(OOC) Planescape: Intrigue


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I should be able to post a few times for the next hour or so - let me know and I can try to move things forward… or backward depending on how the group moves
 

I should be able to post a few times for the next hour or so - let me know and I can try to move things forward… or backward depending on how the group moves
Also with the added clarity on number of assailants and where things are located - feel free to modify the post about seeking cover on the wagon
 


It appears we're playing without Initiative, but it doesn't bother me.

Not sure I can picture the alley right though: the attacks are coming from buildings on either side so what I have in my mind now is:

EAST = building with attackers
WEST = building with attackers
NORTH = alley continues, 50ft to next bend
SOUTH = where we came from

and the cart somewhere 10ft away but pretty much still in the middle. Is that the way you have devised the situation?

Overall the best choice would be to run away back from where we came, as we haven't noticed signs we're being followed, provided this would be enough to get out of the attackers' line of sight (not sure if that would be the case, but since you mentioned 1 round to go back, I read it so that our characters think it would mean back to safety before next volley). Going forward takes longer and we don't know where it leads. The doors might be locked, and if that's the case we'd have wasted a round and still be sitting ducks.

How much protection does the cart offer? Even if can get under it for full cover, we're still stuck in the location: we'll need to get out eventually, so why not get out now by retreating, while we still might have that way unblocked?

But anyway, if we're going to fight, let me ask a couple more questions (if our characters have a chance to know):

  • how many bolts were fired, more or less?
  • from which side and windows are most attacks coming?
  • are the walls up to the windows suitable for climbing with dexterity?

Given that the ambushers have higher ground, cover presumably as good as what we can get or better, can't be seen, and have splash weapons, I don't think a fully ranged combat is a very good choice for us...
Sorry - I realized this ambush is a combat- like situation and used dexterity as a catch all for initiative and partly armor class- largely to cover for my low 5e mechanics knowledge- but I don’t want to hide from that forever
 

Okay with over twenty enemies it looks like running is the best option.

Except there's not really a place to run to.
There are three - forward towards the unknown of the bend, backwards retracing steps- or towards one of the doors to see if they can be picked or forced open. Could also run towards wagon for tenuous cover

They aren’t great or attractive options - but I think it’s more fun when things aren’t as simple as taking the easy or an obvious way out
 
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Sorry - I realized this ambush is a combat- like situation and used dexterity as a catch all for initiative and partly armor class- largely to cover for my low 5e mechanics knowledge- but I don’t want to hide from that forever
Really, I am OK with it :) I do not necessarily need to play by the book. I was only a bit surprised, that's it.
 

Honestly, my plan may not work because the doors are probably locked but I figure invisibility lasts an hour so I’ve got time. And I have other options. I’m not really thinking about resource conservation, I just want to pull off something cool, if I can.
Grim can try lockpicking if the doors are locked, but she'd be an easy target while doing so. However, she can also use Mage Hand to lockpick from 30ft, so one idea could be to get behind the cart and do that. My other idea was to climb into an open window from which no bolts have been shot, Grim has Acobatic expertise but now it sounds like it would not help with this kind of walls.

She has no big escape trick like Misty Step or Invisibility, at best she can take triple movement with Dash and Cunning Action. So running back immediately would be her best chance, but if you want to fight then let's fight and see how it goes, even though 20 enemies are a lot.
 

Grim can try lockpicking if the doors are locked, but she'd be an easy target while doing so. However, she can also use Mage Hand to lockpick from 30ft, so one idea could be to get behind the cart and do that. My other idea was to climb into an open window from which no bolts have been shot, Grim has Acobatic expertise but now it sounds like it would not help with this kind of walls.

She has no big escape trick like Misty Step or Invisibility, at best she can take triple movement with Dash and Cunning Action. So running back immediately would be her best chance, but if you want to fight then let's fight and see how it goes, even though 20 enemies are a lot.
Lol. Of all the people Orris should have cast invisibility on, he was the worst one to get it. If he’d cast it on Grim, she could have picked a lock in relative safety.
 

@Liambic @Nordom @Necropolitan

I could change my action if you think it would:
1. help build trust between the characters more quickly and help advance the story in a better way and;
2. be tactically better
3. would be ok if the DM let me change my action.

I posted what I did, literally, because I had the time to post and because my character looks out for himself first. That said, if he thought helping someone would get him out of the mess quicker, he'd do it as well. If I cast invisibility on Grim, she could pick a lock and we could retreat into one of the buildings. Maybe even by pushing the wagon towards the door once the door is open. That would split the forces since half of them are in a totally different building. Then we could deal with them in waves.

I'm easy either way.
 

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