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

[sblock=ooc]Jynxx can get to P7 with a single move (speed 5 right?), avoiding all hazards along the way. From there he could barely reach Kaeysari with a Healing Word and still have a standard left for attacking. Or, he could take a second move action and should be able to get within 5 squares of Chaku at H8.

OnlytheStrong, I'm guessing you were thinking about going around the building to the right side? That's possible, but you'd have to go over the cistern which requires a few athletics checks. I think going around the left might be better anyhow given that Chaku (and one slinger) have moved in that direction. But it's up to you.[/sblock]
 

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[sblock=ooc]Remember that Kaeysari has already spent her second wind, so a heal check will stop her from dying, but not get her back into the fight.


Never mind. Looks like Chaku's used his too.[/sblock]
 
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[sblock=ooc]I still find the increasing-move-while-running-while-slowed to be pretty of bogus. (Which happens fairly often when I look at Sage Advice, come to think of it.) It says you can't increase your speed above 2 (it's ambiguous whether running temporarily increases your speed, but at least intuitively it does) and that if slowed while moving you have to stop if you've moved more than 2 squares (no mention of getting more squares if you were already running). It seems like it's supposed to confine a move to 2 squares.[/sblock]
 

Cillani sighed as she lost sight of the snakes and moved pasted the burning column until they were insight again .She let loose another round of lightning. "Die, foul creatures! I mean seriously, DIE."

[sblock=Actions] Cillani moves forward to r15 before unleashing another round of Vanguard's lightning. Vs. Swarm X 1d20+4=5;Vs. Swarm O 1d20+4=10 Wow I fail lol [/sblock]
 


[sblock=further argument about running while slowed]One more set of arguments against increasing your speed while slowed by running and then I'm done.

First, this has some clearly nonsensical effects. Suppose a warden is standing in a corridor with an enemy not currently within reach. The warden has weight of earth and sudden roots. The enemy really really wants to run past the warden.

Scenario 1: the enemy takes a run action to move past. The warden takes an OA, slowing the enemy. If the enemy has moved 2 or more squares, it must stop, even though it's running.

Scenario 2: the warden moves up to the enemy and slows it with weight of earth. The enemy runs anyway. It gets to move 4 squares, i.e. potentially more than if the warden slowed it while it was already running. This is just silly.

Second, some indirect evidence:

From Slowed (PHB 277): "You can't increase your speed above 2."

The ability to run more than 2 squares while slowed requires that we assume that running does not increase your speed. This is a possible interpretation, given the wording of the run rule. But:

From Double Move (PHB 264): "When you double move, add the speeds of the two move actions together."

I submit that if running does not increase your speed, then a double run is no faster than a normal double move. This is absurd.[/sblock]
 

[sblock=ooc]Yes, Krassus has one hit on him, can take two more, I'll clarify the status.

Good job dropping the weresnake. Poor weresnake, takes two crits, how unfair! <hides from BenBrown>[/sblock]

[sblock=Slow and Run (Judge maybe)]Re: slowed and running, actually you can run while slowed. Slowed does not mean you can only move two squares, it means your speed is now 2, for all movement modes. Running is not a movement mode. It is an action which allows you to move your speed + 2, so running while slowed allows you to move 2 + 2 = 4.

Basically, slowed is a pretty sucky condition. Just go ask my wizard.

I'm pretty sure about this, but I can see how there'd be disagreement so we could use a ruling from the judge.

Oh, just found this question conclusively answered by Sage Advice, which I guess is not 100% official, but it's pretty close.[/sblock]

[sblock=Judge]
I also agree with ryry's interpretation of the slow+run ruling. Any place I looked the conclusion was the same. The positive side is that you did force the swarm to grant CA, -5 to attacks, and draw OA's as it moved (not sure if it actually drew OA's, but there it is). Yes, overall, slow is likely the weakest of the conditions. [/sblock]
 

OOC: Ok. Got some work to do now, so I'll give Charm some time to take pity and spend an AP in order to save my sorry behind and then post later today :)
 

[sblock=ooc]

Didn't realized Chaku had moved. It's semi hard to follow the combat with all the ooc comments lol. Idc how Jynxx has to move, get him near enough to use Majestic Word on the goliath. I can't have another guy dropping on me. [/sblock]
 

[sblock=ooc]

Didn't realized Chaku had moved. It's semi hard to follow the combat with all the ooc comments lol. Idc how Jynxx has to move, get him near enough to use Majestic Word on the goliath. I can't have another guy dropping on me. [/sblock]

[sblock=ooc]If we can get rid of the swarms, it'll be a lot easier. As things stand, we're in kind of a tough situation. If both swarms are alive when he next goes, Papolstaanas will take at least 15 points of damage immediately, plus since he can't get both of them, he'll take another three (or eight depending on if he saves or not) at the beginning of the following turn. Adding in their attacks, that'll likely drop him. If we can get rid of one of them before he moves, then he'll only take 8 at the start of this round, and will live to fight another round. If Cillani spends an action point right now, and hits one or both of them, then Papolstaanas can go, which might remove the second one, leaving a clearer path for Jynxx.[/sblock]
 

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