
JustJacqui |

I would say knowing the guards stats puts us all in metagaming danger, what is not good for a nice roleplay experience.
I agree.
Unless someone has an ability that allows them to assess what their fighting (such as making a K.Check of the right kind) then it doesn't make much sense for the characters to know those kinds of things.
A perception check may glean insight into things like what the armor looks like, or whether they appear fatigued etc but unless you have knowledge about armor (like in a craft) and make the check then it should mostly be 'hit it until it dies, whenever that may be'

DM_Lazer_Beam |

I concur on the not knowing stats. Takes some of the mystery out of it. But these are mooks no harm done here. Can't tell you the number of times my gaming group thought they were in mortal danger but in truth they had the upper hand in numbers and damage the entire time. :)

DM Repentance |

You could go back the way you came for minimal chance of the guards being able to see or shoot you. Go back in the back way while the guards are focused on the main group of you.
I estimate 2 rounds to run down the tower. 300ft to the kitchen entrance. 1 round to get to grumblejack. So 6 rounds. Then you can heal him and whatever.

DM Repentance |

Re-added the veil to the map as I realised I removed the other maps which had the veil in it (which still has items in it in case you had forgotten about it).
So atm Wade is on his way to get grumblejack.
Fletch you can move 4x your speed to get to the wall tower north of you, then a double move the next round(3). Then lob a bomb over the wall in round 4.
Hiding in a wall tower will give you guys cover from their arrows.
Declan, are you retreating back into the tower to hide?
Kana you will need to at least be around where Cole is (between towers) to be in range to cast sleep. Or you could run 4x your speed to the north tower (giving them no chance to shoot you) and cast it next round.
Avyanna are you there? I may have to bot you for a bit. Hope everything is ok with you irl. I will just have you tag along with the others, inspiring mostly.
Lastly, Cole. Good one on falling prone since you're right out in the open. Highly likely that you might be their only target for this round :P

Fletch Two-Fang |

Sry, DM.
You are right, Wade, Wade and Cole are not nicknames but they are already quite short and he doesn't feel the need to make them shorter.
Although I could start calling you Coal and Wheyed I suppose...
whatever you prefer

Fletch Two-Fang |

I didn't roll to confirm the critical, because as an object it's not susceptible to critical strikes I don't think. I'm honestly just happy I hit the dang thing.

Kana Cherryblossom |

Was at a different city for 2 weeks and my laptop decided to bluescreen me a lot. To the point where nothing worked anymore, so was only on phone and that is a pain in the *** for playing here.
But should be better again now with my PC.

Cole, Warpriest of Asmodeous |

I understand how the lanters work, 60' cone of light. You have to take the wall into acount though. If the gate house is 10' above us that puts them in the 15' square with the lantern over the embattlements which is giving them cover. So the 5' infront of the lantern is normal light and the 5' above and below and left and right of that is dim light. Fletch would be in darkness unless one of them is hoding the lantern and angleing it down one square to put him in dim light. This only matters if the lanter is not being held and sitting fixed on a place. Now if the wall is higher then even more of a differance. I know I'm in the light now I'm just saying if we hug the gatehouse wall only one will be able to fire.
I can fix this if I can retcon my action. I will ask here. Instead of moving up and readying Cole will move up 20' where he can clearly see the light and the lantern and creat water inside over the flame.

Cole, Warpriest of Asmodeous |

Also wanted to add, I hope these don't come off as being combative or challenging the rules or anything I'm just fishing for ways not to die and enviroment is often overlooked in many games and sometimes matters a great deal. Like if we would have been full on team darkvision things could have been much easier with this escape. :)

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Doesn't come off to me that way, but you guys are kinda screwed with you as team leader, splitting the party just before extensive, dangerous combat.

Cole, Warpriest of Asmodeous |

Yeah I didn't think it would really take you long to get to grumble any more than some drunken guys at a poker game in the middle of the night to gather there things and you know to make sure its not just some other drunk guy blowing on his horn. So oh well. The crazy thing is the gatehous where the game is was almost 200' away and they are behind stone walls of a gatehouse in an old cassle so walls probably a few feet thick. Now the modual may say they here it in there but thats just bad wrighting and the guards on top have made no attempt at contacting the game or blowing their own horn. So if we die we die if we live then we will truely be a force.

DM Repentance |

Im not sure if the rules say anything about light level to either side of a cone of light. Being so close im just going to say that Fletch is in dim light.
I did have one of the guards blow his signal horn on the first round. Thats why only 1 arrow was fired at Cole that round. A signal horns sound is heard throughout the prison even through these walls.
You guys don't have to stay there and get cornered. You have plenty of options.