Author Topic: D&D Meta Thread  (Read 82616 times)

Re: D&D Meta Thread
« Reply #420 on: April 30, 2025, 03:21:21 PM »
didnt make it yesterday but i see Cat already anticipated what Yulya would do. well played it fits perfectly

Re: D&D Meta Thread
« Reply #421 on: May 01, 2025, 12:49:32 PM »
>the Mules can't pull a full day anyway
I thought we had finally solved this??
Only one mule pulls, the cart is light enough for that. So each mule pulls half a day. The divas will manage that.
Or is there some hard-coded feat why this isn't possible under any circumstances for (((reasons)))?



Re: D&D Meta Thread [Joy the DM]
« Reply #422 on: May 01, 2025, 01:59:00 PM »
You can always do whatever you want dispite every hint otherwise and yes, this is an open world simulator but everything does happen for reasons anyway. I follow my intuition and warn you dispite not fully knowing what's actually going to happen. It's a complicated roll, but my feel is they probably won't want to walk 12 hours straight the first or even second day. After they realize they get yummy food and treats after walking 12 hours they won't care as much.



[Ashley] don't you remember the horses when they just stopped pulling? You walk 12 hours straight with a heavy pack or pulling a cart when you're used to standing in a field all day and tell me you made it.

It's a fair experiment.

I thought I posted something like this and I believe the stable master warned you also but here's more detail about the possible repercussions for pushing mules, who don't know you well, too far:


Fight-or-flight response:
Mules, like horses and donkeys, are prey animals and will instinctively react to perceived threats. If they feel overwhelmed or unsafe, they may try to escape or defend themselves.

Refusal to work:
A mule pushed too far may simply refuse to do what's asked of it. This can be a sign of stress or a lack of trust in their handler.

Negative behavior:
Pushing a mule too hard can lead to undesirable behaviors like kicking, biting, or bumping.

Damaged trust:
If a mule experiences repeated instances of being pushed beyond its limits, it can lose trust in its handler, making future training and work more difficult.

Physical and emotional distress:
Forcing a mule to do something it's not capable of, whether physically or emotionally, can cause stress and even physical harm.


[Ashley]Oh this is so perfect if Alice was a mule 1:50 read the subtitles. Perfect.

https://youtu.be/_ymoXxVvi4E?feature=shared
« Last Edit: May 01, 2025, 02:05:24 PM by Wofl »

Re: D&D Meta Thread
« Reply #423 on: May 01, 2025, 03:13:43 PM »
Based Alice!



Still, the mules aren't sold as lawn ornaments but as beasts of burden and Cat observed their behavior and found those 2 the best suited for our needs. I do assume each mule can pull half the way to the rest stop. That's why we got two. We also have Cat's Animal Handling skill and Ashley's candy. I do think that is reasonable and not animal abuse.
But I agree, the mules aren't used to us an we not to them. Also if we can't make it to the rest stop because our lack of sleep, neither will the mules so it doesn't matter. Looks like we gotta camp along the road and get ambushed.

Now you tell me if me getting up early to sell the moose and fetch the mules makes sense and saves us a significant amout of time.
inb4 the mules won't listen to me at all and go on a rampage

Re: D&D Meta Thread [Joy the DM]
« Reply #424 on: May 01, 2025, 04:15:14 PM »
As I stated previously, though there is safety in numbers, it doesn't matter so much when an ambush occurs, night or day. On a main road it's almost unheard of, though I can see why you would worry given the bandits previously. Let me be clear, this is a main road that is well protected by roadmasters and guards patrolling it. There is currently no advisory on it. Triboar trail is a different story and camping in the snow is likely not the best option for the mules, so plan accordingly.

I merely suggest you read the animals' personalities and charm them with kindness and respect. Booping them on the nose will get you about as far as it did with the wyrmling.

Re: D&D Meta Thread
« Reply #425 on: May 02, 2025, 05:19:25 AM »
Cat thinks it's not worth it. As Alice said we can't make it to the rest stop because we went to sleep too late so I say we will take our time and camp along the road.

Re: D&D Meta Thread [Ashley]
« Reply #426 on: May 02, 2025, 09:35:39 AM »
Let's go to sleep for now Nya!

Missed an amazing opportunity to say '...for nya-ow'

Re: D&D Meta Thread
« Reply #427 on: May 02, 2025, 02:26:15 PM »
so how far can we reasonably get tomorrow? we camp before the rest stop then next day go to the start of triboar trail and camp again there. we can use the idle time for poison cooking. then on the following day we go from the start of triboar trail to Phandalin. is that doable?

Re: D&D Meta Thread
« Reply #428 on: May 02, 2025, 02:47:57 PM »
I believe you have cooked all your poison, you have two vials worth for 20 doses, you do just need to hone the arrows and apply it, that does take time.

In terms of how far you get, that will be somewhat unknown at this time but you will likely get as far as you say after two days, or at least close. It's reasonable to assume you will reach Phandalin on the eve of the third day barring any unfortunate events.

Re: D&D Meta Thread
« Reply #429 on: May 02, 2025, 03:57:36 PM »
We bought enough ingredients for 5 vials with 10 doses each. 5 lbs of mandrake, 5 lbs of tobacco and 4x5=20lbs alcohol. We made 2 batches so we still can make 3!I will post the inventory after we have sold the moose.

Re: D&D Meta Thread[Joy]
« Reply #430 on: May 02, 2025, 04:05:27 PM »
>5 vials

I remembered 2 for some reason. Not a problem.

Re: D&D Meta Thread
« Reply #431 on: May 03, 2025, 02:38:27 PM »
Yeah it was 5, we spent a fortune on that. 3 would probably been enough. I wonder how well this poison will work. We should harvest oleander though. We could find even higher-grsde poison even in the snow, host will make a list of what can be found around Phandalin in the current climate

Re: D&D Meta Thread [Joy the DM]
« Reply #432 on: May 03, 2025, 03:25:36 PM »
The current poison is -1d2 damage with a 50/50 chance of lasting two turns -1 each turn, the Oleander variety is -1d4 with a chance to last 1d4 turns, -1 each for now. I'll see if this is worth it and may adjust.

Re: D&D Meta Thread
« Reply #433 on: May 03, 2025, 03:44:44 PM »
does the target just take dmg or does it get the poisoned condition?
and Yulya doesnt remember if we already subtracted yesterdays room fee from the inventory or not but I think we did. remember she wanted to pay for 2 nights but Freya thought it was for dinner.
https://tulpanetwork.com/network/9/campaign-1-somewhere-on-the-sword-coast/msg15828/#msg15828
i think only last night is unpaid but not 100% sure. DM decides.
« Last Edit: May 03, 2025, 03:59:11 PM by Kashtan »

Re: D&D Meta Thread [Joy the DM]
« Reply #434 on: May 03, 2025, 03:57:23 PM »
I'm toying with the idea, right now you will see unknown results. The maximum damage for the poison you could make would be +4 and +4 per turn for 4 turns. You aren't able to make that poison currently. Other options are poisoned condition, sickened, or straight damage this turn only or this turn and additional turns.

SheShe has tried out some of these options.

Critical hit does not double poison damage.