Author Topic: D&D Meta Thread  (Read 627267 times)

Re: D&D Meta Thread
« Reply #1110 on: October 06, 2025, 04:22:44 pm »
Joy says I have to rest 8 hours, but that can include eating or even cooking, but technically M3gan ate through some kind of really warped logic, so I'm good according to Joy. When I wake up I'm going through everything, all the piñatas.

Re: D&D Meta Thread
« Reply #1111 on: October 06, 2025, 09:18:31 pm »
Quote
Just then it occurs to her that the mechatherial goddess never responded to her question as to why Alices ship was pulled from orbit.




Re: D&D Meta Thread
« Reply #1112 on: October 07, 2025, 06:08:25 am »
now what will Ashley prioritize? sleepenings or eatenings?

Haha I love that image!
The cat is fat already so I guess sleepenings are more important. But Ashley's really thin!

Would Cat's Primal Knowledge help with setting up a trap? Survival?

Re: D&D Meta Thread
« Reply #1113 on: October 07, 2025, 11:09:02 am »
Intelligence, survival, thievery, crafting, among others are needed depending on the type of trap and contribute to its effectiveness. Since Ashley has the highest Intelligence and thievery skills, having her help would make a difference.

Re: D&D Meta Thread
« Reply #1114 on: October 07, 2025, 04:55:27 pm »
Ashley's not just the one with the highest INT but also the only one of us with non-embarrassing INT (-1) at all. Ok, Cat has her Primal Knowledge. But Yulya and me...
Yulya at least has 20WIS. I'm at the intelligence stage of my Fungi and Trees. Which of course is a great excuse if I do something stupid or wrong.
Therefore I request a LV4 text file with everyones stats again. That was really helpful!

Just then it occurs to her that the mechatherial goddess never responded to her question as to why Alices ship was pulled from orbit.
Obviously she'd skip that uncomfortable topic. But we'll see her again. And squeeze more info out of her. Or the owl.


Re: D&D Meta Thread
« Reply #1115 on: October 08, 2025, 04:25:21 am »
>when the Barbarian is smarter than the Cleric and the space-faring Alien

Re: D&D Meta Thread
« Reply #1116 on: October 08, 2025, 05:49:57 pm »
We'll see about that when setting up traps.

I say we use a cave-in. It thematically fits, has a STR check for Cat and she has advantage with her crowbar. She should manage a DC16. Don't ask me how to trigger rocks falling from above by stepping somewhere, I'm just an alien.

I could make a dex-based trap like Falling Debris for DC14 or something. Wait, wouldn't Cat have advantage on DEX too with Danger Sense? I'm not needed at all

Re: D&D Meta Thread
« Reply #1117 on: October 08, 2025, 08:10:27 pm »
The DC and type of save is only for surviving the trap, setup used different rules.

Re: D&D Meta Thread
« Reply #1118 on: Yesterday at 06:57:36 am »
The cave-in sounds good. The traps with falling rocks are the most obvious. We can't dig a pitfall into the rock or have swinging logs out of nowhere.
As for how to design them? Hmm, not exactly my specialty but Cat was enthusiastic to learn about traps.

We have a ladder so Cat can climb up to the ceiling with a pickaxe. She'll loosen a few rocks and insert a timber as support secured by a wedge. For that we have pitons that can be inserted and hammered in. From the wedge, a rope leads down the wall. After finishing, everything can be blackened by soot from a torch burning with oil. We can build a barricade at the narrowest part of the main entrance from the debris laying around, Maybe even move one of the mine carts there. Debris left and right of the tracks, mine cart at the middle. Rope attached to the cart. When this is fished, a high DEX expendable sacrifice (Alice) can climb up again and carefully further loosen the rocks until they're only supported by the timber. When the enemy tries to push the cart out of the way, the rope pulls out the piton above and the rocks fall.

Downside:
Can't be safely disarmed, once the rocks are loose, they will fall at some point and damage the tracks
I think it's ok if this trap is obvious, it makes them go through the South corridor and into two additional traps. If they spot those, they''ll assume the main path is just blocked off and trigger the major cave-in.

In the South corridor we can use pressure plates on the wooden floor that trigger something when the enemy steps on them. But we should make these traps disarmable. We want to get out of the mine at some point. Here we could use a similar method to make blades from the bandits weapons fall from the ceiling. An alternative would be to use the bugbear commander's axe on a swing at the end of the corridor where I assume the ceiling is higher. Tie axe to a rope. Secure rope on the ceiling with a piton. Secure Axe high on the wall opposite of the passage. Rope leads down to a pressure plate at the end of the corridor. Step on it, the piton securing the axe is pulled out and it swings into the corridor causing havoc.

1) Cave-in at narrowest point of main entrance
2) Falling Blades at middle of South corridor
3) Swinging Greataxe at end of South corridor

Re: D&D Meta Thread
« Reply #1119 on: Yesterday at 11:13:00 am »
Incredible, very nice

Re: D&D Meta Thread
« Reply #1120 on: Yesterday at 02:51:13 pm »
a high DEX expendable sacrifice (Alice)
lmao

good plan though. call Yulya to cast guidance on you when you do the dangerous parts

Re: D&D Meta Thread
« Reply #1121 on: Yesterday at 03:52:47 pm »
a high DEX expendable sacrifice (Alice)