Gameplay: Wandering Encounters, Actions, and Fireballs

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Shurijo
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Gameplay: Wandering Encounters, Actions, and Fireballs

Post by Shurijo » Wed Mar 11, 2020 6:34 pm

Player Actions (per leg)
  • Stay Alert: The character makes a DC 15 Wisdom (Perception) check. On a success, the party cannot be surprised by encounters during this leg.
  • Inspire: The character makes a DC 15 Charisma (Persuasion or Performance) check. On a success, each player gains temporary hit points equal to their level. This effect lasts until the start of the next leg.
  • Find Shortcut: The character tries to find a shortcut. On a successful DC 20 Wisdom (Nature or Survival) check, roll twice on the leg encounters table, taking the lower result of the two.
  • Stealth: The character must make a DC 15 Dexterity (Stealth) check. If they succeed, this character has surprise in any combat encounters during this leg of the journey.
  • Search: Seeking out hidden caches, the character makes a DC 25 Wisdom (Perception) or Intelligence (Investigation) check. On a success, roll randomly on the Avernus trinkets table.
  • Press On: Try to rush the party. Each character must roll with disadvantage for whatever action they chose during this leg. Each character must make a DC 16 Constitution saving throw. If half or more of the party succeeds, the DM does not roll an encounter at the end of this leg.
  • Rest: All characters benefit from a short rest. However, do not advance forward in legs. Roll on the infernal corruption table.
  • Scout: Trying to determine what might be coming up ahead, the character makes a DC 15 Wisdom (Insight or Survival) check. On a success, the DM rolls the encounter for the end of the leg and gives the player hints as to what is prowling around.
Leg Encounters (per leg, 1d10)
  • 1 - Kobold scouts (or equivalent CR)
  • 2 - Crashed warmachine (or equivalent object/location)
  • 3 - Ambush
  • 4 - Dangerous Drop (quick sand, earthquake, etc)
  • 5 - Patrol of bearded devils (or equivalent CR)
  • 6 - Blood vine (difficult terrain, grasping vine)
  • 7 - Blood Storm (thunder, lighting)
  • 8 - Theft
  • 9 - Crimson Fog
  • 10 - Fireball (doesn't reset the fireball counter)
Fireball Counter
Current Fireball counter = 2

Whenever any player gets a natural 20 on an attack, ability check, or skill check, then fireball counter adds 1. If any roll (attack, ability check, skill check) is less than the fireball counter, then *boom* fireball. The counter does not raise when you are inside a structure - only when you're outside. A fireball spell of DC15 is centered on the player :twisted:

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Shurijo
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Wandering Encounters, Actions, and Fireballs

Post by Shurijo » Wed Mar 11, 2020 9:35 pm

Feel free to discuss party tactics relating to encounters, actions, etc.

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ManWithDoor
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Wandering Encounters, Actions, and Fireballs

Post by ManWithDoor » Thu Mar 12, 2020 2:39 am

Log'thar would always use the same Leg Action: "Inspire" (+8 Temp HP for everyone).
- He would always vote Yes for "Press On" if it came up, but would not push it unnecessarily.
- He would always vote Yes for "Rest" if someone were significant injured.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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Othniel
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Wandering Encounters, Actions, and Fireballs

Post by Othniel » Sun Mar 15, 2020 5:41 pm

Morneth will probably default to Stay Alert. I can roll at a +7 to Wisdom (Perception), so that gives me a better than even chance to avoid encounters. I can also do just as well at Dexterity (Stealth) for Stealth or Wisdom (Insight) for Scout as the need may arise.

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RorytheRomulan
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Wandering Encounters, Actions, and Fireballs

Post by RorytheRomulan » Tue Mar 17, 2020 2:41 pm

Leg: Stealth
Well, since i am the party's Stealth beast, Stealth should be my default, unless the situation changes.

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Vardaen
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Wandering Encounters, Actions, and Fireballs

Post by Vardaen » Mon Mar 23, 2020 8:45 pm

Tome will use Search while traveling, he doesn't need to sleep so during 'sleep' cycles he will Stay Alert
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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