No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Well, no: I was more making the point that if you set fire to it to clear the way, it'll take a minute or so, which gives plenty of time to alert the whole camp as to what you are up to. But yes: if you overcome that aspect, it'll be good as a burning barrier and so on. You can ignite the stuff with any power with the Fire keyword. I also expect there is someone with the relevant wild talent sitting about inside.
The stuff is also very vicious to handle (in its non-burning state or otherwise). Without being careful (i.e. using a standard action to literally pick it up carefully, or some other means that maybe doesn't involve touching it) it's effectively a hazard: abstracted as an attack it you aren't cautious with it. But someone made the comment of making daggers out of it - the spines are about six inches long, so that'll work.
I'll put up a proper map, which will help you plan. Bear with me, it'll be big and a bit complicated.
Question: would we be better off heading for the crodlus in the north east? With run actions and action points we could more or less get there in the first turn, and we're pretty high up the init list.
My concern is that without mounts we'll never get away, and might just die in the desert if we do.
Stuff I don't know - how easy or hard is it to steal and ride the beasts? If needs a lot of skill rolls then not worth it. If it just needs us to get there the at least some of us should go for it.
Male Half-Elf Bard/Rogue 2, Athasian Minstrel [AC 16, F 13, R 16, W 15; HP 31/31 0 temps (surges 3/8); Init +4; Spd 6; Passives - I 17, P 16]
They are too far away. I, as the forward most one, am still 26 squares away from the closest unrridden mount. That means I spend my whole move an action point to get there, only to end my turn just too far away. Meanwhile the riders finish the short distance they are and mount up before we get there. Now we are only a few squares away from the riders, and will most assuredly not get away.
Running away from them, with an action point run, I can get to S54 in the other direction. Giving me an at worst 40 square lead on the closest unmounted mount. And still a 15-ish lead on the closest.
I think the narrow vallies, winding ways we entered will be a more effective place to try and make a stand against any that approach, just due to those mounted having less room to manuever. That's just how I see the layout.
Also, a preemptive apology to Aubrey. You drew out the map.... so we could run off the edge of it first chance we get. I don't know if the google docs is working well for you, but if you have access to PowerPoint I have a map file I built there. If you look at the games I run you can get an idea of the maps, and it's pretty easy to use. If you are interested let me know and I could probably send the file.
EDIT: Then again my maps aren't 58x54 grids. I would have to play with the method I used to make the grid to get one that size.
I'm happy with the Google docs. The map is produced in Excel but I share it by importing to Google docs, and while it was better (my work changed its firewall so I can't access it easily now at work grrr!) it seems a reasonably effective way for me, and flexible.
As for running away, seems a perfectly good plan to me. I can probably rejig the map as you go if necessary, but skill checks might be more appropriate...
Okay, sold. So we're running to the Northwest, in the same direction as the few remaining elves.
Calla's got a couple of powers that will help. Speed of thought, that works as soon as she rolls initiative, and lets her move 5 squares. And quick formation that will let the whole group shift 2 squares, if Calla can get an attack in.
Hah! Thanks, that does indeed make more sense. Right, we'll pretend that Call wanted to make sure she was slightly north of the main group, to protect people. Yeah, that's the ticket, it was all planned.
No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
By the way, re Irivis and her lameness, it seems to have no actual game impact. If you are happy with that, then fine. However, would you consider reducing her movement rate to 5 in return for +2 to a skill of your choice?
Hey guys I'll be away for a couple days over the weekend with no internet access. Calla will use her speed of thought power to move between the group and the id fiend, but she'll wait for guidance before doing much else - she's well out of her comfort zone.
Male Half-Elf Bard/Rogue 2, Athasian Minstrel [AC 16, F 13, R 16, W 15; HP 31/31 0 temps (surges 3/8); Init +4; Spd 6; Passives - I 17, P 16]
For leveling, are we using the inherent bonus system? I tend to use it in all my games due to being gear light. I was wondering since Dark Sun is pretty gear light by nature.
Male Half-Elf Bard/Rogue 2, Athasian Minstrel [AC 16, F 13, R 16, W 15; HP 31/31 0 temps (surges 3/8); Init +4; Spd 6; Passives - I 17, P 16]
Inherent bonuses simplified
At 2nd level, and every 4 after (6th, 10th, 14th...) you get a +1 to attack and damage. You also get an extra 1d6 to damage on a crit (2d6 at 6th, 3d6 at 10th.)
At 4th level, and every 4 after (8th, 12th, 16th...) you get a +1 to every defense (AC, Fort, Ref, and Will).
Arakan is updated
Power - False Bravado
Feat - Two fisted shooter
And oh dear. I'm on the road with only an iPad, and it turns out that I can't use the character builder. Obvious in hindsight but a bit of a blow. I can use the compendium to select a utility, but I don't know all the other steps to level Calla up.
I think that:
All attacks and defenses go up by 1 as new level is an even number
All attack and damage go up by 1 from inherent bonuses
Calla gains 6 hit points
Calla gains a utility power
Calla gains a feat
What happens with skills?
What happens with healing surges?
What else have I missed?
No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Rev Rosey wrote:
Will check surges.
The value of surges goes up, as it's always 1/4 hp (rounded down) and your hp go up. The number of surges is equal to a set number plus your CON mod. Since your CON isn't changing (might change at higher levels) your number of surges won't change.
No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Glod wrote:
Put them out please.
If you are using the online character generator, there's a tick box in the Manage Your Character section which automatically applies inherent bonuses. They are designed for settings like DS where equipment is hard to come by, and make sure your character remains competitive even without being garlanded with magic items.
I'm updated, I had the inherent button on my character builder!! I waffled between a healing power that was a daily to one person, an encounter that I could use for temp hps, or a daily for temporary hps for the entire group... Unless someone prefers something else I got the daily that allows anyone within 5 squares of me gain 13 temp hps when I spend a healing surge... seemed so useful...
Away for ages. Me and my wife are touring New Zealand for the next several weeks; having a bit of a sabbatical from work. iPad with 3G is working well so far -- but not for wizards of the coast online stuff.
Thanks for the help guys; should be able to get Calla sorted today or tomorrow...
Wintergreen's CE PA IT Geek 10/Daddy 6/Physicist 3/Cartographer 1/Runner 1
Will Cooper wrote:
Away for ages. Me and my wife are touring New Zealand for the next several weeks; having a bit of a sabbatical from work. iPad with 3G is working well so far -- but not for wizards of the coast online stuff.
North our South? We spent a few weeks on the North Island a few years ago, very beautiful.
Male Half-Elf Bard/Rogue 2, Athasian Minstrel [AC 16, F 13, R 16, W 15; HP 31/31 0 temps (surges 3/8); Init +4; Spd 6; Passives - I 17, P 16]
Aubrey Only:
I just wanted to say I'm a little thrown for a loop here. The issue is with knowing too much about Dark Sun. I was confused for a bit about the whole Pyreen thing. Originally they were just uber-druids of a sort. A 'race' of creatures if you will, that actively opposed defiling, and would only interfere with people when doing so undid a defiler's work. Also, they worked to undo the damage of the Sorcerer-kings.
Confused, I looked in the 4E DS books to see if they did anything to them that I missed, and the only mention was as an epic destiny, not necessarily an individual of prophecy. I don't have a point to all this other than to say that I'm a little jumbled, and the rules-lawyer in me can't not say something. I'm not trying to change anything, it's your game and I think it's going great, I just felt like I needed to add my 2 cents.
No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Aadvaak:
Spoiler:
Well, I only really know DS from 4e, so it's a bit inevitable I'll trample on some stuff from previous editions. In this case, don't worry - there's less to it than meets the eye.
Male Half-Elf Bard/Rogue 2, Athasian Minstrel [AC 16, F 13, R 16, W 15; HP 31/31 0 temps (surges 3/8); Init +4; Spd 6; Passives - I 17, P 16]
Offering up my ideas, taking the GM's suggestion to discuss before Arakan launches into one of his diatribes.
I think the best bet may be to disprove the existence of the 'Pyreen'. Now that we met him and he's not one of the pale ones, I think he's just a wily tribe shaman taking advantage of the event to push his own agendas on his peoples.
I intend to sow dissension with the giants, maybe show (ala 300) that if he can die by us, he's not powerful. Or possibly, convince them that it was us not him, that brought down the meteor.