

It was sealed with magic (I had detect magic going) and no handles, locks or visible seals
Came here from Reddit, can see some stuff from me there too https://www.reddit.com/user/BloodBrandy/
It was sealed with magic (I had detect magic going) and no handles, locks or visible seals
We don’t exactly have a lot of time for that though because a war is on
Hey, we just go through fighting an aspect of the Spider Queen (The local Lolth expy), in which I had my max HP cut in half and was the only one downed because of it. Was kinda fizzled at that point
So it’s funny you bring it up.
This daughter is the second born, and we’re allied with the fifth. The upper district is actually shielded by a massive barrier and is in the ceiling of the massive cavern the city resides in (Fifth daughter resides in The Nest, essentially a massive spider ranch in the lower areas of the cavern). The only reason we were able to get in was because the ring I’m wearing (Which, again, contains the soul of the now dead matron) allows use of the house’s emergency Teleportation Circle. There was, in fact, an emergency system that was supposed to notify guards that said emergency circle was used, but we got it disabled.
In the case of this lady fighting us, she didn’t actually know we were here, just that there was some hubub with her Draegoth half-siblings (Those half-demon Drow things). By all rights, she had no reason to believe anything aside from those things maybe disciplining servants. Because of the hallway construction where we were fighting, she didn’t see how bad things were until it was kinda too late
Throws. Her spell list seemed to be largely summoning, support and Insect Plague as an AoE, but the Plague hadn’t been doing much to me by luck, so she only had Ray of Sickness as a direct damage spell. And because of my little spider construct, I am immune completely to poison
The fact it’s phrased as “Finally found” implies that not only had they not known where it was, they may not have been sure it existed but were determined to find it for some reason
Um, achtually, Hornswagglin’ is a skill and not a stat B^P
I’m not sure she’s intelligent enough for that (Base spider int) and I don’t have a Familiar link to her, but she’s a protective little sucker
Pretty much, except for the racial feat I mentioned since it’s a feat.
In 5e, you tend to get your Racial ability stuff at character creation, save for some more powerful stuff that unlocks down the line. For instance, the Teleport abilities I mentioned for the Eladrin and Shadar-Kai are things they have out the gate, but the added effects of those teleports don’t come until a few levels later.
It’s the same for a few other races where they will have some starter thing that is improved later on (IE, Tieflings start with a set Cantrip and level 1 spell at the start, and at levels 3 and 5 get higher level racial spells, which are all determined by the circle of hell your bloodline is tied to), but most stuff is out the door from character creation
Eladrin do, they have a racial ability called Fey Step which lets them use a bonus action to teleport up to 30ft (With the added options I mentioned earlier). The only other elf race that gets a natural teleport ability is the Shadar-Kai (Elves tied to the Shadowfell and the Raven Queen), who can teleport as a bonus action and at higher levels gain resistance to all damage for a short time after.
Other Elven subraces don’t inherently have the ability to teleport but do have other abilities, usually some combination of Spellcasting, Weapon Proficiency or Supplemental Skills. The only other thing close to a racial teleport is High Elves can take a racial feat to get the Misty Step spell (Teleport 30ft) with one free cast per short/long rest
Eladrin is a subrace of Elf that are more closely tied to the Feywilds, having a form for each season that they shift between based on emotional state and which effects their racial teleporting ability (Spring can teleport an ally instead, Summer deals fire damage to chosen targets on arrival, Autumn can charm up to two targets on arrival, and Winter can Frighten a target next to the point they are teleporting from)
Synaptic Static is a Intelligence save spell that deals AoE psychic damage and on failure also inflicts a lingering debuff that subtracts 1d6 from the targets attack rolls, ability checks and concentration checks until they pass the save at the end of their turn.
Dimension Door is a teleportation spell that can carry you and one willing creature of your size or smaller up to 500ft and doesn’t require line of sight
Well what words you having issues with?
Oh…Then you’re kinda in the wrong place? XD
What do you mean?
Oh that, so she’s been planning this war thing for a while now, it’s been the endgame of our current campaign for about 6 years now. I will point out that, as of the war starting, she’s actually using two systems.
We have the usual actual D&D battle if the player party actually enters into proper combat, which is largely meant for when we actively move to encounter special units ourselves, which we will be doing next week as we move to try and take out the Countess who heads up the upper markets where slaves are sold.
But most of it thus far as been an overworld strategy game style of battle she worked up for it, where we have units who’s HP signifies the number of members in that unit (Barring special units such as our party being one unit, a slime rancher we recruited, the Pirate Queen’s crew, etc), and each unit has a set damage number, a set bonus to attack, an AC and a Morale stat, like so-
Moon Warriors-Infantry HP-8 Attack +5 Damage 1 Morale +3 AC 14 Range 1
Slime Rancher-Special HP-10 Attack +7 Damage 1 Morale +2 AC 14 Range 2
Overworld battle is simply attacks of one unit on another, you choose to attack a square in range. For normal units, your damage goes to the least damaged, non special unit in the square (Ala infantry battles), and special units can choose specific targets to press a weakness or go after enemy commander units. If a unit drops below half health, they have to make a morale save or spend the current turn fleeing.
As an example, my party popped up in the middle of the city with our slime rancher and two platoons of Moon Warriors. This means our square had four units. A neighboring square had two Drow units, so our moon warriors attack there and their damage, if they hit, applies to the unit with the least damage, but either the party or the slime rancher can target a specific enemy unit to try and wipe it out with our better range or damage (The party has 3 damage in overworld). This means the infantry battles are more streamlined and the special units can more specifically target weakened units to lessen the number of attacks against our side.
Lastly, at the start of each day is the Tide of Battle roll to determine which side resolves their actions first during the day, with two actions per day (Actions currently are Unit Movement and Unit Attack, other things may become available as things progress)
Yeah, why?
I honestly didn’t even stop to think it was magic. My Autumn side just made a donation of 2 plat to the church (Of the Gnomish kindly trickster god, who teaches and takes. Temple was more like a comfy little home with a fireplace), made a prayer and the old lady minding the place from her rocking chair gave me a flute
So…Just have curses be permanent? Why?
It’s a thing about Law, specifically the realm of Law, Mechanus, who’s power I would guess they carry with them.
One of the (I think optional in 5e) realm rules for Mechanus is you do not make attack rolls. Instead, you treat any roll as a 10 and add your stat and proficiency as the realm removes the idea of random chance and focuses on clockwork regularity. Even damage die default to their average, which makes combat a lot more straight forward but also means you can come up on something you literally cannot hurt.
There’s a handy common level magic item in Xanathar’s Guide, called the Clockwork Amulet, which let’s you skip an attack roll and just take it as a ten, and do so once per day (No attunement, resets at sunrise). It’s a good thing in certain situations
So the door itself had a sorta embossing design of an incomplete web. You would have to complete the webbing but there is a trap part that, if connected, triggers active, offensive traps. With a good investigation roll, my arcana and a Web spell from the rogue’s cloak, we did the puzzle and the door opened itself