(OOC) Planescape: Intrigue

@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.
Yep, I’m OK with you changing actions. Besides, it’s the last post in the story, it’s not like it was from weeks ago.
 

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Yeah, I don't know if it would be fair to change your action once you've declared it... unless everyone really thinks we should run away, and the DM allows the change.

But while Grim probably would rather save herself (the PCs still haven't had time to bond to the point of dying for each other! also, they are evil so probably kinda selfish...), as a player I am not going to leave you there fighting alone. I just have to now guess carefully what is the least risky choice Grim should make.

She could use her move to get behind the cart (even though the DM hinted it's only a minor protection), her action to cast Mage Hand, and her bonus action from Cunning Action/Ranged Legerdemain to control the Mage Hand to follow Orris towards whatever door he is trying to open, to assist him if the door turns out to be locked. But if a lockpicking action with the Mage Hand is needed, it would have to wait until next round. Also, Orris is invisible, and even if Grim has seen him turn invisible, she'll probably need to make a Perception roll to "see" where he is going while invisible, for example by trying to follow his footprints or little stuff he's hitting while moving.

But let's wait to hear what the others think. If we all want to flee, either back OR forward towards the alley bend, it's not that unsafe for Orris to follow up on next round, considering the ambushers can't see him anyway.
 

Yeah, I don't know if it would be fair to change your action once you've declared it... unless everyone really thinks we should run away, and the DM allows the change.

But while Grim probably would rather save herself (the PCs still haven't had time to bond to the point of dying for each other! also, they are evil so probably kinda selfish...), as a player I am not going to leave you there fighting alone. I just have to now guess carefully what is the least risky choice Grim should make.

She could use her move to get behind the cart (even though the DM hinted it's only a minor protection), her action to cast Mage Hand, and her bonus action from Cunning Action/Ranged Legerdemain to control the Mage Hand to follow Orris towards whatever door he is trying to open, to assist him if the door turns out to be locked. But if a lockpicking action with the Mage Hand is needed, it would have to wait until next round. Also, Orris is invisible, and even if Grim has seen him turn invisible, she'll probably need to make a Perception roll to "see" where he is going while invisible, for example by trying to follow his footprints or little stuff he's hitting while moving.

But let's wait to hear what the others think. If we all want to flee, either back OR forward towards the alley bend, it's not that unsafe for Orris to follow up on next round, considering the ambushers can't see him anyway.
To be fair, while Orris is selfish, he has backstory reasons to gather allies. The problem, currently, is that he has no reason to believe that, if he makes you invisible, you won’t just run away. That said, invisibility is concentration so, if you decide to double cross him, he can make you visible at a very inconvenient time.

I like the idea of all of us huddled behind the wagon, kind of forced to work together. Basically, having this OOC conversation IC while arrows are raining down around us. Instead of changing my post, I will edit it. I think I have a good compromise.
 

Yeah, I don't know if it would be fair to change your action once you've declared it... unless everyone really thinks we should run away, and the DM allows the change.

But while Grim probably would rather save herself (the PCs still haven't had time to bond to the point of dying for each other! also, they are evil so probably kinda selfish...), as a player I am not going to leave you there fighting alone. I just have to now guess carefully what is the least risky choice Grim should make.

She could use her move to get behind the cart (even though the DM hinted it's only a minor protection), her action to cast Mage Hand, and her bonus action from Cunning Action/Ranged Legerdemain to control the Mage Hand to follow Orris towards whatever door he is trying to open, to assist him if the door turns out to be locked. But if a lockpicking action with the Mage Hand is needed, it would have to wait until next round. Also, Orris is invisible, and even if Grim has seen him turn invisible, she'll probably need to make a Perception roll to "see" where he is going while invisible, for example by trying to follow his footprints or little stuff he's hitting while moving.

But let's wait to hear what the others think. If we all want to flee, either back OR forward towards the alley bend, it's not that unsafe for Orris to follow up on next round, considering the ambushers can't see him anyway.
I also want to note that there are no wrong moves here- just different ways the story can branch. Even in the event of a total party wipe - I have a couple of ideas on how to proceed.
 


To be fair, while Orris is selfish, he has backstory reasons to gather allies.
Just to clarify, I wasn't thinking that Orris is/should be selfish :) I was actually thinking of Grim as a chaotic evil. However, even that is not so straightforward, as her backstory is complicated... hopefully we will play long enough so that everyone's details will be revealed!

That said, I've always been a very vocal proponent of fully cooperative play even in evil-characters campaigns, it's only that the PCs have literally just met :D
 

Just to clarify, I wasn't thinking that Orris is/should be selfish :) I was actually thinking of Grim as a chaotic evil. However, even that is not so straightforward, as her backstory is complicated... hopefully we will play long enough so that everyone's details will be revealed!

That said, I've always been a very vocal proponent of fully cooperative play even in evil-characters campaigns, it's only that the PCs have literally just met :D
Yes, I’m also a cooperative player which is why I’m thinking I need to reconsider my action. None of our characters are stupid. They may be mistrustful, though. Being pinned behind a wagon feels like a good opportunity to be ‘encouraged’ to work together. And no worries, Orris IS selfish, I’m also playing an evil character, after all. But I think the urgency of the situation may allow us to click.
 

As it is staying together is our best chance for survival so it makes sense for our characters to recognize that.

With over 20 enemies I don't see any way out except escape.
 

As it is staying together is our best chance for survival so it makes sense for our characters to recognize that.

With over 20 enemies I don't see any way out except escape.
Well, I have a post ready to go. I'll wait for you to decide and throw down a post. 10 people in each building. We can take them in smaller groups and, hopefully, find another way out. I think we'll find our way backwards is probably cut off. We have to decide left side or right side of the alley to enter. Right side gives us access to the street that turns down ahead of us, while left gives us a potential out to a place they wouldn't expect us to retreat.
 

I feel like I work pretty well as an ambush predator, but somewhat less so as an ambushed predator.

If I can get in close, I could pretty reasonably command the attention of one side of the ambush or the other. Might not go so well for me, but K would consider it her best option for getting out alive.
 

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