Also, I could use my flask of cloudkill on A5, which would hit the archers and still leave us free to jump over that pit (since I'm pretty sure none of us want to go in it) and our controller can deal with the other side
If we take those jumps at the edge we've only got a five foot leap to make. I don't think anyone would have a problem with that besides Arden. Maybe we can toss him like a dwarf?
And Nevdor, hold onto your Feystep until you absolutely need it. That could have saved us some grief last encounter if you hadn't popped it already. Don't get me wrong, it was a great idea, but we might need it later this battle.
If Selvantis drops both of the skeletons on me, or at least the one at H3, Tak-tha can drop the flask on a set of archers then charge up to clear a couple skeletons off of Arden. Just double checked - my Dual Weapon Attack doesn't have to be against the target I initially hit, so I can clear off two minions in one go, which with Hanar's attack may free up our squishy wizard
Arden has the Krater of Might that Bahreg gave him before he died. It restores a Daily which Arden could use to redo his Immobilize daily. He would be willing to give it to someone else that had a daily that would be more situationally appropriate. So if your PC has a good use for it let me know.
Selvantis also has a Krater of Might, something that won't be much use for him here as I'm certain someone else has a much more powerful daily than his BearTrap. So that's a potential triple daily if someone has two AP to burn.
Since Tak-tha already grants combat advantage and the magic item doesn't require an attack roll, he effectively has a speed of 11, which means the aura creating difficult terrain means nothing to him, as long as the Ruach remains close enough. So, get a Krater from someone, run up to the Ruach, use the Talisman, down the Krater, and use the Talisman again. Of course, to pull this off, I'm gonna have to hope the Ruach pulls off an attack that will grant me Lyth's Boast since I'm gonna use my current AP for Second Wind, but risk taking seems to be a big point of this game.
I will gladly give my Krater to Tak-tha I have moved all I can for now perhaps Selvantis or Nevdor could take it on their way by Arden and give it to Tak-tha.
Hey guys, sorry I have been AWOL the past two days. Busy getting ready for PAX east and working. Joe, thanks for the reminder!
Fellow dungeoneers, in terms of recharging the talisman and getting 200 points of damage out of it, Nevdor has fey step, so teleport 5, which should get around the aura of slime. I'm not very effective in combat w/o CA, but I could very well grab the krater, and teleport next to whomever has the talisman right after they use it, grab it, recharge it, and hit the Ruach again...until then, I will try to pick off a archer minion for this round...sound good?
Gents, had a second thought here, don't know if its worth a try. I have the wand of petrification. No idea if the Ruach would be immune or have something to shrug it off, but I could jump the pit to the left, move around, and use an AP to possibly petrify it. That would make our talisman dance MUCH easier. Should I go for it? Obviously, its early, and we don't know its defenses...
It has a range of 10. I have just enough movement to get in range after a jump over the left pit. So, if it doesn't work, I could either burn an AP to try again, or something else.
Also, does anyone think the talisman wouldn't work if the Ruach i petrified?
Thats true. And worst case scenario, the Ruach charges at me, and the rest of you can execute the plan while it shreds my soul into tiny eldarin sushi.
Andrew: the beholder ray spell is 2d20 damage. A fourthcore sphere is probable instant kill.
Speaking of which, I've been road blocked! I can fey step around it, fire off the wand, then AP to move closer. If I actually hit, I should still be close enough to move in and talisman again...or try to acrobat around it.
Whatever you do next, just get the hell away from that sphere. We're almost exclusively a melee group, so just feystep closer anyways and use your wand. If we're lucky it'll stick and she won't be able to shrug it off, plus we'll get a look at that last little bit of the puzzle under the "???" block.
... Why does Arden have Ghost Sound and not Mage Hand? Just sayin'. (oh crap, I'm "that guy" - forget I said anything)
Depending on how Selvantis' and Tak'tha's turns go, Ashton is planning on getting to K-14 and popping a burst 1 on the skels. If Selvantis is in K-12 for any reason, I'll be Kishar-boasting on the flanked skel. With or without the boast, spend an AP to go north.
Hmmm... +7 vs AC gives a greater margin for error. I'd go for that. I spent my turn and I'm at L10 now, Tak-Tha is up out of the pit with a minor and standard left on his plate.
I'm half inclined to double-move near the Ruach and mark her. Then, while everyone else engages her as she un-petrifies, scamper off and provide the mark benefit from afar (while taking a closer look at that throne).
So... that would be two OAs, two jumps, and entering an acid zone. Whoo.
Looks like Nevdor, Hanar and Aarden still have full actions. We've only got until the end of this turn to put some hurt on the Ruarch before she wakes up and uses her boomerang to make slushies out of all of us. Nevdor is pinned by a couple of skeletons, but he can probably bowl past them if he's willing to take the OA's, Aarden still has to pull himself out of the pit, and Hanar needs to haul his ass across the bone pit too. Yeesh, I don't think we're going to get close enough to beat on the Ruarch this turn.
Other question: did we decide if we could use multiple Action Points in an encounter? Wait, I think the answer was 'yes' if one of the actions points came from a boast.
You can use more than one AP if one of them was from a boast. However, you can't take more than one AP per round. I let Nevdor get away with two last time, but I don't mind. It made for an exciting scene regardless.
Joe, I had my actions as move (includes jump), then move again to teleport. Using the wand is a minor action. So firing it twice was only using one AP. Unless I having the jumping as part of a move action wrong.
From Nevdor: Joe, I had my actions as move (includes jump), then move again to teleport. Using the wand is a minor action. So firing it twice was only using one AP. Unless I having the jumping as part of a move action wrong.
Answer: You're right. Only one action point spent. Great!
Hey, Hanar, do you have any AOE powers? We could use something to counter those three skeletons on the side there. Plus we'll need some healing support when we get into it with the Ruach. Would you be so kind as to join us in our slimy aura?
Sounds like a plan. A running start adds 5 feet to a jump, right? He'd do better to try to clear the pit in one go instead of spending a turn at the mercy of six skeleton archers.
Right, sorry about that. But we are in agreement that a single jump would be more tactically useful than spending a turn as a pincushion to avoid a big jump DC? Hanar, what's your athletics or acrobatics at?
No, Hanar has no AOE powers. That's why I asked if anyone else could help clear the skeletons. He does have a +10 Athletics, but I don't think that's high enough to clear a 15 foot pit.
Sadly, I think Hanar is going to suffer from something my character's typically suffer from: being in the wrong place, and not able to get out of it.
Andrew, a +10 is pretty damn good. You'd need a 5 to make it across. Yes, you may still be a pin cushion, but right in the action. I think we need to survive the Ruach for a round here to maximize the talisman.
I have 2 Action Points, although I think I can only burn one at this encounter (due to the fact neither of them are from boasts this encounter). Do you think it's worth it to try jumping the pit?
I think Hanar could go one square south and then run and jump the pit without running out of movement.
Yea, can only double AP with a boast. You'd still have a move action after the jump, ya? The slime is difficult terrain, so try to move in as to avoid more skeletons and a bull rush.
Ok it looks like Arden is not dead yet. So if Tak-tha is listening I could try to slide the Ruach next to Tak-tha with hypnotism. (I think. the compendium entry on petrified doesn't specify being immune to forced movement.) but I'm not going to do that without a plan. Otherwise I'll try to take out some skeletons and climb out of the pit.
@onesowa, that would be a good idea. make the Ruach spend actions to get to us if you can. I seriously fear the turn it is about to have. If you have line of sight, I say go for it. Otherwise, get out of the pit.
@Paul. I will go grab that torch. At least with the AP, if we can position ourselves to talisman next turn, I can get back to that right side if its useful. Right now, my gut tells me its to light the divine brazier we came looking for.
Anyone think the throne might help us? Or will I get smote for taking the Ruach's seat? Do I dare try a Religion/Arcana check?
The optimal scenario is to have the Talisman and a Krater as close to the Ruach as possible at the start of our next turns. Tak-tha has a run speed of 11, so the aura is no match for him, as long as he's close. The best thing to try to do now is limit the Ruach's movement.
Also, a thought: the aura creates difficult terrain. Doesn't that apply against forced movement as well? Such as, the pull 2 from the spheres being only a pull 1 if you're in the aura? Wouldn't that cancel out a bull rush against someone in the aura?
I wouldn't recommend sitting in the chair, I doubt any good will come of that.
Difficult terrain doesn't affect forced movement. (currently planning an FTDM team around FM; somewhat of an expert now)
Also, if someone gets slid into the aura, they either shouldn't take the initial damage (as they aren't "moving" into the aura), or they get a save to avoid entering hindering terrain.
And the aura calls out the "enemies of the Ruach" so it doesn't affect the skeletons. Yeep.
First off, Hanar can fully heal himself using his serpent staff (and deal 26 damage to the Rauch). He has two action points he can use this encounter (one from the boast).
Nevdor, I'd say make a break for the torch.
My question is: do I use an action point this round to heal Ashton (that can boost his and mine damage and defense for a roudn), or to hit the Rauch with an at-will that will make her more vulnerable to damage?
Now, for us remaining. I can get the talisman over there. Who has a krater to recharge it? It's gonna take me at least a running move then a minor to grab the talisman.
@joe, does the aura slow jumping?
Also, is the treasure tab accurate? Tak-tha and Selvantis had the kraters.... I can always use my new AP too attack with my daily, but that's only 3d6... Thoughts?!
Krater is in the pit. Probably not the easiest to grab. I think if we hit her once with the talisman, it should hurt her quite a bit. Hanar is planning on using his daily (2d10+5 damage) on her. Should make her take 5 every time she misses.
I think if you grabbed the talisman and used all your actions to get to her, we may have a chance of surviving this.
Ashton grabs the krater. Nevdor grabs the talisman. Nevdor makes a mad dash toward the Rauch. Ashton hands off the krater to Nevdor has Nevdor runs by.
Hanar starts smashing the Rauch's face in with his daily and the serpent staff. He can heal Ashton, who can then stand/fire off a daily. Maybe he could go into the pit after the second krater.
Hanar is planning on shifting a step toward the obelisk in order to try to get his encounter power back. It'll make him harder to kill.
Any encounter or at-will powers that could be useful? I don't want to totally put Ashton down for the count. Second Wind may be a good option for the boosted defenses. Hanar can heal Ashton, giving him another +1 to his defense (and to Nevdor, if he's within 5 squares).
Already used Second Wind, and all my encounter powers. My at-wills are Thundering Armor (which gives +1 AC, and pushes an enemy), and a burst 1 (which is great for minion popping).
So Ashton's gotta stand first. (move) That leaves a minor, and two standards (he's still got one AP). Minor to grab the adjacent items? Standard to gulp the Urn? Standard to leap across to Hanar?
If Nevdor is able to get the torch, the talisman, and the time bomb to L-10 in one turn, before Ashton's actions, he can load up before leaping.
Thing is, that puts all the eggs in a basket which has to roll a 15 on the die to cross that pit.
I like your idea Andrew, it allows me to save another minor action from grabbing the krater. I run, jump with a +7 (regretting dropping my STR right about now...), so I would need an 8 to match 15 and make it across. Any chance you could aid? That's another +2, it helps our odds...That leaves me a standard action to use the talisman. I would then AP, and burn my daily attack.
Hanar can then take his turn, take the talisman and krater, and then use them both. Thats 200+ damage to the Ruach. And the skeletons are under its command, no? That leaves Ashton with actions to grab the torch if we need it. Does anyone else get the feeling the Ruach is the flame? And the talisman is a lighter? At this point, I am ready for some click, click, BOOM!
Just Reread the post. Both of you are prone! Fuck. Well, I think we should start this cascade. Hanar is blocked by the Ruach, so he can't help me jump. So post first Ashton, then I will go. Make sure to stand up, your gonna be our torch guy if we need it. I wanna know if failed or not today! The suspense is killing me!
Dang. I am prone. I didn't even see that on my first readthrough. I guess that takes away my ability to move. So, I think we need to start with Ashton grabbing the Krater.
I want to double-check a couple things here. Do we all have a single AP to use? Also, the PbP turn order is a little loose, but it is allowable to inter-mix actions? That is, it sounds like we have a total of six standards, three moves, and three minors - can that be in any order?
Anyway, it would take Nevdor three move actions and two minors to collect the torch and the talisman, and deliver them to Ashton. Dunno if our illustrious GM would allow those minor actions to be mitigated by skill checks or not (cinematic roll while running to nab without stopping?). If not, we're gonna have to leave the torch behind.
At that point, Ashton can grab adjacent objects (torch, talisman, urn, krater) as a minor, chugs the urn as a minor (gonna take OAs next), moves to N-15 with an utterly improbable jump. If that jump fails, AP to toss everything up to Hanar. If the jump succeeds, AP to talisman the Ruach.
Hanar catches everything or takes it from Ashton (minor). Depending on whether Ashton's used the talisman, either kraters (minor), talismans (standard) or vice verse. Then either APs to use the talisman again, or... don't know yet.
Damn, I rewrote that so many times, the prone was lost. Ashton needs to stand in order to have enough movement to jump the pit. Maybe a saving throw to drop everything next to Hanar as he falls in the pit?
I will allow inter-mix actions. Not the norm in table-top, but here and now, I'll make an exception. Mostly because the potential to explode your brain increases...! :) Dear lord, so many options!
This is getting really hairy! Too bad Selvantis is a fine red mist or I'd help you from beyond the grave. The tactics seem sound, so I think we've got a fair to midland chance of winning this!
Ok gents, we need to decide. I am for the original plan, which has me grabbing the talisman, getting the hand-off from Ashton, jumping the pit, and glorifying the Ruach before Hanar does the same. I will also expend my daily, to add to the damage output, using my kishar AP. This way, Ashton can run for the torch if he'd like, Hanar doesn't need to stand up, and we deal 200 damage to the Ruach.
TO INFINITY, AND BEYOND!
Seriously though. If noon comes and we don't decide, we are toast. So I will post early morning EST. Will spend the rest of the night in Grimrock, hoping to appease the fourthcore gods...
So now my current suggestion is for Hanar to spend actions recharging the talisman, then everyone try to make it north? Toss Ashton the recharged talisman?
That, uh, load-bearing-boss thing kinda makes this crazy. Also - the pits and walls being where they are don't help. Basically, she's not gonna kick it this round, which means we need to withstand the skels and another attack from her before the second talisman strike.
As an alternative, Hanar can use his snake staff to recharge his hp. That would make him very hard to kill. He would have around 78 points of damage he could absorb before falling unconscious (and he hasn't used any heals yet this round).
DAMN BLOODIED TELEPORTS! I was hoping to double bomb her! Now hanar and I are pinned to the wall, jumping the pit will be a problem. I think having hanar heal this round gives up a decent shot, at least. I may be a pin cushion this coming round, but if the Ruach moves toward us, at least she can't spend all her actions attacking.
Nevdor has an AP left, but no other normal actions. He's already running this turn, so there's no harm in running again. If necessary, he could jump back across, burning two squares to get a "running" start and end in L-9 (or so).
Hanar has no actions left this round, and is currently carrying the recharged Talisman.
Ashton has an AP left, but no other normal actions.
With the amount of HP we all improbably have, we should be able to deal with skeleton arrows easily, but it would be bad if they manage to bull rush us. If Nevdor gets to L-9, and Ashton charges K-7 or simply moves north, none of us can be pushed into the pit (yay, dwarves!).
That leaves us with a shape-shifting Ruach of mega-doom. And no APs. Gods help us.
OOC: Hanar, take your time to post. I understand you're working a new job today. There's no rush, especially since I can take the time to write up wicked epitaphs for Nevdor and Ashton.
I should have collected up the torch and made them all come to us....but the Ruach's damage output probably would have killed me no matter what. And the continuing skeletons don't help...
I wonder, Do those skeletons disappear if you kill the Ruach with the talisman? I say kill the Ruach, like your thinking, then try to get to the Torch if need be.
Have you boasted to Kishar yet? Is this your first or second AP? I wonder if a boast to Kishar when you use the Talisman would get you another AP? That would help you next round, assuming you survive the undead onslaught.
@onesowa, shuffle the straightest route. The archers won't mean much once this ruach appears. And yes, I will refer to the ruach much like the grinch.
ReplyDeleteOh he's a mean one... Mr. Ruarch.
ReplyDeleteI wouldn't touch him with a 10-foot pole
ReplyDeleteAlso, I could use my flask of cloudkill on A5, which would hit the archers and still leave us free to jump over that pit (since I'm pretty sure none of us want to go in it) and our controller can deal with the other side
ReplyDeleteIf we take those jumps at the edge we've only got a five foot leap to make. I don't think anyone would have a problem with that besides Arden. Maybe we can toss him like a dwarf?
ReplyDeleteAnd Nevdor, hold onto your Feystep until you absolutely need it. That could have saved us some grief last encounter if you hadn't popped it already. Don't get me wrong, it was a great idea, but we might need it later this battle.
ReplyDeleteIf Selvantis drops both of the skeletons on me, or at least the one at H3, Tak-tha can drop the flask on a set of archers then charge up to clear a couple skeletons off of Arden. Just double checked - my Dual Weapon Attack doesn't have to be against the target I initially hit, so I can clear off two minions in one go, which with Hanar's attack may free up our squishy wizard
ReplyDeleteAnd they are minions! Bows deal 3 damage, swords deal 4
ReplyDeleteArden has the Krater of Might that Bahreg gave him before he died. It restores a Daily which Arden could use to redo his Immobilize daily. He would be willing to give it to someone else that had a daily that would be more situationally appropriate. So if your PC has a good use for it let me know.
ReplyDeleteSelvantis also has a Krater of Might, something that won't be much use for him here as I'm certain someone else has a much more powerful daily than his BearTrap. So that's a potential triple daily if someone has two AP to burn.
ReplyDeleteTrust me to build a melee duelist against a monster with a damaging aura. Heck, this is kind of a melee party.
ReplyDeleteHey, if Hanar uses Rune of Iron's Rebuke on the Ruach three times, does the miss damage stack?
Could Arden use a Krater to restore Arcane Whirlwind instead?
Also, Hunter's Bear Trap is potentially a ranged attack, which boosts its utility in my head.
I don't get where you're getting the triple usage of a power.
ReplyDeleteYeah, we have a lot of melee style fighters. Getting in close to the Rauch is going to be difficult.
Well, I checked the treasure tab, and it doesn't list the second Krater of Might under Selvantis?
DeleteAnyway, two Kraters will let someone use a daily three times.
You're right, there should be a Krater in his treasure. I will update it momentarily.
DeleteIf Arden can manage to hit the Ruach with Hypnotism He can bring her to you. If that's what you want?
ReplyDeleteHey, if you need a daily power to recharge, Tak-tha is carrying a pretty useful one at the moment
ReplyDelete*wink wink nudge nudge*
Just need to survive the upcoming attack first. I'm gonna use Second Wind and the Resistive Formula effect and hope it's enough
*blink blink*
DeleteI didn't even think of that! I personally don't see anything in the wording of those two items that precludes what you're suggesting.
Since Tak-tha already grants combat advantage and the magic item doesn't require an attack roll, he effectively has a speed of 11, which means the aura creating difficult terrain means nothing to him, as long as the Ruach remains close enough. So, get a Krater from someone, run up to the Ruach, use the Talisman, down the Krater, and use the Talisman again. Of course, to pull this off, I'm gonna have to hope the Ruach pulls off an attack that will grant me Lyth's Boast since I'm gonna use my current AP for Second Wind, but risk taking seems to be a big point of this game.
DeleteAny one else with thoughts?
I will gladly give my Krater to Tak-tha I have moved all I can for now perhaps Selvantis or Nevdor could take it on their way by Arden and give it to Tak-tha.
DeleteNevdor's player, you still have a full round of actions to do... your post was negated due to your target getting killed by another player.
ReplyDeleteHey guys, sorry I have been AWOL the past two days. Busy getting ready for PAX east and working. Joe, thanks for the reminder!
ReplyDeleteFellow dungeoneers, in terms of recharging the talisman and getting 200 points of damage out of it, Nevdor has fey step, so teleport 5, which should get around the aura of slime. I'm not very effective in combat w/o CA, but I could very well grab the krater, and teleport next to whomever has the talisman right after they use it, grab it, recharge it, and hit the Ruach again...until then, I will try to pick off a archer minion for this round...sound good?
Ashton has little burst 1 powers, so he'll do what he can to keep the minions from all y'all.
ReplyDeleteSounds good to me. Tak-tha is the one with the talisman right now, so however we can gather kraters and unleash hell on the Ruach, let's do it
ReplyDeleteGents, had a second thought here, don't know if its worth a try. I have the wand of petrification. No idea if the Ruach would be immune or have something to shrug it off, but I could jump the pit to the left, move around, and use an AP to possibly petrify it. That would make our talisman dance MUCH easier. Should I go for it? Obviously, its early, and we don't know its defenses...
ReplyDeleteIt has a range of 10. I have just enough movement to get in range after a jump over the left pit. So, if it doesn't work, I could either burn an AP to try again, or something else.
Also, does anyone think the talisman wouldn't work if the Ruach i petrified?
The talisman would totally work. And then the petrified condition would eat 20 of that damage.
DeleteGotta say though, 160 damage is still pretty swank.
Thats true. And worst case scenario, the Ruach charges at me, and the rest of you can execute the plan while it shreds my soul into tiny eldarin sushi.
DeleteQuestion: does anyone know how 4e Spheres of Annhilation work?
ReplyDeleteAndrew: the beholder ray spell is 2d20 damage. A fourthcore sphere is probable instant kill.
ReplyDeleteSpeaking of which, I've been road blocked! I can fey step around it, fire off the wand, then AP to move closer. If I actually hit, I should still be close enough to move in and talisman again...or try to acrobat around it.
I think fey-stepping to H-1 will do double-duty as seeing what's in the ??? block, and leave no concealment or cover between Nevdor and Lady Ruach.
DeleteI'd say move away from the sphere ASAP.
ReplyDeleteWhatever you do next, just get the hell away from that sphere. We're almost exclusively a melee group, so just feystep closer anyways and use your wand. If we're lucky it'll stick and she won't be able to shrug it off, plus we'll get a look at that last little bit of the puzzle under the "???" block.
ReplyDeleteNevdor... Not to push unduly, but if you would finish your actions, I can then proceed with the turn processing. Thanks!
ReplyDeleteAction posted! I am like 5 squares away from the sphere...I hope thats enough room!
ReplyDeleteI'm totally excited to roll up the Wand of Petrifaction attack!
ReplyDeleteDoes anyone have an AoE that could help us clear up the skeletons near the western pit?
ReplyDeleteNevdor, I think running for the throne would be a good idea.
Tak-tha is gonna need a hand getting out of the pit, with only a +2 to Athletics.
ReplyDeleteNevdor, you seem pretty much set up to use your encounter power
... Why does Arden have Ghost Sound and not Mage Hand? Just sayin'. (oh crap, I'm "that guy" - forget I said anything)
ReplyDeleteDepending on how Selvantis' and Tak'tha's turns go, Ashton is planning on getting to K-14 and popping a burst 1 on the skels. If Selvantis is in K-12 for any reason, I'll be Kishar-boasting on the flanked skel. With or without the boast, spend an AP to go north.
Any votes for whether to +7 vs AC or +4 vs Ref?
Hmmm... +7 vs AC gives a greater margin for error. I'd go for that. I spent my turn and I'm at L10 now, Tak-Tha is up out of the pit with a minor and standard left on his plate.
ReplyDeleteWell, less targets now than before.
DeleteI'm half inclined to double-move near the Ruach and mark her. Then, while everyone else engages her as she un-petrifies, scamper off and provide the mark benefit from afar (while taking a closer look at that throne).
So... that would be two OAs, two jumps, and entering an acid zone. Whoo.
That reminds me, Tak-tha and Selvantis entered the slime zone this round and take 2 acid each.
ReplyDeleteAny chance I can use my minor to use my healing potion on Selvantis?
ReplyDeleteSure! Go ahead and post that in the main.
ReplyDeleteWho hasn't posted yet in this round? I know that I haven't. Still trying to decide if I have to fight my way through all the skeletons yet.
ReplyDeleteLooks like Nevdor, Hanar and Aarden still have full actions. We've only got until the end of this turn to put some hurt on the Ruarch before she wakes up and uses her boomerang to make slushies out of all of us. Nevdor is pinned by a couple of skeletons, but he can probably bowl past them if he's willing to take the OA's, Aarden still has to pull himself out of the pit, and Hanar needs to haul his ass across the bone pit too. Yeesh, I don't think we're going to get close enough to beat on the Ruarch this turn.
ReplyDeleteOther question: did we decide if we could use multiple Action Points in an encounter? Wait, I think the answer was 'yes' if one of the actions points came from a boast.
ReplyDeleteYou can use more than one AP if one of them was from a boast. However, you can't take more than one AP per round. I let Nevdor get away with two last time, but I don't mind. It made for an exciting scene regardless.
DeleteJoe, I had my actions as move (includes jump), then move again to teleport. Using the wand is a minor action. So firing it twice was only using one AP. Unless I having the jumping as part of a move action wrong.
DeleteCrusaders, you have until Sunday night to get posts in. Come Monday morning, the Ruach depetrifies!
ReplyDeleteOOC: Correction, you have until MONDAY night to get posts in. I have to take Easter into account. Ruach attacks on Tuesday morning.
DeleteFrom Nevdor:
ReplyDeleteJoe, I had my actions as move (includes jump), then move again to teleport. Using the wand is a minor action. So firing it twice was only using one AP. Unless I having the jumping as part of a move action wrong.
Answer:
You're right. Only one action point spent. Great!
Nevdor - My apologies, I missed something in the main post. Having been "hit" by the Sphere of Annihilation's gravity.. you are also currently SLOWED.
ReplyDeleteNevdor, Arden and Hanar! We've got a world to save gentlemen! Let us make haste in the downfall of this avatar of these wrathful Gods!
ReplyDeleteHey, Hanar, do you have any AOE powers? We could use something to counter those three skeletons on the side there. Plus we'll need some healing support when we get into it with the Ruach. Would you be so kind as to join us in our slimy aura?
ReplyDeleteHe could do a heal, recharge at the column, then head north?
DeleteSounds like a plan. A running start adds 5 feet to a jump, right? He'd do better to try to clear the pit in one go instead of spending a turn at the mercy of six skeleton archers.
ReplyDeletePaul, means you divide your athletics roll by 5 instead of 10. So you can jump twice as far. You move 1sq for every 5 on the DC.
ReplyDeleteRight, sorry about that. But we are in agreement that a single jump would be more tactically useful than spending a turn as a pincushion to avoid a big jump DC? Hanar, what's your athletics or acrobatics at?
ReplyDeleteNo, Hanar has no AOE powers. That's why I asked if anyone else could help clear the skeletons. He does have a +10 Athletics, but I don't think that's high enough to clear a 15 foot pit.
ReplyDeleteSadly, I think Hanar is going to suffer from something my character's typically suffer from: being in the wrong place, and not able to get out of it.
Andrew, a +10 is pretty damn good. You'd need a 5 to make it across. Yes, you may still be a pin cushion, but right in the action. I think we need to survive the Ruach for a round here to maximize the talisman.
ReplyDeleteOh, wow. I guess it doesn't sound so bad.
ReplyDeleteI have 2 Action Points, although I think I can only burn one at this encounter (due to the fact neither of them are from boasts this encounter). Do you think it's worth it to try jumping the pit?
I think Hanar could go one square south and then run and jump the pit without running out of movement.
Yea, can only double AP with a boast. You'd still have a move action after the jump, ya? The slime is difficult terrain, so try to move in as to avoid more skeletons and a bull rush.
ReplyDeleteHey guys sorry about going AWOL. I went on spring break with the family and entered a no internet zone. Even my iphone wasn't gettin through.
ReplyDeleteIf Arden hasn't died yet I'll try and do a quick review of the state of things and do something appropriate.
Ok it looks like Arden is not dead yet. So if Tak-tha is listening I could try to slide the Ruach next to Tak-tha with hypnotism. (I think. the compendium entry on petrified doesn't specify being immune to forced movement.) but I'm not going to do that without a plan. Otherwise I'll try to take out some skeletons and climb out of the pit.
ReplyDelete@onesowa, that would be a good idea. make the Ruach spend actions to get to us if you can. I seriously fear the turn it is about to have.
ReplyDeleteIf you have line of sight, I say go for it. Otherwise, get out of the pit.
@Paul. I will go grab that torch. At least with the AP, if we can position ourselves to talisman next turn, I can get back to that right side if its useful. Right now, my gut tells me its to light the divine brazier we came looking for.
Anyone think the throne might help us? Or will I get smote for taking the Ruach's seat? Do I dare try a Religion/Arcana check?
The optimal scenario is to have the Talisman and a Krater as close to the Ruach as possible at the start of our next turns. Tak-tha has a run speed of 11, so the aura is no match for him, as long as he's close. The best thing to try to do now is limit the Ruach's movement.
ReplyDeleteAlso, a thought: the aura creates difficult terrain. Doesn't that apply against forced movement as well? Such as, the pull 2 from the spheres being only a pull 1 if you're in the aura? Wouldn't that cancel out a bull rush against someone in the aura?
I wouldn't recommend sitting in the chair, I doubt any good will come of that.
Difficult terrain doesn't affect forced movement. (currently planning an FTDM team around FM; somewhat of an expert now)
DeleteAlso, if someone gets slid into the aura, they either shouldn't take the initial damage (as they aren't "moving" into the aura), or they get a save to avoid entering hindering terrain.
And the aura calls out the "enemies of the Ruach" so it doesn't affect the skeletons. Yeep.
Ok. We're in some deep kimshi.
ReplyDeleteFirst off, Hanar can fully heal himself using his serpent staff (and deal 26 damage to the Rauch). He has two action points he can use this encounter (one from the boast).
Nevdor, I'd say make a break for the torch.
My question is: do I use an action point this round to heal Ashton (that can boost his and mine damage and defense for a roudn), or to hit the Rauch with an at-will that will make her more vulnerable to damage?
Ok, so first off, holy shit!!!!!
ReplyDeleteNow, for us remaining. I can get the talisman over there. Who has a krater to recharge it? It's gonna take me at least a running move then a minor to grab the talisman.
@joe, does the aura slow jumping?
Also, is the treasure tab accurate? Tak-tha and Selvantis had the kraters....
I can always use my new AP too attack with my daily, but that's only 3d6... Thoughts?!
I'd say the aura does not slow jumping, as long as you don't turn into Super Mario.
ReplyDeleteThe Kraters are marked in the vitals tab, you can grab them if you get to those locations.
Do we have to be in the square to grab the item?
DeleteKrater is in the pit. Probably not the easiest to grab. I think if we hit her once with the talisman, it should hurt her quite a bit. Hanar is planning on using his daily (2d10+5 damage) on her. Should make her take 5 every time she misses.
ReplyDeleteI think if you grabbed the talisman and used all your actions to get to her, we may have a chance of surviving this.
By the way, even if you're dead, you can always META game. Feel free to chat here if you have a good idea.
ReplyDeleteAdjacent to the square is good enough to grab items from it.
ReplyDeleteHow about this:
ReplyDeleteAshton grabs the krater.
Nevdor grabs the talisman.
Nevdor makes a mad dash toward the Rauch. Ashton hands off the krater to Nevdor has Nevdor runs by.
Hanar starts smashing the Rauch's face in with his daily and the serpent staff. He can heal Ashton, who can then stand/fire off a daily. Maybe he could go into the pit after the second krater.
Hanar is planning on shifting a step toward the obelisk in order to try to get his encounter power back. It'll make him harder to kill.
Thoughts?
Ashton's daily is an interrupt. She's gotta smack me before I can smack her back, which means it's really a reaction.
ReplyDeleteI'm happy to do some krater relay though.
Any encounter or at-will powers that could be useful? I don't want to totally put Ashton down for the count. Second Wind may be a good option for the boosted defenses. Hanar can heal Ashton, giving him another +1 to his defense (and to Nevdor, if he's within 5 squares).
ReplyDeleteAlready used Second Wind, and all my encounter powers. My at-wills are Thundering Armor (which gives +1 AC, and pushes an enemy), and a burst 1 (which is great for minion popping).
DeleteSo Ashton's gotta stand first. (move) That leaves a minor, and two standards (he's still got one AP). Minor to grab the adjacent items? Standard to gulp the Urn? Standard to leap across to Hanar?
If Nevdor is able to get the torch, the talisman, and the time bomb to L-10 in one turn, before Ashton's actions, he can load up before leaping.
Thing is, that puts all the eggs in a basket which has to roll a 15 on the die to cross that pit.
I like your idea Andrew, it allows me to save another minor action from grabbing the krater. I run, jump with a +7 (regretting dropping my STR right about now...), so I would need an 8 to match 15 and make it across. Any chance you could aid? That's another +2, it helps our odds...That leaves me a standard action to use the talisman. I would then AP, and burn my daily attack.
ReplyDeleteHanar can then take his turn, take the talisman and krater, and then use them both. Thats 200+ damage to the Ruach. And the skeletons are under its command, no? That leaves Ashton with actions to grab the torch if we need it. Does anyone else get the feeling the Ruach is the flame? And the talisman is a lighter? At this point, I am ready for some click, click, BOOM!
All agreed?
Maybe Hanar can help. Joe, can Hanar help 'catch' Nevdor as he jumps across?
ReplyDeleteJust Reread the post. Both of you are prone! Fuck. Well, I think we should start this cascade. Hanar is blocked by the Ruach, so he can't help me jump. So post first Ashton, then I will go. Make sure to stand up, your gonna be our torch guy if we need it. I wanna know if failed or not today! The suspense is killing me!
ReplyDeleteI'm very excited to see what you guys do. I'm rooting for you!
ReplyDelete(What, aren't you the evil DM? No, actually I want you to win, but adhere to the dungeon's will. Don't let that dungeon win!)
Dang. I am prone. I didn't even see that on my first readthrough. I guess that takes away my ability to move. So, I think we need to start with Ashton grabbing the Krater.
ReplyDeleteI want to double-check a couple things here. Do we all have a single AP to use? Also, the PbP turn order is a little loose, but it is allowable to inter-mix actions? That is, it sounds like we have a total of six standards, three moves, and three minors - can that be in any order?
ReplyDeleteAnyway, it would take Nevdor three move actions and two minors to collect the torch and the talisman, and deliver them to Ashton. Dunno if our illustrious GM would allow those minor actions to be mitigated by skill checks or not (cinematic roll while running to nab without stopping?). If not, we're gonna have to leave the torch behind.
At that point, Ashton can grab adjacent objects (torch, talisman, urn, krater) as a minor, chugs the urn as a minor (gonna take OAs next), moves to N-15 with an utterly improbable jump. If that jump fails, AP to toss everything up to Hanar. If the jump succeeds, AP to talisman the Ruach.
Hanar catches everything or takes it from Ashton (minor). Depending on whether Ashton's used the talisman, either kraters (minor), talismans (standard) or vice verse. Then either APs to use the talisman again, or... don't know yet.
Damn, I rewrote that so many times, the prone was lost. Ashton needs to stand in order to have enough movement to jump the pit. Maybe a saving throw to drop everything next to Hanar as he falls in the pit?
DeleteI will allow inter-mix actions. Not the norm in table-top, but here and now, I'll make an exception. Mostly because the potential to explode your brain increases...! :) Dear lord, so many options!
ReplyDeleteThis is getting really hairy! Too bad Selvantis is a fine red mist or I'd help you from beyond the grave. The tactics seem sound, so I think we've got a fair to midland chance of winning this!
ReplyDeleteOk gents, we need to decide. I am for the original plan, which has me grabbing the talisman, getting the hand-off from Ashton, jumping the pit, and glorifying the Ruach before Hanar does the same. I will also expend my daily, to add to the damage output, using my kishar AP. This way, Ashton can run for the torch if he'd like, Hanar doesn't need to stand up, and we deal 200 damage to the Ruach.
ReplyDeleteTO INFINITY, AND BEYOND!
Seriously though. If noon comes and we don't decide, we are toast. So I will post early morning EST. Will spend the rest of the night in Grimrock, hoping to appease the fourthcore gods...
So now my current suggestion is for Hanar to spend actions recharging the talisman, then everyone try to make it north? Toss Ashton the recharged talisman?
ReplyDeleteThat, uh, load-bearing-boss thing kinda makes this crazy. Also - the pits and walls being where they are don't help. Basically, she's not gonna kick it this round, which means we need to withstand the skels and another attack from her before the second talisman strike.
Sadly, I don't think Hanar has nearly enough movement to make it to the Rauch before she counter attacks. Silly dwarf. :/
ReplyDeleteAs an alternative, Hanar can use his snake staff to recharge his hp. That would make him very hard to kill. He would have around 78 points of damage he could absorb before falling unconscious (and he hasn't used any heals yet this round).
ReplyDeleteEverybody hide behind the dwarf!
DeleteDAMN BLOODIED TELEPORTS! I was hoping to double bomb her! Now hanar and I are pinned to the wall, jumping the pit will be a problem. I think having hanar heal this round gives up a decent shot, at least.
ReplyDeleteI may be a pin cushion this coming round, but if the Ruach moves toward us, at least she can't spend all her actions attacking.
Ok, so's I want to get this all straight.
ReplyDeleteNevdor has an AP left, but no other normal actions. He's already running this turn, so there's no harm in running again. If necessary, he could jump back across, burning two squares to get a "running" start and end in L-9 (or so).
Hanar has no actions left this round, and is currently carrying the recharged Talisman.
Ashton has an AP left, but no other normal actions.
With the amount of HP we all improbably have, we should be able to deal with skeleton arrows easily, but it would be bad if they manage to bull rush us. If Nevdor gets to L-9, and Ashton charges K-7 or simply moves north, none of us can be pushed into the pit (yay, dwarves!).
That leaves us with a shape-shifting Ruach of mega-doom. And no APs. Gods help us.
Hanar has one more AP available this encounter.
ReplyDeleteOOC: Hanar, take your time to post. I understand you're working a new job today. There's no rush, especially since I can take the time to write up wicked epitaphs for Nevdor and Ashton.
ReplyDeleteWow, lucky that talisman is in the hands of the last crusader. Yay for that snake staff!
ReplyDeleteSo, is that stand, rune of mending, move, AP to talisman? DOWN TO THE WIRE!!
Um...WOW!!! Talk about a nightmare scenario. I'm going to be giving this a lot of thought.
ReplyDeleteWas it really right to kill her with the talisman? Don't we need to light a torch?
Hanar has enough moves to beat her down with the talisman.
Minor - rune of mending/healing potion
Move - stand
AP to move - next to Rauch
Standard - use talisman on Rauch.
There's also a risk that Hanar will be crushed if the Rauch dies.
ReplyDeleteI should have collected up the torch and made them all come to us....but the Ruach's damage output probably would have killed me no matter what. And the continuing skeletons don't help...
ReplyDeleteI wonder, Do those skeletons disappear if you kill the Ruach with the talisman? I say kill the Ruach, like your thinking, then try to get to the Torch if need be.
Have you boasted to Kishar yet? Is this your first or second AP? I wonder if a boast to Kishar when you use the Talisman would get you another AP? That would help you next round, assuming you survive the undead onslaught.
Alas, I've used my one boast for the encounter. Otherwise, I'd use another to get a third AP to use. I'm going to go ahead with my plan.
ReplyDelete