Strategy Talk: plans & player discussions:

Straither
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Edeldhur
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Re: Strategy Talk: plans & player discussions:

#261 Post by Edeldhur »

Guys, please make sure to kill the held and also the sleeping orcs (perhaps search at least the sergeant if there is time - he might have credentials, or keys, for example).
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Re: Strategy Talk: plans & player discussions:

#262 Post by Straither »

As many of the players are Spellcasters and recovery of spells must surely be high upon any priority list, I have checked the DMG to clarify rules. (Page 39-40).

I have usually played that clerics & druids get 'daily spells', so they receive their renewal each dawn of the next day whilst mages & illusionists just need an appropriate time of study after a period of complete, uninterrupted rest.

It seems 'btb' that both follow the same protocol and to cover a rest period for regaining 1st & 2nd level spells, one just needs 4 hours of rest and then add +15 mins per spell level per spell.

So for example, in a five hour period, a player could rememorize 4 x 1st level spells. (or 2 x 2nd level or any combination thereof).

So spell casting characters would be aware of this time expectation and I think to remind players of that as though it is only approx 10.00am, players shouldn't think it will take all day and night before they can renew spells given the opportunity.

Hope that helps any discussions.
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Edeldhur
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Re: Strategy Talk: plans & player discussions:

#263 Post by Edeldhur »

Straither wrote: Sun May 04, 2025 7:47 pm As many of the players are Spellcasters and recovery of spells must surely be high upon any priority list, I have checked the DMG to clarify rules. (Page 39-40).

I have usually played that clerics & druids get 'daily spells', so they receive their renewal each dawn of the next day whilst mages & illusionists just need an appropriate time of study after a period of complete, uninterrupted rest.

It seems 'btb' that both follow the same protocol and to cover a rest period for regaining 1st & 2nd level spells, one just needs 4 hours of rest and then add +15 mins per spell level per spell.

So for example, in a five hour period, a player could rememorize 4 x 1st level spells. (or 2 x 2nd level or any combination thereof).

So spell casting characters would be aware of this time expectation and I think to remind players of that as though it is only approx 10.00am, players shouldn't think it will take all day and night before they can renew spells given the opportunity.

Hope that helps any discussions.
That is very good to know!
Edel could fully recover all his spells in 6 hours.
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Rex
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Re: Strategy Talk: plans & player discussions:

#264 Post by Rex »

I am good with resting however long it takes.
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Re: Strategy Talk: plans & player discussions:

#265 Post by Stirling »

I have usually played that clerics & druids get 'daily spells',
I must have grown up playing the same, thinking that the fact clerics start off with the knowledge of all the spells in their list is offset by only being able to cast a few each day. Maybe the key is 'rest period' which usually but not exclusively means overnight.

I am happy for clerics to call upon their Gods in dire need, which surely the team are, and receive new spells after sufficient rest and prayer.
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Re: Strategy Talk: plans & player discussions:

#266 Post by Edeldhur »

Since we have no further input, I guess we can agree to rest :)
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Re: Strategy Talk: plans & player discussions:

#267 Post by Straither »

Since we have no further input, I guess we can agree to rest
I can take the nudge to update as Howman & OM are doing exams or holidays. I just wanted to give some extra time for any other considerations, bearing in mind you know that guards do watch the Crypt door from the Temple walls.

The present default position seems to be 'plan A', secure the Crypt from the inside and use the time as we might be besieged inside to rest, study and pray. Then move to 'plan b', which is some kind of breakout.
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Re: Strategy Talk: plans & player discussions:

#268 Post by Edeldhur »

Fair enough, we should wait for input from others.
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Re: Strategy Talk: plans & player discussions:

#269 Post by gurusql »

I have read it a could of times, and I have to admit I am confused?

How did we get back to the graveyard? What did I misunderstand?
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Re: Strategy Talk: plans & player discussions:

#270 Post by Straither »

I have read it a could of times, and I have to admit I am confused?

How did we get back to the graveyard? What did I misunderstand?
Look at the Maps & Illustrations thread with the last two pictures, #19 especially being a more detailed orientation of where you are.

Compare that to #7 which was a snapshot of a 3-D temple overview, and you can see the group are in the domed crypt in the top left hand portion of that map.

So this is not to be confused with the 'wasteland graveyard' that was exterior to the Temple which the ghouls fled into when you turned them. I think you must be thinking of that one.
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Re: Strategy Talk: plans & player discussions:

#271 Post by Edeldhur »

Anyone has any thoughts/preferences on what to do next?

If we surrender I think we are done with the adventure.
We can try to negotiate for safe passage, arguing no one else needs to die from either side, and leave. That probably ends the adventure also.

If we decide to fight, and we move out of the crypt and into the garden, they will be shooting us down like fish in a barrel.
If we decide to fight and we move out in the tunnels... I have no idea what might be waiting for us in there.
We can simply not respond, and try to last as long as possible inside the crypt, try to rest and recover spells, and then try to push out. Of course while we stay in here they can smoke us out, burn us out, etc, etc.
We can respond and try to buy some time somehow. I don't have any particularly brilliant idea regarding what to say in this situation.

If anyone has any ideas, now is the time to speak up.
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Rex
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Re: Strategy Talk: plans & player discussions:

#272 Post by Rex »

Brick has no intent to surrender or negotiate, at least in good faith. If someone has a plan and wants to try and trick them into thinking we are doing one of those we could try that.

Brick is for resting up until the spell casters are at full spells and then fighting into the tunnels. If they attack us before we are ready then we have the advantage of the defensive position.
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Re: Strategy Talk: plans & player discussions:

#273 Post by corum »

I would opt for back down the tunnels :o

It's all a bit Bonnie and Clyde trying to break out of the crypt into the garden. We need some spells though! We are all out... :-)

Can we secure the door somehow?
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Re: Strategy Talk: plans & player discussions:

#274 Post by OGRE MAGE »

I was hoping we were going to find an area beyond the aspis to hold out for a while where the orcs wouldn't bother us, but Blodget lead us in a different direction, it seems.
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Re: Strategy Talk: plans & player discussions:

#275 Post by Straither »

but Blodget lead us in a different direction, it seems.
it seems so, and he isn't there to boot too.
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Re: Strategy Talk: plans & player discussions:

#276 Post by Edeldhur »

OGRE MAGE wrote: Mon May 12, 2025 4:52 pm I was hoping we were going to find an area beyond the aspis to hold out for a while where the orcs wouldn't bother us, but Blodget lead us in a different direction, it seems.
If I remember correctly, we immediately got accosted by orc patrols, and never got a chance to find 'an area beyond' :P
Blodget showed up when we were already embroiled.
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Re: Strategy Talk: plans & player discussions:

#277 Post by Straither »

The encounter in the tunnels was unfortunately very untimely.
You proceed about a hundred feet or so, coming to an adjoining passage that leads off to the right. Before you have much chance to do anything else, you hear lots of chittering and barking from the passage ahead and the flash of more carried firebrands. The juvenile weasel held by Mortar pulls hard on its leash, excited to greet those Giant Weasels heading directly for you.

There is some furore and several armed Orc guards come running towards you,
Unknown to you, those Orcs and giant weasels were hot on the trail of Fawkes & Goran who were fighting for their lives just around the corner at the top of the passage. So avoiding the encounter was not possible unless you had delayed more in the Aspis territory. Then, who knows, you could very well have made the Crypt undetected.

That Blodgett directed you 'to escape' that way might be suspicious, especially if you factor in that the Crypt had an ongoing 'paralyzation' spell in effect. Were you all meant to be captured?

You managed to eek out three hours of rest, not enough for spell replenishment. You need another hour plus time for study. Gaining that will be a bonus.
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