Hidden 6 yrs ago Post by The Harbinger of Ferocity
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I do need to foresee rappelling as being particularly effective given the fact that if anything goes wrong, at all, there is no credible line of retreat, let alone if the rope in some way fails. A character could easily become stuck in transit or the obvious issue of the rope breaking.

Is there anything from preventing the group from merely approaching the entrance to the area, then hugging the wall to prevent line of sight? Seems more reasonable and less needlessly risky.
Hidden 6 yrs ago Post by Hekazu
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Is there anything from preventing the group from merely approaching the entrance to the area, then hugging the wall to prevent line of sight? Seems more reasonable and less needlessly risky.


Nothing is stopping said plan, though I was just about to go on with the plan the coin had landed on. But perhaps it is for the best I allow you the time to consider this option as well.
Hidden 6 yrs ago Post by The Harbinger of Ferocity
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You are summoned with regard to the above, @Ryonara.
Hidden 6 yrs ago Post by Ryonara
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That is higher than I had thought. But if the guards are inside of the cave, than that would remove the need to set up illusionary guards to replace them. I think the quickest and safest route is for the ground to go above the cave entrance, make sure the coast is clear, before jumping off and Parum using her Feather Fall spell to ensure a safe landing.
Hidden 6 yrs ago Post by The Harbinger of Ferocity
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How many members can Feather Fall effect, @Ryonara? The entire party? If not, keeping the group as one element undivided and entering that way, from the usual entrance, is likely to be safer. That is a long ways down as you noted and this seems like there is ample opportunity for something to go wrong somewhere.
Hidden 6 yrs ago Post by Hekazu
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Feather Fall
1st level transmutation. (Sorcerer, Wizard, Bard)

Casting Time
1 reaction, which you take when you or a creature within 60 feet of you falls.

Range
60 feet

Components
V, M (a small feather or a piece of down)

Duration
1 minute

Description
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.


We seem to have an exact fit @The Harbinger of Ferocity.
Hidden 6 yrs ago Post by The Harbinger of Ferocity
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Assuming it is deemed worth a spell slot to @Ryonara, rather than walking around and through, the group trying to sneak their way in as best they can, then that seems to be the most reasonable option, @Hekazu. Thus far we haven't seen the enemy demonstrate any antimagic or Dispel Magic spells, so one can reasonably suggest this should be fine.
Hidden 6 yrs ago Post by Hekazu
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If no other suggestions are raised by the silent majority (who I would like to involve as well, even if only to say "yeah that works for me"), I will be moving us forward with the Feather Fall approach to the matter. This will likely lead us to combat with your plan being to launch an immediate assault, so feel free to provide me with initiative rolls to streamline matters.

@The Harbinger of Ferocity@Ryonara@Gordian Nought@Lucius Cypher@Norschtalen
Hidden 6 yrs ago Post by Norschtalen
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Would we get a surprise round against the enemy at least?
Hidden 6 yrs ago Post by Hekazu
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Would we get a surprise round against the enemy at least?


TBD. It seems likely with this approach, that much I can say.
Hidden 6 yrs ago Post by Norschtalen
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Aight, well my initiative is 14.
Hidden 6 yrs ago Post by The Harbinger of Ferocity
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Brannor is on initiative count 6, @Hekazu.
Hidden 6 yrs ago Post by Lucius Cypher
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@Hekazu

Bleh, also a 6. My Dex is a +2.
Hidden 6 yrs ago Post by The Harbinger of Ferocity
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To arms again at last, what a welcome thing that is! This in mind, @Gordian Nought, we require our addled sailor.
Hidden 6 yrs ago Post by Gordian Nought
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9. roleplayerguild.com/rolls/12757

I should be able to regain momentum this weekend moving forward.
Hidden 6 yrs ago Post by Lucius Cypher
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Ah man we all have real crap iniatives. Does this mean our surprise round is effectively over since the enemy is at the top of the iniative order?
Hidden 6 yrs ago Post by Hekazu
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Ah man we all have real crap iniatives. Does this mean our surprise round is effectively over since the enemy is at the top of the iniative order?


It means you will not have advantage against them since they are aware of you, but they have been denied their chance to act. You get your free round on them, just without anything special apart from that. Parum still has a chance to move before them, technically speaking. But that depends on the die.
Hidden 6 yrs ago Post by The Harbinger of Ferocity
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I will gladly take an effectively free round of combat, a something, over the absence thereof. Particularly in this case as the enemy had such a high initiative that this almost wholly negates their going first. In essence they are now at the "bottom" of the order despite their exceptional roll.
Hidden 6 yrs ago Post by Lucius Cypher
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I’ll take what I can get I suppose. Gotta save rage but I might try to reckless my opening attack.
Hidden 6 yrs ago Post by Hekazu
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Parum's initiative has defaulted to DM determination to move things along @Ryonara. It is now 13.

The Dragonclaws have spent their turn ridding themselves of the surprised status. It is now Kyra's turn @Norschtalen.
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