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

How discrete is the Message, btw. I can cast it without components so it’s basically whispering.
I'm not sure what Message you mean? The Spell in general, or a specific casting? If you can cast it without Components (including the Verbal component) then I think you could do it without even whispering. More like telepathy.
 

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Decisions decisions.
The tactician in me wants to wait till the mercs move just a bit further up the map.
The chaotic rogue in me wants to just shoot someone so we can get their loot faster.

I suppose someone has to initiate the ambush, and it might as well be someone who can hide after they shoot...
 

Decisions decisions.
The tactician in me wants to wait till the mercs move just a bit further up the map.
The chaotic rogue in me wants to just shoot someone so we can get their loot faster.

I suppose someone has to initiate the ambush, and it might as well be someone who can hide after they shoot...
id appreciate it if you waited until Merrick was clear of the two guys who are readying to shank him
 


I'm going to repost the stuff about Team Lake's hazards here, for anyone who wants to discuss it without having to go back-and-forth between the IC and here. Everyone feel free to comment, no matter which group you're in, if you have questions, concerns, or comments. Oh, and if it isn't obvious: The current goes left to right, AKA eastward.

Oh, and one more thing: You can move through Loklafd's space if you need. He won't stay there.

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Hazard #1: The Big Drop. The boat plunges nearly 10ft into the river and bobs back up. Unlike the general rules shown in the OOC Thread (dc12 STR Athletics or DEX Acrobatics to be able to move 30ft (once) - it's like the river always tries to grapple you and drag you 30ft downstream), HERE, the Drop grapples you and stops you dead. So in this case, if the lead boat fails to move this round, the following boat WILL fall on top of you, dealing 2d6 Bludgeoning (dc12 DEX Save for Half). In addition, if this happens, the 2nd boat will have disadvantage on their own checks to move, stuck as they'd be on the other kayak. IF the 1st Kayak breaks free, the 2nd Kayak still has the chance of getting stuck, but can roll normally. Both of you can roll, but only one of you needs to succeed. You can "Dash" with your Action to get extra attempt(s).
Hazard #2: Sharp Rocks. Unfortunately, you can't just paddle away without worrying about these Sharp Rocks. They Threaten the way out of the Big Drop's space. They'll attack you if you row away without fending them off with your paddles (be it literally, by shoving off with a paddle, or figuratively, by digging the paddles into the water and paddling) Either way, we're looking for a successful Attack roll, with the paddle working like a Quarterstaff (simple versatile melee weapon). If it threatens you, and it does, you can reach it. There's no need to roll damage. A successful attack gives your kayak the equivalent of a Disengage (from this Hazard only). Both of you can roll, but only one of you needs to succeed.
Hazard #3: Large Rocks. Probably won't come into play until Round 2, but these rocks are even worse than the first. They work similarly (in that you can fend them off if you get close enough), but it's gonna have a bigger attack. It also has a pulling effect, as the water flows around it, but that'll happen on my turn. Give it space, is what I'm suggesting.
Hazard #4: Swift Current. Unfortunately, this area also has a pulling effect that is bigger than the usual "30ft downstream if you fail to control your movement". Like the Large Rocks, this will come up more on 'my turn' (depending on where you are) and more likely after Round One. But you can tell that it's dangerous over there!
Familiars: Both Familiars are doing their best to warn of trouble, so both can grant their 'masters' Advantage on any single roll of the round, if the familiar itself first makes (in this case, the familiar can take their turns ahead of their masters) a dc12 WIS Perception or INT Investigation check. They can do this each round. You know, as long as Bill doesn't get squashed by a falling boat, or dashed on rocks.
 

So, the only thing that @Tonguez did 'wrong' * is that he still has an action.

* (It's not wrong, it's great! It's just incomplete. We're all learning as we go!)

Let me explain: The Ability Checks are part of your movement, allowing the Kayak to move on a success. Shade-9 Succeeded, so the Kayak is free to move 30ft in any direction!

It's true that I have asked for the 1st Poster to leave the "declaration" of movement to the 2nd Poster (it's just that it's easier for them to know where they are on their turn if they control the movement, rather than having to visualize it from coordinates, they can look at the map).

But... Shade-9, having succeeded to keep the kayak upright and facing forward, ready to glide off to wherever Aywin paddles it toward, there's still the Sharp Rocks that threaten to scrape up the side if you don't do something about them. They need attacking with a paddle. Come to think of it - I don't think I gave you an AC! It is 13.

If you want, @Tonguez, you can wait until @Steve Gorak has posted (though in that case, Steve might want to leave the movement declaration to you). It'll give Aywin a chance to fend off the rocks first. Remember that both of you can attempt each thing (moving the kayak, fending off the hazard) but only one of you needs to succeed. This is the joy of teamwork!

Or Shade-9 can attempt to fend off the Sharp Rocks right away, and if he succeeds, Aywin is free to paddle 30ft out without having to roll for it (Shade-9 took care of that), and can try to deal with either the Large Rocks or the Swift Current with her Action, or use it to Dash and roll the movement check again (it would be dangerous to use the Dash to move another 30ft, probably, because it would put you going past H3 or H4, but you could use it to "stay" in a safe place. BTW, I guess I should mention, going "upstream" (to the left) will cost 2ft for every foot of movement, like difficult terrain). But you might want to do it.

This all sounds more complicated than it is, I think. It's mostly like a regular combat, but with checks made to move (because you are being grappled at every turn) and instead of damage, your attacks prevent your enemies (which are hazards) from making opportunity attacks. Does that make sense?
 

Team Ambush

Okay, let's discuss expectations. Because everyone seems to be struggling with this ambush, and I'm not sure why. As far as I can tell, you're all within striking distance of the Enemy, so I'm not sure what the problem is. So far, the two players who have posted 'complaints' (I'm not sure how strong they mean it) are @TaranTheWanderer, who declared that they'd meet the enemy head-on along the road, and @Neurotic, who (unless I missed it somewhere) didn't declare anything about where they wanted to be, nor could I find even the Stealth roll that I asked for, so I just put you at the back.

The distances might be a little long to melee the wagon itself, but is that a problem? It can barely go anywhere, and certainly not quickly. When I posted the map, I expected that you would rain fire down upon the wagon, and melee-murder the first two guards. I didn't expect any pushback. Maybe I underestimated how badly you all want to murder the driver as your first move? IDK.

I'm happy to discuss it further, if anyone wants. What I don't want is for it to all grind to a halt because the setup isn't perfect for however you wanted it to be. If it makes everyone happier, I can roll the round (taking a turn for all the enemies). Everyone but Merrick is currently out of sight, (IE: You have Advantage on any ranged attack rolls). Heck, as everyone but Merrick (& Terrin) beat all the Enemies' Passive Perception, I can say that you'll all maintain that (being out of sight) if you want to "wait" for Round 2. As the Enemies get more suspicious, they'll probably start to take the Search action against the hills above them, looking for an ambush, though - and then it'll be down to my perception rolls. Someone might get spotted. I wouldn't wait too long to drop hell on them, if I were you.

I'm thinking of turning my map sideways, so that North is up. (North is currently Left). I've found that sometimes people find that helpful, and in this case, it might make me able to zoom closer with everyone still shown. IDK. Oh! And @Neurotic - no need to worry about the Watchtower. It overlooks the Bridge, but that's about half a MILE to the West (up right now off the map). It's quite a long way away. The River's Waterfall flows over the cliffs to the north, and will mask the sound of battle from carrying that way, as well. It's quite loud where you are.

Any questions or comments?
 

All good from me. I posted (IC 113) and set up an illusion just around the bend, in hopes of keeping the wagon on the bottom right corner in case they tried to run our blockade (which is how I would respond to an ambush--g.t.h. outta there.).
 

Team Ambush

Okay, let's discuss expectations. Because everyone seems to be struggling with this ambush, and I'm not sure why. As far as I can tell, you're all within striking distance of the Enemy, so I'm not sure what the problem is. So far, the two players who have posted 'complaints' (I'm not sure how strong they mean it) are @TaranTheWanderer, who declared that they'd meet the enemy head-on along the road, and @Neurotic, who (unless I missed it somewhere) didn't declare anything about where they wanted to be, nor could I find even the Stealth roll that I asked for, so I just put you at the back.

The distances might be a little long to melee the wagon itself, but is that a problem? It can barely go anywhere, and certainly not quickly. When I posted the map, I expected that you would rain fire down upon the wagon, and melee-murder the first two guards. I didn't expect any pushback. Maybe I underestimated how badly you all want to murder the driver as your first move? IDK.

I'm happy to discuss it further, if anyone wants. What I don't want is for it to all grind to a halt because the setup isn't perfect for however you wanted it to be. If it makes everyone happier, I can roll the round (taking a turn for all the enemies). Everyone but Merrick is currently out of sight, (IE: You have Advantage on any ranged attack rolls). Heck, as everyone but Merrick (& Terrin) beat all the Enemies' Passive Perception, I can say that you'll all maintain that (being out of sight) if you want to "wait" for Round 2. As the Enemies get more suspicious, they'll probably start to take the Search action against the hills above them, looking for an ambush, though - and then it'll be down to my perception rolls. Someone might get spotted. I wouldn't wait too long to drop hell on them, if I were you.

I'm thinking of turning my map sideways, so that North is up. (North is currently Left). I've found that sometimes people find that helpful, and in this case, it might make me able to zoom closer with everyone still shown. IDK. Oh! And @Neurotic - no need to worry about the Watchtower. It overlooks the Bridge, but that's about half a MILE to the West (up right now off the map). It's quite a long way away. The River's Waterfall flows over the cliffs to the north, and will mask the sound of battle from carrying that way, as well. It's quite loud where you are.

Any questions or comments?
Sorry if it seemed like a complaint. I was just looking for clarification. Merrick's position isn't ideal but it seems a reasonable complication for a failed stealth check.

Merrick is hoping to continue down the path, past the caravan so the caravan moves past him into the 'ambush zone'.

At this point, I don't think that's going to happen. Seeing as they see the barricade, I was going to post and pull the trigger on the ambush. I was waffling between running towards the wagon or running back towards the ambush. But then I had to leave my house and didn't get to post.

I think we should just attack at this point. It's not like they can back the wagon up.
 

@FitzTheRuke

Apologies- but before I post I wanted to check. Shamal originally was in melee range of one mercenary, but if I'm reading the most recent update Merrick AND the Mercenaries moved, and I'm no longer in melee range? The change from 30' to more than 30' is a big deal. Trying to confirm before I post.
 

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