The Heist - OOC
- spiderwrangler
- Game Master
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Re: The Heist - OOC
Basically wondering, if there are side tunnels to either side, do they go both up and down the central, windy tunnel, and would we have line of sight from one to the next across the hallway?
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- Dusk9
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- Location: Somewhere in the British Isles (exact location unknown).
Re: The Heist - OOC
Here's a (shitty) map for you.
- The wind is coming from tunnel 1.
- You guys came out of tunnel 2.
- Veska is stuck at tunnel 4.
- The purple blob is the pit.
- You can't see too far into any of the tunnels, because of the fog wall.
- Dusk9
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- Location: Somewhere in the British Isles (exact location unknown).
Re: The Heist - OOC
Apologies for the posting drought, I've been super busy and burnt out with work. Hopefully it'll be a bit more stable in the New Year, but no guarantees...
- Dusk9
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Re: The Heist - OOC
Yeah, just as tipsy/drunk as he always is
- thinkslogically
- Game Master
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- Location: Florida
Re: The Heist - OOC
Fair enough
Jax will start removing his disguise as he talks. "Seems you had a productive afternoon, I just caught the aftermath. Find anything good other than old books?"
Jax will start removing his disguise as he talks. "Seems you had a productive afternoon, I just caught the aftermath. Find anything good other than old books?"
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The Wandering Archipelago (D&D 5e)
The Wandering Archipelago (D&D 5e)
- Dusk9
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- Location: Somewhere in the British Isles (exact location unknown).
Re: The Heist - OOC
Kytiel, make a perception check with disadvantage.
Veska, make a survival check.
Veska, make a survival check.
- spiderwrangler
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Re: The Heist - OOC
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- SuperVaderMan
- Extensively Logorrheic
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Re: The Heist - OOC
Survival to make bedroll rope: 1d20+3 = [17] = 20
(CoyoteCode isn't working right now, so I'm using Mort's roller)
(CoyoteCode isn't working right now, so I'm using Mort's roller)
- M0rtimer
- Global Moderator
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Re: The Heist - OOC
And I promise I wouldn't cheat and edit my own rolls in the database.
- SuperVaderMan
- Extensively Logorrheic
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Re: The Heist - OOC
Btw Spider
We're at tunnel 4.
Dusk9 wrote:On the left, about 10ft away, is a vertical pit which drops straight down. The wind is blowing towards it. On the right, there are two fog-covered exits opposite him - one 5ft up the tunnel, and another 10ft past that. Finally, the far end of the tunnel appears to be a dead end. At least from this angle.
We're at tunnel 4.
- spiderwrangler
- Game Master
- Posts: 21091
Re: The Heist - OOC
That's if we got turned around, any way to know that? Had Veska checked for track directionality?
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- SuperVaderMan
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Re: The Heist - OOC
I think this area still counts as Veska being in her Favored Terrain, in which she can't get lost except through magical means. Considering we had to make a Wisdom save while traversing the fog, though, that would probably do it.
Maybe she can check the tracks here again, to see if they look the same as before?
Here's a list of bonuses Rangers get in their favored terrain, for reference:
Maybe she can check the tracks here again, to see if they look the same as before?
Here's a list of bonuses Rangers get in their favored terrain, for reference:
PHB page 91 wrote:• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical
means.
• Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking),
you remain alert to danger.
• If you are traveling alone, you can move stealthily at
a normal pace.
• When you forage, you find twice as much food as you
normally would.
• While tracking other creatures, you also learn their
exact number, their sizes, and how long ago they
passed through the area.
- M0rtimer
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Re: The Heist - OOC
Don't judge Uragh Thinks, he's no fancy wizard like everyone else seems to be
- Dusk9
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Re: The Heist - OOC
It's about a net-zero outcome, not really positive or negative. The light breaks through the faint mist nearby, but reflects off the thicker fog. So there's no real improvement. That said, it would also make the ball bearing a lot easier to spot.spiderwrangler wrote: ↑Sun Feb 03, 2019 7:57 am ((I don't recall if I tried it before, but if light cast on a bearing would improve visibility, he'd do that. If it makes it harder to see, he'll slip that bearing into a pocket for now.))
Though keep in mind that you can only have Light cast on 3 things at the same time.
- spiderwrangler
- Game Master
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Re: The Heist - OOC
Only one thing at a time, it ends if I cast it again. But since it won't help at seeing our way, it may still help at seeing where we've been.
Light one, drop it behind and move forward, keeping light at our back. Before it's no longer visible, light another, drop it behind and move forward, rinse and repeat. As long as we aren't walking towards the light of one, we are moving in the right direction...
Light one, drop it behind and move forward, keeping light at our back. Before it's no longer visible, light another, drop it behind and move forward, rinse and repeat. As long as we aren't walking towards the light of one, we are moving in the right direction...
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- Dusk9
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- Location: Somewhere in the British Isles (exact location unknown).
Re: The Heist - OOC
Oh right, thought it was like the other cantrips which cap at 3.
And yep, that tactic should help a lot.
And yep, that tactic should help a lot.
- Dusk9
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- Location: Somewhere in the British Isles (exact location unknown).
Re: The Heist - OOC
Wow guys, this is starting to get sad
Let's just do 3 saves at once this time, since it doesn't seem like you want to give up anytime soon
Let's just do 3 saves at once this time, since it doesn't seem like you want to give up anytime soon
- SuperVaderMan
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Re: The Heist - OOC
Sometimes this kind-of thing happens in D&D, where there's some kind of skill challenge but there's not really anything stopping the PCs from banging their heads against it until they roll high enough. At that point it's worth considering whether it's worth forcing the roll, or if you want to introduce some kind of penalty for failure.
In this case the penalty for failure was getting turned around back to the wind tunnel and the PCs maybe not realizing it. Once we figured that out and now we have a good system for not getting lost, there doesn't seem to be much (apparent) reason to roll.
Here's more rolls though
Wisdom Save in foggy tunnel 4 5 6:
1d20 = [7] = 7
1d20 = [18] = 18
1d20 = [16] = 16
In this case the penalty for failure was getting turned around back to the wind tunnel and the PCs maybe not realizing it. Once we figured that out and now we have a good system for not getting lost, there doesn't seem to be much (apparent) reason to roll.
Here's more rolls though
Wisdom Save in foggy tunnel 4 5 6:
1d20 = [7] = 7
1d20 = [18] = 18
1d20 = [16] = 16
- Dusk9
- Games Moderator
- Posts: 8012
- Location: Somewhere in the British Isles (exact location unknown).
Re: The Heist - OOC
To be fair, it's not actually a straight path between the wind tunnel and the mystery turn-a-round area. There are few other passages and crossroads between them. But since you're following the tracks (in both directions), I've just been skipping that bit to save time. No point asking you "left or right" for multiple update in a row if one direction has clear tracks to follow.
I was just expecting at least one of you to roll high enough after three attempts
(And who says I'm not planning a failure penalty )
I was just expecting at least one of you to roll high enough after three attempts
(And who says I'm not planning a failure penalty )
- spiderwrangler
- Game Master
- Posts: 21091
Re: The Heist - OOC
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- Dusk9
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- Location: Somewhere in the British Isles (exact location unknown).
Re: The Heist - OOC
Make an Investigation check, Veska.
- SuperVaderMan
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Re: The Heist - OOC
Veska would like to check the door for traps
- Dusk9
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Re: The Heist - OOC
Investigation check please
- SuperVaderMan
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Re: The Heist - OOC
Investigation or Perception?
Investigation (or Perception) to check illusion door for traps: 1d20-1 = [3] = 2
(That's a 9 if she uses Perception, but I don't think it matters )
Investigation (or Perception) to check illusion door for traps: 1d20-1 = [3] = 2
(That's a 9 if she uses Perception, but I don't think it matters )
- Dusk9
- Games Moderator
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- Location: Somewhere in the British Isles (exact location unknown).
Re: The Heist - OOC
Sorry, I'm gonna go with Investigation for trap searching. You'll just have to rely on your allies a little more