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    With Hounds at our Heels

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    MAS
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    With Hounds at our Heels

    Post  MAS on Sun Sep 25, 2016 11:43 pm

    The companions abandon their positions, vault the creek, and plunge into a thicket as they flee southward. The Highlanders perched atop the boulders harry them with arrows that sail dangerously close, whistling past their ears as they depart. The last thing they see behind them is a dozen more warriors and a pack of vicious canines swarming into the clearing.

    Ali finds himself in the lead, and Ronan moves several paces behind with Vozz at his heels. Tungo moves at the columns rear, watching all sides to secure their retreat.




    Once you are all updated:

    Let's see how far you can run through the thick foliage, and how fast! Please make a DEX (or athletics/acrobatics) and a CON check.

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    Re: With Hounds at our Heels

    Post  Robyo on Mon Sep 26, 2016 1:14 am

    Should have time to update Tungo to 2nd level tomorrow night.

    Atheltics: 5 + 5 = 10

    Con: 3 + 3 = 6
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    Re: With Hounds at our Heels

    Post  navyik on Mon Sep 26, 2016 3:20 pm

    Athletics 7+2=9
    Con 5+2=7
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    Re: With Hounds at our Heels

    Post  MrBrownstone75 on Wed Sep 28, 2016 9:19 am

    Ronan
    AC: 16
    HP: 5/10
    Move: 35*

    Dex: 20+2=22
    Con: 16+2=18

    As I recall, we had an extra 5' of movement added due to a shooing star.
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    Re: With Hounds at our Heels

    Post  Robyo on Fri Sep 30, 2016 12:38 pm

    Tungo is upped to a 2nd level Barbarian...

    (player reaction according to his rolls): The goliath huffs and stumbles through the brush, smacking his head on a low branch and body parts on pokey and protruding limbs. He nearly trips on a thorny bush. This is why we Bigfolk live up in the Cloudlands, high in Spine Mountains. Right now, how I do miss the open steppe of Eporu and the giant pines of Grynwood!
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    Re: With Hounds at our Heels

    Post  Chris on Fri Sep 30, 2016 5:37 pm

    sorry, I missed the update and move in the previous thread Crying or Very sad

    Athletics
    Result of the throw of dice "1d20" :

    6

    CON
    Result of the throw of dice "1d20 +3" :

    12 + 3 = 15


    I will get Vozz updated shortly

    I am fine to continue or change, either way
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    Re: With Hounds at our Heels

    Post  MrBrownstone75 on Mon Oct 03, 2016 8:14 pm

    Ronan has advanced to level 2.

    +10 hp
    1 additional 1st level spell slot
    Gained Wild Shape ability
    Gained Druid Circle (grassland)
    Gained 1 new cantrip: Produce Flame
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    Re: With Hounds at our Heels

    Post  MAS on Mon Oct 03, 2016 9:28 pm

    There is an old saying among soldiers, shepherds, caravan masters and anyone who's business it is to travel in a group. "You can only move as fast as the slowest among you".

    The companions are weary. They came suddenly into battle with the scouts (the first taste of combat for one of them) then labored hard and waited tensely in ambush for hours before rejoining the fight.  

    Ronan seems unfazed, moving easily through the thick forest with little effort. Vozz isn't winded but stumbles along through the unfamiliar wilderness terrain with little grace or speed. Tungo's size seems to be working against him - he just can't find a path that doesn't bog him down and tax his strength. Ali crashes pours all of his energy into an initial burst of speed, which wears him out quickly and sends him crashing noisily through the brush.




    THE CHASE IS ON!!!




    The sounds of pursuit continue behind the party as they move. It is clear that they will need to fully break contact with those that hunt them if they want to escape. They are within earshot of each other and can offer suggestions as they hustle through the wilds. There is a certain distance (unknown!) of "lead rating" that they maintain. Stopping or slowing will lose them increments of this "lead" - if they lose too much they will come into "combat contact" with the pursuit force. Increasing the "lead rating" beyond a certain (unknown!) point will result in a "contact broken" status - which means that they have thrown off the chase!

    Things that could potentially increase "lead" -

    *Increase party travel speed
    *Disrupt/disguise the trail they are leaving, party "signature" (visual, audio, smell, etc)
    *Slow down the pursuit force

    Get creative!!

    The pursuit will occur in a "loose round". The party will declare its plan, the pursuit force will act, and the lead rating will be adjusted. If the rating adjustment results in a "combat contact" or "contact broken" we will either drop into full initiative or drop out of "chase" play.
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    Re: With Hounds at our Heels

    Post  navyik on Tue Oct 04, 2016 9:34 am

    Ali will tie the sack of rancid meat to a limb just out of a dog's reach to frustrate and distract them. He has point and is looking for any terrain that can throw off the dogs. A creek to disperse scent, a cliff that dogs can't climb, or a deer trail that may present an array of alternative scents.

    He could run up and across the Creek a few yards and rub against a bush before stepping into the Creek and doubling back. Ali will let the rest of the party gain on him.
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    Re: With Hounds at our Heels

    Post  Chris on Tue Oct 04, 2016 10:51 am

    Vozz weaves thought and energy into sound!

    Vozz creates several trumpet sounds coming from off to one side, whichever offers the most visual cover (so they can't see the source of the sound).

    Over the course of 1 minute, Vozz manipulates the illusion to sound like several different trumpets (or lantern angels) calling to each other.  Over the course of the minute, the sound will get louder to simulate their convergence on the gnollish pursuers.   Vozz will repeat cast as needed, since it is just a cantrip.



    M in o r I l l u s io n
    Illusion cantrip
    Casting Time: 1 action
    Range: 30 feet
    Components: S, M (a bit o f fleece)
    Duration: 1 minute
    You create a sound or an image o f an object within
    range that lasts for the duration. The illusion also ends if
    you dismiss it as an action or cast this spell again.
    If you create a sound, its volume can range from a
    whisper to a scream. It can be your voice, someone
    else’s voice, a lion’s roar, a beating o f drums, or any
    other sound you choose. The sound continues unabated
    throughout the duration, or you can make discrete
    sounds at different times before the spell ends.

    If you create an image o f an object—such as a chair,
    muddy footprints, or a small chest—it must be no larger
    than a 5-foot cube. The image can’t create sound, light,
    smell, or any other sensory effect. Physical interaction
    with the image reveals it to be an illusion, because
    things can pass through it.
    If a creature uses its action to examine the sound or
    image, the creature can determine that it is an illusion
    with a successful Intelligence (Investigation) check
    against your spell save DC. If a creature discerns the
    illusion for what it is, the illusion becomes faint to
    the creature.
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    Re: With Hounds at our Heels

    Post  Robyo on Wed Oct 05, 2016 9:00 am

    Tungo will stop behind a large tree or boulder using it for cover. Retrieving his tinderbox, he will quickly light a torch then set it safely aside. Tearing strips of fabric from the kilt he looted, he wraps the bits of cloth around several arrows. Lighting the arrows from the flame on his torch, he will shoot them into the woods, targeting masses of brush which are behind the party, but along their trail, in hopes to catch the brush on fire. Once he sees the woods set ablaze, he will continue onward, guarded with his great axe.
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    Re: With Hounds at our Heels

    Post  MrBrownstone75 on Wed Oct 05, 2016 9:20 pm

    Ronan uses his wild shape ability to transform into a horse. Doing so is a standard action. Lasts for 1 hour. He moves near Vozz and motions for him to climb on.

    Horse
    Armor Class 10
    Hit Points 13 (2d10 + 2)
    Speed 60ft.
    Passive Perception 10
    Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft ., one target.
    Hit: 8 (2d4 + 3) bludgeoning damage.

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    Re: With Hounds at our Heels

    Post  Chris on Thu Oct 06, 2016 10:35 am

    MrBrownstone75 wrote:Ronan uses his wild shape ability to transform into a horse. Doing so is a standard action. Lasts for 1 hour. He moves near Vozz and motions for him to climb on.

    Vozz isn't much of a rider, but he hopes Ronan can steer himself. Vozz will hop up when he has the chance, "thanks, buddy"
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    Re: With Hounds at our Heels

    Post  MAS on Thu Oct 06, 2016 10:07 pm

    Ali throws chunks of rotted meat randomly into trees and bushes as he runs, and keeps an eye out for advantageous terrain.
    +1 Lead this round (continued moving) +1 Lead next round (disrupted scent trail)

    Tungo stops as long as he dares, and launches three flaming arrows into likely patches of strategically located dry brush. He then chucks the torch into another one for good measure.
    -1 Lead (stopped moving) +2 Lead next round (disrupted scent and visual signature)

    Vozz creates a chorus of false Lantern calls scattered in the forest to sides of the companions and continues his awkward hustle.
    +1 Lead (continued moving) +1 Lead next round (Distracting sounds)

    Ronan's form blurs and shifts as he runs, his shape changing into that of a galloping horse! He moves to give the gangly wizard some help.
    +1 Lead (continued moving)

    Total party Lead
    This Round = +3
    Modifier next round = +4 (plus whatever you generate or lose)




    The sounds of pursuit continue! Shouts and chants are not far behind. Perhaps the closest sound, just out of sight and crashing through the brush behind you, is the howling of the wretched hounds who seem to be gaining ground!






    Your move companions, and remember...
    "You can only move as fast as the slowest among you"
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    Re: With Hounds at our Heels

    Post  Robyo on Fri Oct 07, 2016 8:23 am

    As the last one in order of the fleeing party, and with nary a thought for his own safety, Tungo turns to confront the approaching hounds. The wide blade of his greataxe gleams in the blazing woods. He holds it high above his head and shouts, "Flee onward, trusty friends! Tungo will defend your escape! Mongrel pelts make good trade in the highlands!"

    Standing firm, he swings his axe left then right, like a mighty pendulum of doom. Tungo keeps the hounds from advancing past him, their carcasses piling up around him. He is soon surrounded by literally mounds of stinking dog meat, covered in gore and buzzing with flies.

    When he feels that he has given the comrades at least a 30 foot advantage, Tungo will also try to flee. But he will not turn his back if more hounds are within sight.
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    Re: With Hounds at our Heels

    Post  Chris on Fri Oct 07, 2016 10:11 am

    As Ronan gallops underneath him, Vozz wonders, "If dog-men have hounds as pets, are they related?"

    Vozz can't steer, so he will go as Ronan decides. If Ronan turns to help Tungo, he will try to put some hounds asleep, so Tungo can flee. If Ronan continues to ride, he will make further auditory illusions. The sounds of the lantern calls will continue to get louder (closer) sounding.
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    Re: With Hounds at our Heels

    Post  MrBrownstone75 on Fri Oct 07, 2016 9:59 pm

    Ronan gallops on, but not so far as to leave the other two behind. He will take the lead if possible, and flee if things go awry.

    Am I still affected by the Astrological event (shooting star)?
    If so my movement rate is 65 ft.
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    Re: With Hounds at our Heels

    Post  MAS on Sat Oct 08, 2016 2:01 pm

    Robyo wrote:As the last one in order of the fleeing party, and with nary a thought for his own safety, Tungo turns to confront the approaching hounds. The wide blade of his greataxe gleams in the blazing woods. He holds it high above his head and shouts, "Flee onward, trusty friends! Tungo will defend your escape! Mongrel pelts make good trade in the highlands!"

    Standing firm, he swings his axe left then right, like a mighty pendulum of doom. Tungo keeps the hounds from advancing past him, their carcasses piling up around him. He is soon surrounded by literally mounds of stinking dog meat, covered in gore and buzzing with flies.

    When he feels that he has given the comrades at least a 30 foot advantage, Tungo will also try to flee. But he will not turn his back if more hounds are within sight.

    Please refer to back to the description of the chase mechanic. During the chase, the party moves as an entity. As stated earlier - "You can only move as fast as the slowest among you".

    Tungo fully stopping at this point will only subtract Lead points generated by the rest of the party, or negate Lead points created in the prior round.

    If the Lead points are reduced to a certain level, the party will then be brought into "combat contact" and we drop into initiative. If the party's cumulative Lead points reach a high enough level, they will have broken off the chase.

    So Tungo can stop and wait for the approaching Hounds - but the party as a whole will suffer the loss of Lead points. This may result in "combat contact" with the Hounds next round.

    Be aware that stopping to fight the hounds will generate loss of Lead points, allowing the main body of Gnollish warriors behind the hounds to gain Lead points!

    With this better understanding of "Chase mechanics" - does Tungo want to Stand and wait for the hounds or does he have another declaration?

    PS - I am going to make a visual that will illustrate the chase a bit better. Should be up tomorrow.
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    Re: With Hounds at our Heels

    Post  Robyo on Sun Oct 09, 2016 10:47 am

    I don't see why if someone stands and fights, it has to negatively affect the rest of the party, particularly when the tactic is to buy more lead time for the rest of the party. But I didn't make the rules so never mind. Tungo continues to flee.

    "Run for your lives! The whole army of dogfolk is bearing down on us!"
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    Re: With Hounds at our Heels

    Post  MAS on Mon Oct 10, 2016 8:12 pm

    Sorry for the delay guys - more laptop problems.



    The challenge to escape together as a group was chosen by the party, and the conditions and mechanics of the chase have been established. One of them is that the party move as a single entity, and it has been made clear how gains and losses of Lead Points will affect the situation. The party as a whole will either gain enough lead to reach "contact broken" or fails to generate enough lead and enters "combat contact" (as a group) - because I'm not going to run solo combat while the rest of the party twiddles their thumbs for 2 weeks. Forum gaming has inherent limitations, speed being the first and lack of the ability to effectively split the party being the second.

    Vozz - give me something DEX or "ride check" relevant
    Ronan - give me a CON check for carrying Vozz on your back
    Ali - I need some sort of declaration
    Tungo - Are you doing anything besides running?

    This summarizes round one, hopefully the visual helps things make more sense!
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    Re: With Hounds at our Heels

    Post  MrBrownstone75 on Mon Oct 10, 2016 9:34 pm

    Ronan (as a horse)

    CON check: 16 + 2 = 18
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    Re: With Hounds at our Heels

    Post  Chris on Tue Oct 11, 2016 11:27 am

    Cool and interesting new mechanic for the chase, GM!  

    Splitting the party and doing solo combat is even worse when all are present around a table, imo.  It might work on the forum, but it would really be multiple separate threads, like how Rob ran the Cyberpunk game for a while.  That is just a huge time sink on the part of the GM.  If a GM was willing, it would be really fun to run a Vampire-type game that way.

    Dex check

    Result of the throw of dice "1d20" :

    10


    and making more illusionary distractions for the chase mechanic
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    Re: With Hounds at our Heels

    Post  navyik on Tue Oct 11, 2016 11:45 am

    Still watching for any natural deterents or barriers, Ali Abbas Uz Amirr runs. If he finds mud or water or anything the group can use to break the scent trail before changing direction, he will use it. Otherwise, he doesn't have much he can do but run. "If the dogs gain on us while the dogmen fall behind," he pants, "maybe we can ambush only the dogs before running some more.". Ali has dealt with dogs before. "Let us see if we can stretch their lines apart a little further."
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    Re: With Hounds at our Heels

    Post  Robyo on Tue Oct 11, 2016 10:17 pm

    MAS wrote:The challenge to escape together as a group was chosen by the party, and the conditions and mechanics of the chase have been established. One of them is that the party move as a single entity, and it has been made clear how gains and losses of Lead Points will affect the situation. The party as a whole will either gain enough lead to reach "contact broken" or fails to generate enough lead and enters "combat contact" (as a group) - because I'm not going to run solo combat while the rest of the party twiddles their thumbs for 2 weeks. Forum gaming has inherent limitations, speed being the first and lack of the ability to effectively split the party being the second...
    Tungo - Are you doing anything besides running?
    Nope. Just running! He will continue to bring up the rear, looking out for attacks from the back or flank.
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    Re: With Hounds at our Heels

    Post  Robyo on Tue Oct 11, 2016 10:18 pm

    Chris wrote:
    Splitting the party and doing solo combat is even worse when all are present around a table, imo.  It might work on the forum, but it would really be multiple separate threads, like how Rob ran the Cyberpunk game for a while.  That is just a huge time sink on the part of the GM.
    You wouldn't have to do it blow by blow. One could run it as a skill challenge.

    IMHO, a lot of trash fights can be skipped over with a few good party rolls. (I learned that from playing 4e where fights often take an hour or more, mainly because of the inherently tactical nature of that edition).
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    Re: With Hounds at our Heels

    Post  MAS on Fri Oct 14, 2016 12:42 am

    Ok guys, apologies again, been a crazy busy week, and on top of it I'm on the road now.




    The companions take advantage of the chaotic blend of scent, smoke, and sound they've created to dash ahead - their pursuers gain no ground! Residuals of their tricks will continue confound for some time yet.

    All party members keep moving +4
    Residual effects of fire, ongoing Illusory trumpets +2



    The party spots a few options to seize an advantage on their path.

    Time to choose!

    A) A precariously balanced fallen tree spans a perilous looking gorge. It does not appear that a horse could make the crossing, but once the companions are across they'll have a serious choke point at their control!
    Challenge: Disadvantaged Dex check to cross vs unknown DC.
    Threat: Fall into the gorge
    Reward: Secure the far side of the gorge

    B) A dense bog, thick with spiky thorns and reeking of stagnant water. Pushing through might slow the party some, but the pursuers will be slowed and the bog stench and brackish water may very well erase their trail!
    Threat: Party movement halved for 2 rounds
    Reward: Pursuit force movement halved for 2 rounds, plus skill/ability checks become disadvantaged and DC increases

    C) "Leave it all on the field" - Run as fast as you can for as long as you can manage, and hope that it is enough!
    Reward = Gain 1d8 extra Lead points per round for 3 rounds.
    Cost = Take 3 levels of exhaustion (See rules from PHB pg 291 copy/pasted below) on the first round afterward.

    D) Turn and fight! Take the chance that the hounds can be wiped out fast enough that the companions can still outrun oncoming mob of Gnollish warriors.
    Threat: Usual combat threats, and 1 Lead Point lost for every 2 rounds of combat.

    Each party member gets one vote, the option with the most votes is the chosen course of action!

    VOTE NOW!




    E x h a u s t io n
    Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching
    temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect
    can give a creature one or more levels of exhaustion, as specified in the effect’s description.
    Level Effect
    1 Disadvantage on ability checks
    2 Speed halved
    3 Disadvantage on attack rolls and saving throws
    4 Hit point maximum halved
    5 Speed reduced to 0
    6 Death
    If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases
    by the amount specified in the effect’s description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has
    disadvantage on ability checks. An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
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    Re: With Hounds at our Heels

    Post  navyik on Fri Oct 14, 2016 10:42 am

    "Ali Abbas Uz Amirr is open to any options; I have grappling hook if we are going to cross the gorge. I am thinking the bog is safer, but sprinting could be risky. Is better to use barriers."
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    Re: With Hounds at our Heels

    Post  Chris on Fri Oct 14, 2016 10:56 am

    Vozz votes for a modified A.

    The gorge is a great choke point, but only against the hounds.  The Gnolls have proven quite dangerous with their long bows and would have an advantage against us in ranged combat.  

    Vozz suggests: let's cross the gorge, then destroy the bridge behind us.   If we have any oil or even just fire (Vozz), we could light the fallen tree on fire immediately after we cross, which should prevent the hounds pursuit as well.  If we have to fight, we fight only the hounds, then we should have more time to destroy the fallen tree.
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    Re: With Hounds at our Heels

    Post  MrBrownstone75 on Fri Oct 14, 2016 12:06 pm

    Ronan votes for A as well. He will not cross the fallen tree as a horse, but transform back into his Genasi form.
    Ronan can assist in burning the fallen tree with Produce Flame, if needed.
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    Re: With Hounds at our Heels

    Post  Robyo on Fri Oct 14, 2016 9:16 pm

    "Ay, the gorge it is then. We should use ropes, just in case."

    Tungo has a rope. Ali's grappling hook is a good idea. Tungo can hold the end of a rope, or just tie it to a tree. Then Tungo will continue to guard the rear while the others go across. He is happy to cross last.
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    Re: With Hounds at our Heels

    Post  navyik on Sat Oct 15, 2016 1:29 am

    Ali can cross first using the grappling hook. He will then tie off the far end to make a safety line.

    Hook attack roll? 17+7=24
    Does this cancel the disadvantage?
    Ali uses the gnolls leather belt to secure himself to the rope.

    Dex check 11+3=14
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    Re: With Hounds at our Heels

    Post  navyik on Tue Oct 18, 2016 9:24 am

    bounce
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    MAS
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    Re: With Hounds at our Heels

    Post  MAS on Tue Oct 18, 2016 9:33 pm

    Just got back from NC today, thanks for your patience guys. I'll fire this up again tomorrow.
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    Re: With Hounds at our Heels

    Post  navyik on Tue Oct 18, 2016 11:58 pm

    cheers
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    Re: With Hounds at our Heels

    Post  MAS on Wed Oct 19, 2016 8:40 pm

    No time for ropes and harnesses, the hounds are too close! As stated when presented, the option chosen was =
    A) A precariously balanced fallen tree spans a perilous looking gorge. It does not appear that a horse could make the crossing, but once the companions are across they'll have a serious choke point at their control!
    Challenge: Disadvantaged Dex check to cross vs unknown DC.
    Threat: Fall into the gorge
    Reward: Secure the far side of the gorge

    The option with the biggest possible reward has the biggest risk!

    You do each have inspiration to spend, on yourself or to give another. Using it would cancel disadvantage and make it a straight ability check. Pg 126 in the PHB.

    You may use DEX, Athletics, or a similar relevant ability check.


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    Re: With Hounds at our Heels

    Post  Chris on Wed Oct 19, 2016 8:53 pm

    Vozz feels inspired by his plan and thanks his lucky stars.  

    Inspiration to negate Disadvantage + Luck pt for an extra roll

    Dex check

    Result of the throw of dice "1d20" :

    7

    Result of the throw of dice "1d20" :

    20

    cheers
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    Re: With Hounds at our Heels

    Post  navyik on Wed Oct 19, 2016 11:18 pm

    Ali is stuck with the 14 from before and then rolls a 20+3=23. With disadvantage, he keeps the 14.
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    Re: With Hounds at our Heels

    Post  Robyo on Fri Oct 21, 2016 8:01 am

    MAS wrote:No time for ropes and harnesses, the hounds are too close! As stated when presented, the option chosen was =
    A) A precariously balanced fallen tree spans a perilous looking gorge. It does not appear that a horse could make the crossing, but once the companions are across they'll have a serious choke point at their control!
    Challenge: Disadvantaged Dex check to cross vs unknown DC.
    Threat: Fall into the gorge
    Reward: Secure the far side of the gorge

    The option with the biggest possible reward has the biggest risk!

    You do each have inspiration to spend, on yourself or to give another. Using it would cancel disadvantage and make it a straight ability check. Pg 126 in the PHB.

    You may use DEX, Athletics, or a similar relevant ability check.



    I'm confused about adding skill modifiers. Athletics is Strength-based and Acrobatics is Dexterity-based. So wouldn't we use Acrobatics (Dex)?

    Tungo spends a point of inspiration to negate Disadvantage.

    1st) 5 + 4 (Acrobatics) = 9 (or 10 if using Athletics)

    2nd) 17 + 4 (Acro) = 21 (or 22 if using Athletics)

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    Re: With Hounds at our Heels

    Post  MAS on Fri Oct 21, 2016 9:37 pm

    You can use Acrobatics, that'd be relevant.

    If you are using inspiration to negate disadvantage, it'd be a straight single roll Rob, not certain why you threw twice.
    Toss those two out, choose and state what ability you are using, and shoot a single roll please.

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    Re: With Hounds at our Heels

    Post  MrBrownstone75 on Fri Oct 21, 2016 10:55 pm

    Ronan walks over the fallen tree, trying not to look down.

    Dex check at Disadvantage: 19 and 16

    16+2=18


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    Re: With Hounds at our Heels

    Post  Robyo on Sat Oct 22, 2016 9:31 am

    I'll use Athletics, since Tungo is most proficient with that skill.

    19 + 5 = 24
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    Re: With Hounds at our Heels

    Post  MAS on Sat Oct 22, 2016 11:00 pm

    The log shifts and lurches under their feet as the companions cross, but they make it safely! Thinking quickly they combine efforts to heave the log into the gorge, then make haste into the woods just as the hounds reach the far lip of the gorge.

    The party hustles towards Milling as the sounds of pursuit fade away. Moving cautiously, they elude further trouble with the Gnollish warriors as they travel..but soon a new enemy presents itself - time. Though they have moved as quickly as they dared, it seems that they will still arrive a few hours after sunset.

    They are caught outside the protective wards in the hours where Devils roam free...




    Proceed to thread "When Darkness Falls"

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    Re: With Hounds at our Heels

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