Page 216 of 247

Re: The Wandering Archipelago (D&D 5e)

Posted: Wed Aug 22, 2018 6:35 pm
by thinkslogically
((Ok, so you're going back towards the grunting sounds, or just thinking about it?))

Re: The Wandering Archipelago (D&D 5e)

Posted: Thu Aug 23, 2018 1:34 pm
by Theis2
"Tell them we are going to help so they won't attack in desperation."

Merric vote to go help.

Re: The Wandering Archipelago (D&D 5e)

Posted: Thu Sep 06, 2018 9:23 am
by spiderwrangler
Korrik shakes his head, but doesn't speak against Merric's intentions.

Re: The Wandering Archipelago (D&D 5e)

Posted: Thu Sep 06, 2018 9:31 am
by thinkslogically
((sooooooooo busy at the minute, but I haven't forgotten about you guys!

Saying that, are there any other actions the druid group want to take (especially Syli, who's not posted in a while)? You've still got like 6 hours left before anything might happen and there are probably a bunch more ways to make the place defensible if you're interested in trying, though you of course don't have to. Varsk is set to help with the potion-making, but everyone else is still free to do stuff I think)).

Re: The Wandering Archipelago (D&D 5e)

Posted: Thu Sep 06, 2018 9:55 am
by Arch Lich Burns
After getting done with snares, she goes to get anything useful out of the shed (ropes, nails, glass, pottery, tools, anything else people can think of) after that she starts soaking some spare rags in oil and placing them in various parts of the shed.

Re: The Wandering Archipelago (D&D 5e)

Posted: Thu Sep 06, 2018 10:04 am
by thinkslogically
((Ok, that's easy enough. What's the aim there? Are you trying to make it so the shed can be quickly set on fire, or so you guys have a store of throwable molotovs?

Roll me a 1d4+2 and we'll see how many you're able to make from what's lying around))

Re: The Wandering Archipelago (D&D 5e)

Posted: Thu Sep 06, 2018 12:21 pm
by Arch Lich Burns
She is making the shed flamable to set it on fire.


???: 1D4+2 = [2]+2 = 4

Re: The Wandering Archipelago (D&D 5e)

Posted: Thu Sep 06, 2018 12:23 pm
by thinkslogically
((Ok sounds good. I'll assume that you're placing the rags inside, because remember it's going to rain really heavily later tonight, courtesy of Rodgeir's earlier d100 roll))

Re: The Wandering Archipelago (D&D 5e)

Posted: Thu Sep 06, 2018 8:57 pm
by Dlover
((Mehr... Should be able to help, really, but I can't think of further preparations. We don't really have the materials to board up all the windows, right?))

Re: The Wandering Archipelago (D&D 5e)

Posted: Thu Sep 06, 2018 9:37 pm
by thinkslogically
((Not all of them, no, but if you wanted to try and make like, makeshift security lights (somehow, I dunno), bombs, pit traps, choke points, falling boulders... angry bees... I'm running out of ideas now... Anyway, you'd be very welcome to try :) ))

Re: The Wandering Archipelago (D&D 5e)

Posted: Thu Sep 06, 2018 11:39 pm
by Dlover
In an open space a falling trap would be too obvious, and back in the trees it would be so out of place that they'd definitely catch on. A pit trap... Might work, if it could be disguised properly, but it'll also put them on guard for certain, so it has to be somewhere that we can spring to action while they're still confused But that would kind of ruin the point of the traps in the shed...

Well, might as well spend some time reinforcing side windows, at least. Ones away from doors where they'd be able to get in anyway.

Re: The Wandering Archipelago (D&D 5e)

Posted: Fri Sep 07, 2018 9:49 am
by thinkslogically
((you could also build hides or decoys of some sort if you want to take advantage of the fact that they probably aren't expecting you guys to be there))

Re: The Wandering Archipelago (D&D 5e)

Posted: Fri Sep 07, 2018 1:11 pm
by Arch Lich Burns
It shouldn't take gwen too long to soak the rags, so she'll make a decoy in the shed.

Re: The Wandering Archipelago (D&D 5e)

Posted: Wed Sep 12, 2018 9:18 pm
by Nioca
(Hey Thinks, I don't think you ever answered Varsk's question about kobold tracks; he had been poking around about where they had come from)

Syli takes a few minutes to get her bearings again, stepping out into the elder's herb garden to meditate for a while and calm her frayed nerves. Once she's feeling reinvigorated, she looks through the garden, seeing what herbs he has growing along with any natural flora or that could be utilized nearby.

---
I'm going to focus on the natural approach here. First priority is actually a short rest to get her wild shape back; Panther/Jaguar isn't much for a fight, but if I suddenly need to cover a lot of ground or climb for some reason, Panther ensures I can do it quickly and stealthily. It's not great for combat, but it still might be useful in that regard as well; poor AC and HP, but Pounce is pretty decent, and worst case scenario, it's a couple charges of temp HP in an emergency.

Next up, she's going to be evaluating the herbs in the elder's garden. She's probably going to snag some seeds and such for her own purposes here, but the main idea is to see what kind of poisons or remedies might be made out of it in the short time they have (Herbalism Kit, don't fail me now!). Contact poisons in particular would be useful here; setting up a poisoned patch of underbrush would make for a very nasty and near-undetectable surprise, or you could just pour/drop a pot of the stuff on someone's head. That said, injury poisons that can be applied to weapons and possibly some poison nettles would also be useful. But the main idea is more to buff our offense here, rather than try to just set traps. Another thing I'm going to have her look for is any flora (or maybe fauna, but that gets trickier) in the vicinity that could be utilized as either a defensive measure (hardy or fire-resistant plants, resilient vines that could be used as rope, that sort of thing) or as a trap in and of itself, like nettles, thorny vines or plants, or possibly something lizard-eating. It'll be a lot harder to punch through a window or weak spot if you have to wander through a patch of something like moonlighter to do it (doubly so if that plant has had FURTHER poison applied to it for extra punch).

Of course, there's got to be a stage for making any herbs or flora into poisons/potions/teas/gargleblasters. That's going to be her main priority, since the others are already working on reinforcement and traps.

However, if she gets any extra time after that, or if she has time when the stuff is brewing, she'll also be setting up some natural traffic control and traps of her own. You don't have to hide a plant (see nettles, above), after all, and dead branches to block off/slow access will look natural along the woodsline thanks to the incoming storm. Thus, transplanting or setting up stinging or otherwise nasty plants near weak/access points along the cabin and shed should buy extra time to prevent access, and knocking down or moving some (dead) branches to stop traffic to the west will be her contribution to the defenses. Depending on the poisons we have, she'll also lace the underbrush in less congested spots with any contact poisons we've got, preferably on the underside of leaves and such to prevent the rain from washing it away.

Further preparation would depend on how much time we had left after all of the above; I'm guessing not much.

Syli's main role in this upcoming fight is likely to be battlefield control (Entangle, Faerie Fire, maybe some sniping with debilitating poisons depending on how the poison preparation comes out). Fighting in melee is a poor choice for her, and with our goal sort of anchored in place, Thunderwave is likely to be a liability, so direct spell combat is out for her. As such, as far as her position in combat, ideally I'd actually like to position Syli directly on top of the hut, possibly with some natural camouflage to help conceal her presence (leaves, twigs, nothing fancy); it looks like it's a sloped roof, so that also gives her something to hide behind. My initial thought was in one of the trees near the cabin, but the problem with that is that it leaves her with blind spots through the other trees or through the cabin if they get too close. On top, she can target anything in her direct vicinity.

TL;DR:
-Short Rest to recover Wild Shape
-Evaluate Herbs, local Flora/Fauna
-Create Poisons/Tonics
-Set up natural-looking roadblocks and hazardous plants (lace with poison if applicable)
-Other preparation?
-Get into position on cabin

Let me know what kind of rolls I need here; I'm presuming mostly survival here, but still.

Re: The Wandering Archipelago (D&D 5e)

Posted: Fri Sep 14, 2018 11:11 am
by thinkslogically
Ok, let's have a bunch of checks then for Syli (and Varsk if he alsi wants to do any of these things):

((Remember you have advantage)):

- Nature checks for flora and fauna (one each; add proficiency on the first one if you have proficiency with herbalism kit)

- for poison-making, let's have an intelligence check with herbalism proficiency added if you have it. Roll once for each hour you want to spend on this and I'll figure out how many one-use potions you make. You can only make one type per hour, so let me know what you want to make.

-Survival for rearranging the landscape

Re: The Wandering Archipelago (D&D 5e)

Posted: Fri Sep 14, 2018 11:52 am
by Rodgeir
((Varsk getting any assistance from Vaceran on the rolls for finding herbs/making poisons? He's got 6 hours before they show up right?))

Re: The Wandering Archipelago (D&D 5e)

Posted: Fri Sep 14, 2018 12:44 pm
by Arch Lich Burns
(We have advantage already.)

Re: The Wandering Archipelago (D&D 5e)

Posted: Fri Sep 14, 2018 12:45 pm
by Rodgeir
((Shhhh. Fishing for a + prof ;)))

Re: The Wandering Archipelago (D&D 5e)

Posted: Fri Sep 14, 2018 1:19 pm
by thinkslogically
((I mean, if you are helping him, he'll keep you right while he makes his blackleaf potion and the poisons Varsk requested, but otherwise, he's busy doing that.))

Re: The Wandering Archipelago (D&D 5e)

Posted: Fri Sep 14, 2018 1:42 pm
by Rodgeir
((Good enough, assuming the six hours Varsk will work for 2, take a 2 hour nap if it won't take away advantage, work for 2 more on poisons. Quick killers first and paralytics the last hour.))

Four hours of poison: 2D20.HIGH(1)+3 = [8, 6]+3 = 11
2D20.HIGH(1)+3 = [13, 8]+3 = 16
2D20.HIGH(1)+3 = [5, 12]+3 = 15
2D20.HIGH(1)+3 = [18, 14]+3 = 21

Re: The Wandering Archipelago (D&D 5e)

Posted: Fri Sep 14, 2018 1:48 pm
by thinkslogically
((does Varsk have +3 INT?

Just for fun, give me 4 nature checks too))

Re: The Wandering Archipelago (D&D 5e)

Posted: Fri Sep 14, 2018 2:19 pm
by Arch Lich Burns
(I don't know if you answered this, but what does the blackleaf potion do?)

Re: The Wandering Archipelago (D&D 5e)

Posted: Fri Sep 14, 2018 2:25 pm
by thinkslogically
((it's something that Vaceran is making for the old dragonborn. It hasn't been explained and Vaceran is now clearly busy working and concentrating on what he's doing. You can give me a Nature check if you want to think about it))

Re: The Wandering Archipelago (D&D 5e)

Posted: Fri Sep 14, 2018 2:27 pm
by Arch Lich Burns
Nature: 2D20.HIGH(1)-1 = [17, 4]-1 = 16

Also how many hours would it take her to make the decoy? She might be able to help with trabsplanting

Re: The Wandering Archipelago (D&D 5e)

Posted: Fri Sep 14, 2018 2:27 pm
by Rodgeir
((He does in fact. He is amazing, not Lurn amazing - but close. Varsk is more well rounded than Lurn. Lurn has +18 modifiers to Varsk's 17.

In hindsight it wasn't not the best placement of that 16 but I was thinking of him going down the EK path. One of the 14's would have been better there. That being said it makes sense for the BM background build as well, even if it doesn't show up in the dice.))

Nature: Why? For fun of course.: 2D20.HIGH(1)+3 = [2, 15]+3 = 18
2D20.HIGH(1)+3 = [19, 7]+3 = 22
2D20.HIGH(1)+3 = [4, 19]+3 = 22
2D20.HIGH(1)+3 = [6, 1]+3 = 9