The new group is coming together great! We've started a new 1st level campaign and we're on a roll. So far,
we played two games and our third game is this coming Sunday.
A couple of rules related items have come up. Most of these were resolved in game, but I'm going to repost them.
First, is Stealth. As stated in the PHB Update (very important), "Becoming
Hidden: You can make a Stealth check against an enemy only if you have superior cover or total concealment against the enemy
or if you’re outside the enemy’s line of sight. Outside combat, the DM can allow you to make a Stealth check against a distracted
enemy, even if you don’t have superior cover or total concealment and aren’t outside the enemy’s line of sight. The distracted
enemy might be focused on something in a different direction, allowing you to sneak up." Okay, I might have been a little
hard on Dakota here when his Rogue was sneaking up on the goblin. But, in my defense, I think there needed to be a little
more creativity. For example, questions like, "Is there any ground foliage, like tall grass?" Or "What's the goblin
doing? Is he harrassing the prisoner?" Additionally, a Bluff check (as we discussed in the game) could have
created a suffiencit diversion for the Stealth check to be successful. What's also cool about Creating a Diversion to
Hide (PHB p. 183) is that you can also use while in combat.
Next up is using the Heal skill. This one has been brought up with the old gang, but its good to go
over it again (since we had some Death Saving Throws last game). What's important to remember is, if somebody goes down
to 0 or negative hps, a comrade can make a Heal Skill check to "Stabilize the Dying" (PHB p. 185). Stabilized means
they stop making Death Saves. This is a standard action. And, if that stabilized character hasn't used up
their Second Winds during the encounter, the comrade can make another Heal check (another standard action) to allow the
stabilized character to use a Second Wind (without having to spend an action). However, if all Second Winds have
been used up and no Healing Potions are available, the stabilized character needs to take an extended rest to get their hps
back up to normal (PHB p. 295).
Turning to new books that just came out, I picked up my copy of Monster Manual 2 the other day. I'm pretty excited about some of the monsters in it. We get to see the return of some classics
- the Rust Monster, the Centaur, Kenku, Myconid, and Xorn. Next month, I'm not so excited (but I think Sean is) because
we see the new 4th Edition Eberron Player's Guide. Oh well, I guess I'll have to wait until July when Divine Power comes out :)