in character in session, and got a point of inspiration for doing that.
Bolt Of Watery Death officially best homebrew spell in Norsehell campaign Matt had a spell prepped because we were in the middle of a forest with bear tracks all over. So he magiced the bear in the face with it when it shower, and then the bear failed the wisdom check so it became charmed. Tried to persuade it to go the fuck away and made that check too. Sadly the bear interpreted 'go away!' as 'try to eat this other party member instead.
agylfr is fine, and she figured 'go away' is a very hard concept to grasp for a bear who is probably concussed :P
Order of the Broken Sword is at it again! AD&D Adventures in Arcane Space continues over at Twitch! Come join us.
My party is still in the "Fuck You" Dungeon. Though they're now maybe referring to it as a "Fuck you, Dungeon!" Spoiler: Oh dear They were doing so very, very well, but if they hadn't had a few questions left for the three stone golems they'd have tried to leave with the fake artifact, not the real artifact. The best part? They figured it might not be, but decided to check just in case, and in going back to the start fell into a trap they managed to dodge the first time around. It's also been great seeing them theorize things, though, and it's given me a few more ideas for another dungeon to do at some point. Some things they've gotten right, a few things very wrong. Mostly in terms of which rooms connect to which clue. "Was this room's biggest danger 'greed' or 'trust'? Did we enter the same room coming back or was it a different room entirely, meaning that one direction is 'lack of faith' and the other is 'trust'?" My other party is going back to the Sunless Citadel, because there are Fire Snakes and Salamanders below, and two paths to the Underdark which are each starting to spit out different nightmarish monsters of varying kinds. It's lucky the kobolds and goblins there are working together, now. They managed to pick the guard post with fewer random encounters, but still nearly died. It's a rough time.
Horrifying creature was trying to get the cleric (who was lost and alone) to look at it. Cleric's solution, after some time praying to block out its voice, decided to cast blindness and deafness on himself. It worked great! Can't look at the thing if you can't see! Then something grabbed him by his shoulder and he cast feign death on himself. Too bad that something was my paladin, who was left going "Oh no oh no I accidentally the cleric."
Who knew sleeping in supposedly haunted ruins can lead to wraith like things attacking you? Certainly not our party.
So a few weeks ago my paladin was off saving the cleric. This week it was my paladin who was alone and in trouble. During our break, we were joking about my paladin's deity descending to the mortal plane to demand that the cleric's deity intervene, because fair is fair. (Cleric's deity inhabits a mortal body and reincarnates.) My sister drew this.
TIL D&D Beyond does this when you fail your death saves: I'm torn between amusement and grumpiness. (She'll be fine... eventually... probably.)
The rogue, presenting the cleric with a single, disembodied hand: Pls fix my sister. Cleric: .... I will need... significantly more of her.
hey does anybody have a rundown of like. how 5e combat works. bc I am usually a Pathfinder ho so I'm used to rounds and aoo and such, but the rolls are....... not actually laid out in the base player's guide for some fucking reason, and our poor gm isn't much of a mechanics person
ok first thing you do when your DM announces combat is roll for initiative. This determines when in the round you get your go. You roll a d20 + dex mod. if two people roll the same number they 'roll off' against each other with a plain d20 and the higher roll goes first. DM rolls for enemy initiative, which an be done hidden or open, depending on what your DM likes. roll20.net has a neat little turnorder thingy your DM can turn on that everyone can plonk their stat into and see who's on next. At your turn to take whatever actions/bonus actions you do (attack/prep/spell) and then either wait for your turn to come around again, or 'react' to other rolls. You get reactions, for example if an enemy walks past you (allowing you an attack of opportunity), or can use reactions to dodge damage (like the Uncanny Dodge feature of the rogue class). Some spells might also be reactions. It should say so in the description of the spell. Hope that helped?
ironically, initiative and turn order is the only thing we got For Sure correct the other night, but I appreciate the attempt :p I mean more like.... what goes into to-hit/atk rolls (if there are any modifiers to the base d20???) vs damage rolls vs spells that need rolls vs whatever else (edit: this is also a meatspace game, not online, so roll20 is irrelevant for the moment)