(5.24 PBP) Vault Redux (OOC) Fitz's Refresher


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Team AMBUSH - I hope you all can see the map. It's zoomed out pretty far, because thingse things are at a bit of distance, and I wanted you to be able to see the layout of the switchback. If you need me too zoom into any areas, let me know. There's some notes under the map spoiler on cover and how getting down the cliff works. Up is a climb of the same dc, but half speed. The road is normal movement going down, half going up. (I think you can tell which way is which, right?).

Let me know if you have any questions.

Team LAKE - I have your post almost ready, but I've run out of time before work. Expect it in 8ish hours. I have notes for you on how it works, but I've got to type 'em up!
 

@FitzTheRuke Merrick's AC is currently 16, not 19... it's 14/16, with or without armour. Unless they changed how quickly you can doff a shield, it will take me a round to switch from my javelin to my glaive.
That's strange. I fixed that when you discovered it. Seems like it didn't get saved... I'll fix it again.

Everyone, please do an audit of my "One-Liner" for your character (and for your familiar, if you have one). See if there's any resource-management that's wrong or missing.
 

@FitzTheRuke the caravan is moving UP hill, right? I don't suppose there's a way for Merrick to be a bit further back? Like, in the AF17 area? It'd be nice to have them round the corner before they see Merrick. That being said, I rolled pretty crappy on my stealth, so maybe they see him too soon.
 

@FitzTheRuke the caravan is moving UP hill, right? I don't suppose there's a way for Merrick to be a bit further back? Like, in the AF17 area? It'd be nice to have them round the corner before they see Merrick. That being said, I rolled pretty crappy on my stealth, so maybe they see him too soon.
One of the best ways to stay out of sight is to be out of line-of-sight (IE you also can't see them). I imagine that for most of setting up the ambush, no one could see the enemy. You could, however, hear the wagon coming up (they had some difficulty getting it past where that tree grows up in the middle of the road, and were arguing a little and shouting at the oxen, plus the wagon itself isn't particularly quiet when it moves over the rough ground).

So, I feel that it was something of a surprise when the two mercs came around the switchback, as you could hear that the wagon was still some ways off. Not enough of a surprise to 'surprise' you - you've been ready for the possibility of running into them for some time, but unexpected, and perhaps a little frustrating, as life often is.

Also: This is the result of declaring that you'll stay somewhat in the open. You run into them first.
 

Team LAKE

Okay, so, this is probably a bit experimental and might be confusing, but help me give it a try! Each of the Hazards works sort-of like a Monster, except that you can't kill them. You CAN "Attack" them. Your paddle works like a quarterstaff wielded two-handed. On a Hit, you can Disengage, otherwise they're gonna get an Opportunity Attack if you move away from them, and you MUST move, unless you roll a check to stay in place (see below). You can't otherwise simply take the Disengage action.

Kayaks - Each Kayak counts as a Large Creature. If you want, I will superimpose a square on the Kayak (and one the Hazard) so you can more easily visualize the Space both take, for rules minutia sake, but I didn't do it on the map that I will post later, when I'm back at home (I'm typing this from work, like a naughty person, but it's on my laptop). The goal of the "Combat", is, if it isn't clear, to get to the Lake, and avoid going so far down river as to be within sight of the Gatehouse, or worse, the Watchtower. And to not get killed by the rocks, or fall out of your kayak, or whatever might happen. I know some of you can swim or don't need to breathe, and that will save you if the worst happens, but I suggest you try to get to the lake in your Kayak, and you can use those abilities more there.

Movement - To safely move the kayak, you MUST make a dc12 STR Athletics (to paddle like crazy) or a dc13 Acrobatics (to control the movement of the kayak using your body weight. Fluff-wise you'd still be paddling, just that the weight-shifting becomes the bigger issue. You'd still be controlling your weight while rolling Athletics too, of course. You only need to make 1 check, though). If you succeed, you can move the kayak ~30ft wherever you like, or keep it still. If you're the 2nd player to post, assume that the Kayak is where it start The first poster should probably try to deal with a Hazard, as above. This Ability Check is part of movement, so you'd still have an Action. Either or both poster can roll the check, but you only move once. It might be best for the 2nd person to post to pick where you go, so the other can visualize where they are while looking at the map. If both of you fail, I will move you 30ft downstream, and you'll provoke OAs from any hazard that you leave or pass by.

Does that make sense? Checks to control the boat, Attacks to fend off Hazards. Some of the Hazards might attack you on their Turn, but at any rate, you're going to want to avoid letting them have opportunity attacks. I'll give you more specifics as to what each hazard does in the IC. I guess the first is the "Sudden Drop" and each boat is going to have to deal with it. Also, there might be trouble if the first boat gets caught up in in, and the second boat drops on top of it. I'll let you know more about that soon.

Questions?
 



@FitzTheRuke
I’m fine to move to AN 25. If they’re reading to attack, can I do a dodge or something defensive?
Hmm... I kind of thought of the Intimidation as being your declared Action, and had its effects be what I felt was appropriate to your attempt. Also, IMO the act of "Dodging" (more Defending in any way you can) is a visual thing, or in other words - they'd figure out your ruse sooner. I'm willing to be convinced if you want to press the point, though.
 

Hmm... I kind of thought of the Intimidation as being your declared Action, and had its effects be what I felt was appropriate to your attempt. Also, IMO the act of "Dodging" (more Defending in any way you can) is a visual thing, or in other words - they'd figure out your ruse sooner. I'm willing to be convinced if you want to press the point, though.
Nope, that’s fine by me! I’ll stick with the intimidation as my action. I trust in my ruse.

How discrete is the Message, btw. I can cast it without components so it’s basically whispering.
 

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