Adventure: Food of the Gods (DM: ryryguy, Judge: renau1g)

[sblock=ooc]This calls for careful planning. Someone's going to have to get past the swarms if we're going to save this guy. Kaeysari can do it with an AP, and has an attack that can slide Krassus to safety and mark the nasty if it hits. But with potential OAs from the vipers and a probable readied action from a slinger, Kaeysari may not even get there if something doesn't happen with the vipers first[/sblock]
 

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[sblock=ooc]I already used a reaction for warden's grasp. I don't think I get another immediate action.[/sblock]

[sblock=more plans to poke holes in]A. "Safe" plan:

Papolstaanas marks swarms and takes second wind, using Stormheart to slow and slide the snakes. He slides Q to the left and X to the right, leaving a nice wide path for people to get through without taking attacks of opportunity. The snakes are slowed, so we just ignore them and save Krassus. Next round, when they are not slowed, they come bite us in the arse and we have no more movement powers that can affect them.

B. Bloody-minded and risky plan:

We want to kill some snakes before some of us start our turns. Speaking of which, 21 points of damage on one swarm and it's not bloodied? OW.

1) Papolstaanas marks the swarms again. He shifts to R13 and takes his second wind. Stormheart slides the swarms to R10 and P12 and slows them. Papolstaanas moves somewhere else.

2) Cillani READIES another vanguard's lightning to go off at the same time that Azryah attacks.

3) Azryah moves to Q11 and sets off her daily. Cillani's vanguard lightning comes down on her head (and on the snakes'). We hope the two area attacks going off together kill them before their horrible interrupts go off.

I think this may be our best chance to actually kill the stupid things AND have some people able to get around to save Krassus, but bad die rolls could hose us and Azryah has to take a lightning hit.

Obviously Chaku should go first to see what things look like on the other side of the building, but we need to get past the swarms in any case. Thoughts?[/sblock]
 

As the halfling flee's, Chaku swings out with his hammer, catching the slinger firmly across it's backside, but only effect is he sends the halfling further along his retreat route.
[sblock=OA]1d20+6=17 2d6+4=11[/sblock]

Hearing Krassus's plea for help, and seeing his quarry escape, Chaku resolves to assist the dying man's plight. Turning toward the sound of the cackling tormentor, leg muscles bulge as he takes 3 steps and leaps from the roof toward the captor. Bloodcurling scream eminating from his lips, he collides with the captor as a sling bullet whizzes by his head. The impact of the collision knocks the captor off his feet and the wind out of Chaku, with the barbarian landing next to him. Ready for the inevitable counter assault, he attempts to taunt the scimitar weilding native. You will not find me so easy prey torturer. Dwarven speach here.

[sblock=Dwarven]In the end, we all die, lets see who goes first.[/sblock]

[sblock=Mechanics]Move action: Run off the roof, landing on the tormentor, dealing 9-5=4 damage to each of us.
Standard: Stunt attack vrs Fort:1d20+8=21 Success, knocking the enemy prone.[/sblock]

[sblock=Chaku's stats, post landing]Chaku - Goliath Barbarian 1
Passive Perception 12, Passive Insight 12
AC 18, Fort 16, Reflex 12, Will 13
HP 21/33, Bloodied 16, Surge Value 8, Surges 11/12
Speed 6, Initiative +1
Action Points: 0, Second wind
At-Will Powers: Howling Strike, Howl of Fury
Encounter Powers: Avalanche Strike, Swift Charge, Stone's Endurance
Daily Powers: Bloodhunt Rage
Racial Features: Mountain's Tenacity, Powerful Athlete, Stone's Endurance
Class Features: Barbarian Agility, Feral Might, Rageblood Vigor, Rampage
[/sblock]
 
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[sblock=ooc]I think I like a plan that lets us safely avoid the snakes and deal with them later. Yes, it will totally stink to be surrounded by the two slingers plus whatever's hitting Krassus when the snakes catch up to us, but if we can't get more than one person over to help Krassus right now, I don't think we'll distract the big baddie enough to get him to leave Krassus alone. I figure if only one person is over there, he'd probably leave it to the slingers to take care of said person. Therefore, I'm for Plan A with a couple double moves and potential AP involvement depending on where the slingers pop up.

I also think that once one person moves at least half way up the space occupied by the hut, we should wait a moment before anyone else moves to see if Ryguy says a slinger jumps out at said person, because that may change other action choices.[/sblock]
 

[sblock=another variation on B]It's possible to avoid the friendly fire on the area attacks if Kaeysari takes an AO from one swarm on the way past and Papolstaanas gets an additional slide with warden's grasp. (I shift and slide Q to R12, Kaeysari moves, and then I slide Q to Q12.) But trading certain damage for a chance of ongoing damage/weakness is not necessarily an improvement.[/sblock]
 

[sblock=Plan]I wouldn't mind taking another OA, but there's that slinger out there, who's likely got a readied action. Standard hits won't take me down, but I won't last long after that.

Mind you, luck could turn. So far in this fight I've been attacked three times, and two of them have been crits. I'm sure the random number god will start being kind to me... eventually. I hope?[/sblock]
 

[sblock=locations]I'm now confused as to where Cillani and Azryah are. Ryryguy, I know updating the map is a hassle, but could you correct the status block in your post?[/sblock]
 

[sblock=OOC/Tactics]Being the first one over onto the other side, I ate the readied action of the 2nd slinger, hence the stone that whizzed by my head. I'm thinking Papol uses his 2nd wind shift to slide swarm Q->R10 and swarm X->Q12, mark both, and shift/shift move to get up near line N. This will allow Az to get into melee with both without an OA and Daily them. When they shift, you can drag one away from the group. Cilliani blasts one with her AoE, and Jynxx/Kaey can try and kill the weakest one. Thoughts?

Location wise, Cillani is where she is, it was her starting location last turn that was the confusion. Az is up one square in U11[/sblock]
 

The snakes close in on Papolstaanas, who almost disappears beneath the roiling mass. Then a sudden whirling wind propels the snakes away, leaving the tough little kobold almost unscathed. A few snakes dangle from his chest, their little fangs having caught on the absurd fringes on his armor. The price tag that has been hanging from his backpack all this time without his noticing seems to have been torn off.

Eyes slitted in detestation (why did it have to be snakes?), Papolstaanas knocks a few vipers off with the edge of his shield and moves rapidly around the building, toward Krassus's screams.

[sblock=actions]If the people shouldering most of the risk don't like plan B, plan A it is.

Start: Papolstaanas takes 10 aura damage I think? HP 18.

Free: mark both swarms again.

Standard: second wind. -1 surge, +8 HP, +2 defenses. Swarm Q slides to S10, takes fire damage, and is slowed until end of my next turn. Swarm X slides to P14 and is slowed likewise. Nobody except Jynxx should start adjacent to a swarm. If by some mistake I've slid a swarm next to someone, I'd like a retcon.

Move: to L10.

Minor: shifty -- shift to K11. I might want to AP a charge if I can see a good target.[/sblock]
[sblock=ministats]Papolstaanas Male Kobold Warden 1
Initiative: +2, Passive Perception: 16, Passive Insight: 11, Senses: Normal
AC:19, Fort:15, Reflex:14, Will:12
HP:26/35, Bloodied:17, Surge Value:8, Surges left:12/13
Action Points: 1
Powers:
Shifty
Tempest Assault
Weight of Earth
Warden’s Fury (immediate interrupt)
Warden’s Grasp (immediate reaction)

Gale Strike
Second Wind
Student of the Sword (feat)

Form of the Winter's Herald

Conditions: second wind (+2 defenses)

Full sheet: Papolstaanas[/sblock]
 

[sblock=bull rush]
Chaku seems to have bull-rushed the bad guy, possibly successfully. If he has, where has he been pushed to?[/sblock]
 

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