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

The problem stems from the part where it looked like we were going to do a social challenge for a bit to lure them into the trap. Or at least, that's the way the situation seemed to be going as I read it.
Yeah, I think that’s where I was going with the intimidation check. I was hoping to be at the back of the caravan before we sprung the trap. But it will be just fine as is.
 

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@FitzTheRuke, I'm back and ready to post, but I have a question about the cover provided by the cliffs. Does the caravan have cover from Terrin because he's not at the edge of the second tier? Also, it looks like it's about 35' from where he is down to the second tier, so he wouldn't be able to slide all the way in a single move. Is that right?
 

@FitzTheRuke, I'm back and ready to post, but I have a question about the cover provided by the cliffs. Does the caravan have cover from Terrin because he's not at the edge of the second tier? Also, it looks like it's about 35' from where he is down to the second tier, so he wouldn't be able to slide all the way in a single move. Is that right?
Let's see... Terrin could slide down column AF and land on top of the boulder that Torhak is next to. From there, yes, the Wagon would be out of sight, but from where he is, only the Dwarf Merc riding "shotgun" (shot-crossbow?) is behind cover, and only because of the way that the bit of the mid-level road juts out right there. From either position, he can see the Orc Merc, though that guy has soft cover (his AC is 16) because of the trees. T

erring could attack the wagon and THEN slide down, and he'd be out of line-of-sight of any bad guys other than the Merc at AT24, but that guy is likely to be too busy to think of him (and Urgan's illusion is at least partly masking him from that direction as well).
 

I was moving because range to the cart and the guards is more than 120 feet (the range of eldritch blast)
Sorry, I didn't roll, but you did well, putting Lorent far away. Just a bit too far :D
And he's not acrobatic nor athletic so running around rather than trying jumping the cliff
 

I was moving because range to the cart and the guards is more than 120 feet (the range of eldritch blast)
Sorry, I didn't roll, but you did well, putting Lorent far away. Just a bit too far :D
And he's not acrobatic nor athletic so running around rather than trying jumping the cliff
Okay, sorry about that, then. My intent wasn't to start anyone more than 100ft away..

I know we are all different, but if it were me, I'd have slid down if I wanted to get closer. It's risky, sure, but risk-vs-reward is the whole thing to Adventure!
 

Team Lake

I would call that a very successful Round 1. I hope it's exciting for you! You managed to avoid any damage this round, so it might seem like it's easier than it is - but that's only because of very successful rolls, and smart movement. Good job!

Not being able to tell where is safe in the river is, I think, a bit of a feature (not a flaw), but for a guideline * each of the Hazards, like the Kayaks themselves ** are Large-sized, so they take up 2x2 squares. The Swift Current has "Reach" *** so it Threatens 10ft around its own 10ft space, or imagine a big 4x4 square around the #4 - that's the danger zone. Oh! I've failed to mention - the Swift Current, unlike the other Hazards, is "safe" to move through (the others you'd crash into) - so your best bet is to go through, and try to be out the other side. You CAN "dash" in the Kayaks to get extra movement, as long as you don't have to fend off another hazard (well, you could do that anyway, if you're willing to risk an OA, and it might be safer than leaving yourself vulnerable to an attack on the hazard's turn). If you "dash", you DO have to make a 2nd successful check for movement for the round, though. (You can also dash if your first two attempts at movement fail, to avoid letting the river take you where it will).

* Again, upon request, I can put little squares around them - or if you like, I'll post an extra map here that shows what I'm seeing, but leave the regular posted map in the IC "clean".
** Other than Loklafd's, which is M-sized (yes, the bow and stern stick out of its "space" on the map, which I'm sure doesn't help with accurate mechanical visualization, but I don't want everything to be "squares" like we're playing minecraft!)
*** Which Loklafd underestimated, and left himself vulnerable to it. It was the only "attack" that the Hazards managed on their turn, and came with a Saving Throw (which Loklafd made) but it still pulled him 20ft eastward. He's in a bit of a rotten spot at the beginning of Round 2. We'll have to see how he does.

Any questions? I still maintain, this is all simpler than it sounds when I explain it. I don't know if that's because I'm doing a poor job of explaining, or if it's just the nature of doing something slightly out of the norm with D&D. There's a LOT to consider.
 

I made a stupid mistake. If you recall, I noticed that I had made West "Up" on the Ambush map. So I decided, with a failed WIS check, to "fix it". I spent an hour turning it sideways (not as easy as it sounds, when the trees, character icons, wagon, etc, are all NOT "nailed down". Only to discover that, due to the nature of my laptop being wide-screen, I can't zoom as far in on the map and keep it all on the screen at one time. I had imagined the opposite to be true, for some reason which is one of the two reasons why I did it (the other being that sometimes I wind up with player confusion when people call "Up" North, on reflex.

I have my Excel on auto-save, so I can't undo it without doing all the work to turn it sideways again.

For TEAM LAKE - This is also why your graph co-ordinates changed. For example, what was discussed as "Row 50" is now "Row 18" - because the maps were on the same page before, but are now on their own pages.

Anyhow, that's my silly "Behind the Screen" moment for today!
 

Team AMBUSH

As you all know, I spent some effort to reassure you all that the Ambush would go perfectly fine and that everything was well in hand. AND then, my DICE ROLLER was on fire! In spite of only making a handful of attacks, I did quite a bit of damage.

I'm sorry, @TaranTheWanderer for shooting Merrick quite so badly. Though I do have one question: Am I wrong in feeling that you acted twice in Round 1? I guess that I'm inclined to be 'generous' and let it pass. We can call your Ruse "pre-combat", I guess, if there's no objection from anyone.

And @Hriston Terrin didn't act at all, yet. I'd have waited, but I had time this morning to roll the round, so I did. Terrin can act twice in Round 2. You can do them both at once, when you get a chance to post.

The Driver used his action to throw the break, and the Orc & both Cultists Dodged. Merc2 had used his action to ready his sword in case Merrick attacked him, but that "trigger" didn't occur. Only Merc1 & the Dwarf Merc (riding 'shotgun') attacked. So things could be worse, I guess?
 

Team AMBUSH

As you all know, I spent some effort to reassure you all that the Ambush would go perfectly fine and that everything was well in hand. AND then, my DICE ROLLER was on fire! In spite of only making a handful of attacks, I did quite a bit of damage.

I'm sorry, @TaranTheWanderer for shooting Merrick quite so badly. Though I do have one question: Am I wrong in feeling that you acted twice in Round 1? I guess that I'm inclined to be 'generous' and let it pass. We can call your Ruse "pre-combat", I guess, if there's no objection from anyone.

And @Hriston Terrin didn't act at all, yet. I'd have waited, but I had time this morning to roll the round, so I did. Terrin can act twice in Round 2. You can do them both at once, when you get a chance to post.

The Driver used his action to throw the break, and the Orc & both Cultists Dodged. Merc2 had used his action to ready his sword in case Merrick attacked him, but that "trigger" didn't occur. Only Merc1 & the Dwarf Merc (riding 'shotgun') attacked. So things could be worse, I guess?
Huh, maybe I did go twice? You said he moved down toward the caravan and then I waited for a bunch of people to post but when only half the group posted and the mercs saw the ‘barricade’, I assumed people were waiting on someone to pull the trigger on the ambush proper. So, when someone finally attacked, I assumed that started “round 1” of the ambush and I could go again.
 

I managed to make my previously mentioned mistake not turn out too badly by print-screening it in two halves and gluing them together. I hope it's not too confusing that North is now "up" (or too much of a pain for you to scroll around on it) bit hopefully you can better see what's going on!

I'm always curious if my maps pop up big enough for you to make out the details on your screens. Let me know how it looks!
 

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