OOC (HitH)

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Jun 30, 2025 3:57 am
roughhouse_mafia says:
I think you were right to close off the idea of ambushing the spy. There was too much to lose on a very risky gamble and it's not a lack of imagination to say so.
This presented me with a WAY more dynamic way to intro new PCs, so I am not unhappy with the decision at all.
Jun 30, 2025 3:58 am
Dirigible says:
All that said, GM, given how ragged and tapped we are, especially our spellcasters, perhaps a little more transparency on the scope and options available would have been welcome. Knowing how many successes we need, how group checks were being handled, foreknowledge of the stakes and costs (e.g. exhaustion) and ways and means of mitigating them would make what seems to be this climactic chase minigame something we felt like we had more agency in. I for one appreciate the flexibility you showed in letting Tov spend fatigue for spells.
I flip-flop on transparency, because when I tell you what I'm looking for you fix on that and I don't get those emergent situations that were like my plan D or I hadn't even considered, and those are what make the labour investment of DMing worth it for me. I'm lucky enough to tell stories for a living. For a recent example, when I tried some transparency on your way out of the inn things got really mechanical around my slipping that one test didn't matter. I find it makes it play more like a game and stymies your creativity a bit.

That said, since I already shared it with RHM, currently you need to pass ONE test as a group (as in majority passes) to outpace these pursuers enough to meet up with Rory's friends before they catch you. If you fail FOUR (formerly three) they'll overtake you and be able to surround you, and in your current condition I'd suggest handing over Salien. Either way it closes the chapter and sets up the next one.

Could you hold up in a fight? Well, you passed one of the key rolls leaving the inn, so you got the B-team on your tail. I don't feel very confident it'd be an interesting fight when your only options are to move and attack, and the numbers are against you, but you do out-level them. I don't love a boring slog as a climax, so if it looks like you're going that way I'll probably try to whip up a mechanic for you to play with.

Your route is all flat farmland with long visibility, but if you need terrain that makes sense in that context you can probably have it. I might ask for a roll if it strains credulity.
Jun 30, 2025 4:05 am
roughhouse_mafia says:
If we come up on another fence, preferably a stone one small enough to jump but that they can't see through, I can drop my last spell slot on an Entangle and maybe that'll trip up some of them and cause a few accidents given the speed.
You have an Entangle in the chamber? I mean... I wanted something more to buy the dlaming sphere as an encounter ender. Could you come up with a way to fold that into the chaos of avoiding the fire?
Jun 30, 2025 5:01 pm
Okay, no worries! Thanks for the heads-up!
Jul 1, 2025 3:52 pm
JohnStryker says:


You have an Entangle in the chamber? I mean... I wanted something more to buy the dlaming sphere as an encounter ender. Could you come up with a way to fold that into the chaos of avoiding the fire?
I, uh....I didn't think of that. Heh.

I also had a realization over the weekend that I could've used Pass Without Trace to try to, idk, become one with the night or something. Oh well.

How about for Entangle I drop the spell at one of the ends of the blazing line? I figure that by the end of the spell, Tovrunn and Lancaelad will have some idea of which side the pursuit will aim towards as they go around it. And if there's a fence right in front of the line that they'll have to jump, then I can cast it on our side and the first ones to jump the fence will land right in the middle of it and the laws of inertia cause a high speed traffic collision.
Jul 1, 2025 4:53 pm
roughhouse_mafia says:
How about for Entangle I drop the spell at one of the ends of the blazing line? I figure that by the end of the spell, Tovrunn and Lancaelad will have some idea of which side the pursuit will aim towards as they go around it. And if there's a fence right in front of the line that they'll have to jump, then I can cast it on our side and the first ones to jump the fence will land right in the middle of it and the laws of inertia cause a high speed traffic collision.
I might give them some kind of roll since the spell grants a save (though it'd be the horses saving) but... I like it. That feels like enough.
Jul 1, 2025 4:55 pm
Alright, I'll put up a post doing that then. Pretty sure I have to roll Athletics anyway.

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