If Scupper or Strix could invisibly scout ahead and give us the lay of the land, those of us with ranged attacks could ready actions to attack Glasstaff as soon as we see him, hopefully getting a surprise round in...
Putting all my "stealth force 2" bullshit to one side, I think Scupper has the best stealth, and is small.(Strix has a mere +5 to stealth rolls and I roll low at the worst times). However if he needs a medium sized creature to stand behind for Stealthing, I'm up for it :D
BTW, if we have time :
The redbrands know that the north bridge is safe and the south bridge is rigged. We should change that around if we can, in case we need to beat a retreat. Mess with their heads. Would also mean if any of the ones in town get loose, a couple of them are going into Blinky's larder which will keep him busy should he return.
We also have a bunch of corpses, climbing gear and some rope. We could make a fake zombie puppet show! Again, if we have to retreat it might buy us time or help funnel pursuers to the North bridge. That might be too much work for no payoff though...
A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
The condition ends if the Grappler is incapacitated (see the condition).
The condition also ends if an effect removes the grappled creature from the reach of the Grappler or Grappling effect, such as when a creature is hurled away by the Thunderwave spell.
Grappler feat:
You have advantage on Attack rolls against a creature you are Grappling.
You can use your action to try to pin a creature Grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both Restrained until the grapple ends.
Restrained:
A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
So we can reduce their speed to 0, but not restrain them, so they can still act and have no other penalties other than movement? But if one of us had the feat all other attacks and DEX save spells have advantage as well if the grappler takes an additional action to pin.
I also love the idea of removing the trap on the southern bridge and rigging the northern one so they might fall, but I have no idea how long it would take or even if it's feasible.
Incantis finds himself talking in a hushed whisper. "I like the idea of an invisible scout, but this is a powerful wizard we're dealing with. Are we sure Scupper or Strix would be unseen even to Gladstaff's arcane eye?"
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
This post has potentially manipulated dice roll results.
If Glasstaff have all seeing eye, why need Blinky? Think he see like rest see. With norm eyes in norm face.
Strix has a gander at the rigged bridge to see if it can be made safe for use.
D20 ->17 + 5 for Survival, +2 for Thieves Tools or -1 for Investigation, as appropriate.
Re : Grappling -
I don't think there's a lot in it, but I was looking to the future, to choices at Level 3 and before you know it I was seeing if there was room for an expert grappling shadowmonk/rogue to pop out of a shadow behind a mage and grab him in a cobra clutch. I mean, it's silly, it requires at least 5 more levels, which puts it outside the scope of this whole adventure, but one of the beauties of D&D is the eternally distracting "what if I...." rabbitholes. With 6 levels of monk, Path of shadows, slow falling, 10 extra feet of movement and 1 level of Rogue for Expertise in Athletics I could leap out of nowhere, grab a dude with Advantage and a +5 to the roll, and then run off a cliff with him and have a decent chance of surviving the fall... Wait, what were we talking about again?
The feat feels like a massive waste though - give up +1 to AC, to-hit and damage rolls (i.e. an ASI in Dex) in exchange for using a whole extra turn to give the rest of the crew advantage while crippling yourself? Sure, why not just push them Prone in the first place? Or push them prone from a Grapple? It's not movement in the rules sense since they stay on the same square so it doesn't break the grapple, it inflicts the same Advantage/Disadvantage situation and they can't get up because that costs movement that they don't have (grappled!), but it doesn't inflict Restrained condition on the Grappler so you can still move them around the place. Better to have that +1 AC to make their disadvantage on to-hit rolls sting a little more and the option to drag them into trouble.
Anyhoo - as things stand I don't think there's a lot to be gained right now from grabbing a spellcaster in a room full of psychotic bugbears and angry fighters, other than to maybe focus his attention. So forget I mentioned it!
Strix, you can tell that it would be possible to make the southern bridge safe, but you would need Carpenter's Tools or something similar; a Thieves' Tools won't be enough.
A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
The condition ends if the Grappler is incapacitated (see the condition).
The condition also ends if an effect removes the grappled creature from the reach of the Grappler or Grappling effect, such as when a creature is hurled away by the Thunderwave spell.
Grappler feat:
You have advantage on Attack rolls against a creature you are Grappling.
You can use your action to try to pin a creature Grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both Restrained until the grapple ends.
Restrained:
A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
So we can reduce their speed to 0, but not restrain them, so they can still act and have no other penalties other than movement? But if one of us had the feat all other attacks and DEX save spells have advantage as well if the grappler takes an additional action to pin.
I also love the idea of removing the trap on the southern bridge and rigging the northern one so they might fall, but I have no idea how long it would take or even if it's feasible.
Incantis finds himself talking in a hushed whisper. "I like the idea of an invisible scout, but this is a powerful wizard we're dealing with. Are we sure Scupper or Strix would be unseen even to Gladstaff's arcane eye?"
"I believe if the Glasstaff were able to see an invisible scout, then it would probably already be in their scope of power to know we're here in general, or at least know that most of his redbrands have gone, or be able to speak with the eye creature and be known that we are here. I think if our stealthiest person was invisible and careful not to leave tracks, stepping on flour for example, then all should go according to plan. In fact-" Zoria casts guidance on Scupper. "May Akadi blow her winds away from your direction."
OOC: Just realized that has a time of 1 minute, so just put that right before he decides to scout ahead, if we do go with that plan that is.
Right. I'll scout on ahead if we think that's best. Luck being what it is, someone say a prayer over my corpse when ye find me. Otherwise, I'll make it quick and be back as soon as I can place the wizard and his general defenses.
This post has potentially manipulated dice roll results.
Scupper, past the bend the passage immediately becomes a flight of stairs leading down. Luckily, the now familiar oil lamps decorate the wall to the side of the stairs, so you can get a good view of the bottom; the passage ends abruptly and there are two doors, one to the north, one to the south, both closed. You are still standing at the top of the stairs.
I think Zoria would be at F5 since she would have had to touch Scupper to cast guidance.
Zoria can cast Guidance on Scupper when he is back at the crevasse and about to set out, if you wish. If you follow as close as F5, then I'll need a Stealth check from Zoria too.
I think Zoria would be at F5 since she would have had to touch Scupper to cast guidance.
Zoria can cast Guidance on Scupper when he is back at the crevasse and about to set out, if you wish. If you follow as close as F5, then I'll need a Stealth check from Zoria too.
GOD NO!!!!!!!!!! Zoria stays far away from any sort of stealth situations at all times if she can help it lol I'll be at K6 if that's cool.
Scupper is going to move down the stairs and attempt a pretty quick recon. He'd want a rough map in his mind of entrances, exits, baddies, or potential traps. He would not attempt to get very close to anyone if he didn't have to. Of course...if someone's sleeping and he could coup de grace by cutting a throat...well...he is Scupper.
Vaz will be at G11, leaning on The Rock of Inscrutability. Before he sets off, Vaz will give Scupper whatever the Neverwinter equivalent of a thumbs up is.
Vaz will be at G11, leaning on The Rock of Inscrutability. Before he sets off, Vaz will give Scupper whatever the Neverwinter equivalent of a thumbs up is.
OOC: An earlobe tug, then a chin tap, then a groin pinch.
If Scupper or Strix could invisibly scout ahead and give us the lay of the land, those of us with ranged attacks could ready actions to attack Glasstaff as soon as we see him, hopefully getting a surprise round in...
Putting all my "stealth force 2" bullshit to one side, I think Scupper has the best stealth, and is small.(Strix has a mere +5 to stealth rolls and I roll low at the worst times). However if he needs a medium sized creature to stand behind for Stealthing, I'm up for it :D
BTW, if we have time :
The redbrands know that the north bridge is safe and the south bridge is rigged. We should change that around if we can, in case we need to beat a retreat. Mess with their heads. Would also mean if any of the ones in town get loose, a couple of them are going into Blinky's larder which will keep him busy should he return.
We also have a bunch of corpses, climbing gear and some rope. We could make a fake zombie puppet show! Again, if we have to retreat it might buy us time or help funnel pursuers to the North bridge. That might be too much work for no payoff though...
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Grappled:
Grappler feat:
Restrained:
So we can reduce their speed to 0, but not restrain them, so they can still act and have no other penalties other than movement? But if one of us had the feat all other attacks and DEX save spells have advantage as well if the grappler takes an additional action to pin.
I also love the idea of removing the trap on the southern bridge and rigging the northern one so they might fall, but I have no idea how long it would take or even if it's feasible.
Incantis finds himself talking in a hushed whisper. "I like the idea of an invisible scout, but this is a powerful wizard we're dealing with. Are we sure Scupper or Strix would be unseen even to Gladstaff's arcane eye?"
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
If Glasstaff have all seeing eye, why need Blinky? Think he see like rest see. With norm eyes in norm face.
Strix has a gander at the rigged bridge to see if it can be made safe for use.
D20 ->17 + 5 for Survival, +2 for Thieves Tools or -1 for Investigation, as appropriate.
Re : Grappling -
I don't think there's a lot in it, but I was looking to the future, to choices at Level 3 and before you know it I was seeing if there was room for an expert grappling shadowmonk/rogue to pop out of a shadow behind a mage and grab him in a cobra clutch. I mean, it's silly, it requires at least 5 more levels, which puts it outside the scope of this whole adventure, but one of the beauties of D&D is the eternally distracting "what if I...." rabbitholes. With 6 levels of monk, Path of shadows, slow falling, 10 extra feet of movement and 1 level of Rogue for Expertise in Athletics I could leap out of nowhere, grab a dude with Advantage and a +5 to the roll, and then run off a cliff with him and have a decent chance of surviving the fall... Wait, what were we talking about again?
The feat feels like a massive waste though - give up +1 to AC, to-hit and damage rolls (i.e. an ASI in Dex) in exchange for using a whole extra turn to give the rest of the crew advantage while crippling yourself? Sure, why not just push them Prone in the first place? Or push them prone from a Grapple? It's not movement in the rules sense since they stay on the same square so it doesn't break the grapple, it inflicts the same Advantage/Disadvantage situation and they can't get up because that costs movement that they don't have (grappled!), but it doesn't inflict Restrained condition on the Grappler so you can still move them around the place. Better to have that +1 AC to make their disadvantage on to-hit rolls sting a little more and the option to drag them into trouble.
Anyhoo - as things stand I don't think there's a lot to be gained right now from grabbing a spellcaster in a room full of psychotic bugbears and angry fighters, other than to maybe focus his attention. So forget I mentioned it!
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Strix, you can tell that it would be possible to make the southern bridge safe, but you would need Carpenter's Tools or something similar; a Thieves' Tools won't be enough.
"I believe if the Glasstaff were able to see an invisible scout, then it would probably already be in their scope of power to know we're here in general, or at least know that most of his redbrands have gone, or be able to speak with the eye creature and be known that we are here. I think if our stealthiest person was invisible and careful not to leave tracks, stepping on flour for example, then all should go according to plan. In fact-" Zoria casts guidance on Scupper. "May Akadi blow her winds away from your direction."
OOC: Just realized that has a time of 1 minute, so just put that right before he decides to scout ahead, if we do go with that plan that is.
Published Subclasses
Right. I'll scout on ahead if we think that's best. Luck being what it is, someone say a prayer over my corpse when ye find me. Otherwise, I'll make it quick and be back as soon as I can place the wizard and his general defenses.
Stealth roll 17
Scupper, past the bend the passage immediately becomes a flight of stairs leading down. Luckily, the now familiar oil lamps decorate the wall to the side of the stairs, so you can get a good view of the bottom; the passage ends abruptly and there are two doors, one to the north, one to the south, both closed. You are still standing at the top of the stairs.
Guidance for Scupper's Stealth: 1 (for a total of 21)
As Scupper stands at the top of the stairs (E5), can you all please give me the grid co-ordinates of where you are standing on this map?
I think Zoria would be at F5 since she would have had to touch Scupper to cast guidance.
Published Subclasses
Zoria can cast Guidance on Scupper when he is back at the crevasse and about to set out, if you wish. If you follow as close as F5, then I'll need a Stealth check from Zoria too.
GOD NO!!!!!!!!!! Zoria stays far away from any sort of stealth situations at all times if she can help it lol I'll be at K6 if that's cool.
Published Subclasses
I reckon Dekhan’s at H7.
Scupper is going to move down the stairs and attempt a pretty quick recon. He'd want a rough map in his mind of entrances, exits, baddies, or potential traps. He would not attempt to get very close to anyone if he didn't have to. Of course...if someone's sleeping and he could coup de grace by cutting a throat...well...he is Scupper.
Scupper, you move forward down the stairs, and are now standing between the two closed doors, one north and one south. Make a perception check.
Vaz will be at G11, leaning on The Rock of Inscrutability. Before he sets off, Vaz will give Scupper whatever the Neverwinter equivalent of a thumbs up is.
OOC: An earlobe tug, then a chin tap, then a groin pinch.
Published Subclasses
Perception Check 16
Scupper, it sounds like you can hear animal noises coming through the south door. You don't hear anything through the north door.
(position as close to h7 as decency and Dekhan allow , crouched against the wall)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin