Episode 2

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DMJ

Dec 2, 2018 12:38 am
Situation and Applicable Mechanics
OOC:
Because A-M strong Saved gave the timely and bold warning, I'm angling a bit to give options on this scenario as it is.

Held Movement, let opponents spend theirs, so I can't see how it would be fair to allow Movement later in the round as a routine matter.

BUT...I feel like it some forms of abnormal Movement might be worked into Round 1 economy in certain circumstance. By this I mean resources such as Action Surge, maybe Bonus Actions (if you have them remaining) like Cunning Action.

I'm open to appeals or ideas that might work if anyone wants to spend and try to move out.

If Movement is used, it is likely going to also take some sort of Tumble or Overrun dice. Everyone's route out is going to be through enemy territory (including those bottom side corners on the notional battle map).

Also, Opportunity Attacks would be in play.

Also, the line where the front PCs are is now Difficult Terrain because of the webs.

So maybe Movement is not a great idea, and maybe it won't be successful even if it is tried. But I'm just bringing it up in case it turns out to be the less bad idea when compared to holding position.

So it's not clear yet how far the glob can Move. You have to make your choice. This seems to me like one of the worthwhile efforts to capture the blend of Action between turns in the Round in a realistic way.

DMJ

Dec 2, 2018 12:44 am
OOC:
That was a lot above, so here's the summary:

1) Namtur and Thorn are Restrained.

2) Kray needs to defend against 2 Grapple Attempts to see if he is Restrained

3) Everyone has been alerted in the split seconds of DANGER to the rear - approaching acid goo. Decision: Action Surge, Cunning Action Bonus Action, or anything else that might be a realistic case for Movement? If so, do you spend and Move?

4) If you can and are trying Movement somehow, let me know and describe. And send through either an Overrun (STR Athletics) or Tumble (DEX Acrobatics) roll to see if you can get past the SpiderMan wall. I'll send opposing rolls individually.

Guide) All this is still in R1, so think through economy of Actions to see what is possible.

DMJ

Dec 2, 2018 2:08 am
Adar-Malic and Akkeen Escape Movement Attempt
R1


Bonus Action capability allows Movement

The twins move with a purpose, trying to escape the terrifying gel that is pouring through the back threshold.

Both Overrun attempts Fail

The spider monsters on both sides pin them in however, crowding the area and leaving no path for escape.

Rolls

Adar-Malic Overrun Attempt - (1d20+3)

(19) + 3 = 22

SM11 Resist Overrun - (1d20+2)

(20) + 2 = 22

SM8 Resist Overrun - (1d20+3)

(17) + 3 = 20

Akkeen Overrun Attempt (v. SM8) - (1d20+3)

(12) + 3 = 15

Dec 2, 2018 2:17 am
Elam Escape Attempt
R1


Elam tries to slide through and break out from the line before he is stuck in webs.

Action Surge for Movement
Requires Tumble Attempt

Tumble attempt successful. Movement allowed.

Character capability avoids OAs.


With uncanny speed Elam explodes through the line and places some distance. With deft hand movement, he racks one blade into a scabbard and draws forth a javelin from his angled tied-off holster that hangs low on his back and hip.

Rolls

Elam Tumble Attempt - (1d20+9)

(19) + 9 = 28

SM9 Catch Tumbler Attempt - (1d20+2)

(16) + 2 = 18

Dec 2, 2018 8:21 am
OOC:

DMJ says:

OOC:
CB, I'm adjusting your series a little. In my interpretation, the Ready Action consumes a Reaction.
Yeah totally right. I had boobs on my mind or something.

How we getting past these spiders, guys? Maeriks has already used up his action surge, so he's stuck. I think Thorn has his still and that's about it for AS? I feel Thorn needs to use it to free himself of the webs. Rogues probably all got their bonus dash actions, but using up that bonus action would preclude them from Tumble. I think we are all stuck here until the round 2.

Any of you battle masters have Maneuvering Attack? Cut down one of the friendly neighborhood spidermen and direct one of us to move through the gap!

So to summarize the major tactical issues to deal with:
* Thorn and Namtur are in a bad position being restrained and on the flanks with the most attackers.
* We also want to put distance and spidermen between us and the boba tea beast.
* The major host of the enemy is still across the room setting up/waiting to spring

I think we need to shift left, instead of forward as Elam has done. Going forward, we will still be sandwiched on two sides. Going left along the gap at the bottom and moving into the corner, we will present just a single front. We flank and take out the SM that threaten to deal major harm to Thorn. This leaves Namtur on the other flank surrounded and Elam in the middle of the room with focused fire on both of them, admittedly a very bad thing, but I don't see how we can clean it all up all at once. Also, there are more SM on the left, so Namtur will have a slightly easier time of things than Thorn would if we shifted right.
[ +- ] Brew's map
Of course, when Cthulu rises from the waters we'll be sandwiched again, but we'll deal with that when it comes.

[ +- ] Maeriks Mac Mahan Mac Hannoc
Last edited December 2, 2018 8:32 am

DMJ

Dec 2, 2018 9:38 am
Constablebrew says:
OOC:
Yeah totally right. I had boobs on my mind or something.

How we getting past these spiders, guys? Maeriks has already used up his action surge, so he's stuck. I think Thorn has his still and that's about it for AS? I feel Thorn needs to use it to free himself of the webs. Rogues probably all got their bonus dash actions, but using up that bonus action would preclude them from Tumble. I think we are all stuck here until the round 2.

...
OOC:
Boobs are a lot of fun, that's for sure.

Forgot to formalize something earlier: I'm OK with the idea that Bryn's time working to defeat the Eagle Door was good enough for a DT version of Short Rest. This goes for everyone except Bryn that is. He certainly wasn't resting. (Sorry, Ox. Tough job being the only Background Research Nerd AND the only Safe Cracker in this crowd. Ha!)

On one hand, I think maybe that is pushing it. In reality, everyone probably didn't drop their guard, lay down, and catch quick cat naps or anything. Still some tension, watching Bryn, helping him maybe, pulling security and keeping eyes peeled for traps, spies, ambushers. We won't get into a habit of dismissing the idea of real rest, but this time I want Short Rest Boosters to have recharged applicable powers. The adjust Short Rest anyway was designed to be forward-leaning on rugged soldiering characters being able to drink water and continue mission.
OOC:
Good tactics debate above, btw. This one is a real puzzle.
Constablebrew says:
OOC:
...
Of course, when Cthulu rises from the waters we'll be sandwiched again, but we'll deal with that when it comes.

OOC:
And yeah, you still have to think about Cthulhu. We'll see what shakes out.
Dec 2, 2018 4:26 pm
Kray narrowly twists and shifts in the maelstrom of fiends, webbing spewing all around.

Restrained by SM4. Will post more when I can.
Last edited December 2, 2018 4:28 pm

Rolls

Resist grapple sm6 - (1d20+5)

(11) + 5 = 16

Resist grapple sm4 - (1d20+5)

(15) + 5 = 20

Dec 2, 2018 4:39 pm
J, cant we just cut the webbing?
Dec 2, 2018 4:57 pm
OOC:
Going to have to find out in game I think. But to be fair, in game the PCs will see how the webbing behaves and if it at least seems like it could be cut.
Dec 2, 2018 5:16 pm
On tactics, trying to shift left and roll the team would be a mess. We're already in the shit fellas, and that tactical move, especially given the webs already spun, would be lost time. I do think, however, now that the cube is all up close and getting romantic, we use CB's feed the cube idea. More on that later.

Also, even though Elam and Namtur aren't PC's, having them isolated with foes in between us and them is a problem. If that happens, I see the myrmidons moving forward to mop up asap.
As it stands now, I think they're waiting for their lackeys to soften us up.

Additionally, we dont know what's waiting in the myrmidonsobscured area, so choosing a corner to hold ground could be a corner that becomes a mass grave.

So, moving forward (ha!) I think we just push through and keep it as cohesive as possible, unified front of *some* sort where we can support each other and minimize enemy disruption.

To this end:

(1) We keep murdering spider freaks. I'd like to think they dont have endless webbing in their web cartridges.

(2) Rather than shift the team to support Thorn's flank, I think our rear characters can unload ranged attacks on that flank, freeingThorn up. Bryn could shift over there as well to expedite their dying.

(3) Maeriks, brute that he is, puts that muscle to work and starts feeding spiderman to the jello. It's a good idea CB. When you first suggested it, I simply had no idea that the cube was that close. Now that we're engaged, CB I think you should go for it.

With the jello snacking on spidermen, that takes some pressure off us time wise, just a little. We up the body count and stay cohesive with the best front we can manage. Again, once we look like easier pickings, I think those myrmidons advance to 'mop up.' Let's plan on surprising the shit out of them by painting the floor with their blood.

Dec 2, 2018 5:23 pm
Kray could feel the press to his left, coming from Thorn's side, spider fiends pushing heavy on that flank.

"Focus fire on Thorn, thin that flank!"

EDIT: With J's new map this makes no sense.
Last edited December 3, 2018 1:21 pm

DMJ

Dec 2, 2018 5:42 pm
Ezeriah says:
J, cant we just cut the webbing?
OOC:
Quick Answer: You can try, and predict it could work.
It just takes Action spend as normal. Results would be delivered in narrative rather than mechanics provided here OOC.
Dec 2, 2018 7:17 pm
OOC:
Another option that comes to mind is to charge forward, press through the opposing myrmidons and cut down the head of the beast, Uburatu. I doubt the spider men and jello are working with the myrmidons out of a mutual respect but more out of Uburatu's (or maybe Sutar-Set's) force-of-will. We would have to wedge our way through two battle lines (spiders and myrmidons), but the moral impact on the enemy from taking out Uburatu could be a deciding factor.

Getting back to the shift to the left, I don't think the webbing will be an impact like you say it will. It is just difficult terrain at this point. Everyone pressing forward will eat up an extra 5 ft of movement pressing through that. Moving left, the front line will shift back 5 ft and then move over, so moving out from the webbing wouldn't impact anyone. Pressing forward is likely to split the group up into several smaller islands - each of us will need to succeed on Acrobatics or Athletics checks in addition to OA triggers. We won't all succeed without RNG god's blessing. Shifting left only will trigger OA, but the path there is clear. We can make that movement with confidence.

One option, should we shift left, would be for ranged attacks against those surrounding Namtur. That would help him out and reduce the OA he would trigger should he free himself and shift left.
Last edited December 2, 2018 7:25 pm

DMJ

Dec 2, 2018 8:20 pm
Constablebrew says:
OOC:
...

Getting back to the shift to the left, I don't think the webbing will be an impact like you say it will. It is just difficult terrain at this point. Everyone pressing forward will eat up an extra 5 ft of movement pressing through that. Moving left, the front line will shift back 5 ft and then move over, so moving out from the webbing wouldn't impact anyone. Pressing forward is likely Shifting left only will trigger OA, but the path there is clear. We can make that movement with confidence.

....
OOC:
Clarification here. Shift left will still require Athletics or Acrobatics checks. I wrote above that the bottom side corners are not fully open. A shortcoming of map graphics and of freeze frame picture. Those corner guys intervene in those areas to block passage. In fact AM and Akkeen just tried both sides and got stopped.
Sorry no clear walk-thru route.
Dec 2, 2018 9:49 pm
DMJ says:
Constablebrew says:
OOC:
...

Getting back to the shift to the left, I don't think the webbing will be an impact like you say it will. It is just difficult terrain at this point. Everyone pressing forward will eat up an extra 5 ft of movement pressing through that. Moving left, the front line will shift back 5 ft and then move over, so moving out from the webbing wouldn't impact anyone. Pressing forward is likely Shifting left only will trigger OA, but the path there is clear. We can make that movement with confidence.

....
Clarification here. Shift left will still require Athletics or Acrobatics checks. I wrote above that the bottom side corners are not fully open. A shortcoming of map graphics and of freeze frame picture. Those corner guys intervene in those areas to block passage. In fact AM and Akkeen just tried both sides and got stopped.
Sorry no clear walk-thru route.
OOC:
A, sorry, I missed that.

Even then, still not as bad as moving forward. Shove/grapple move the guy on the bottom of the flank and open the path
Last edited December 2, 2018 9:59 pm

DMJ

Dec 2, 2018 11:15 pm
Very last gasp of Round 1 Battle Grid Map
OOC:
After all normal Actions (good guys and bad)
After Action Surge by Elam, which allowed Movement and escape
After Bonus Action failed escape attempt by Adar-Malic and Akkeen
Before final Movement of Acid Goo
Before any elected power-based "extra" Actions by PCs (i.e. Action Surge, Cunning Action, etc.)
[ +- ] Updated split-second R1 Battle Map

DMJ

Dec 2, 2018 11:21 pm
Constablebrew says:
DMJ says:
Constablebrew says:
OOC:
...

Getting back to the shift to the left, I don't think the webbing will be an impact like you say it will. It is just difficult terrain at this point. Everyone pressing forward will eat up an extra 5 ft of movement pressing through that. Moving left, the front line will shift back 5 ft and then move over, so moving out from the webbing wouldn't impact anyone. Pressing forward is likely Shifting left only will trigger OA, but the path there is clear. We can make that movement with confidence.

....
Clarification here. Shift left will still require Athletics or Acrobatics checks. I wrote above that the bottom side corners are not fully open. A shortcoming of map graphics and of freeze frame picture. Those corner guys intervene in those areas to block passage. In fact AM and Akkeen just tried both sides and got stopped.
Sorry no clear walk-thru route.
OOC:
A, sorry, I missed that.

Even then, still not as bad as moving forward. Shove/grapple move the guy on the bottom of the flank and open the path
OOC:
Yeah, I see what you mean. Hopefully latest map update immediately above is one degree clearer on visualization.
Dec 3, 2018 12:03 am
DMJ says:
Tsavo says:

Ahri steps over the dead creature to take a position next to Namtur. With renewed vigor he thrusts his blade at the next creature's ribs.
OOC:
Attack 11
... .
OOC:
Yo, T-Save. Think this over and consider what you want Ahri to do. I'll think it over too, but I can't see right now how an additional Attack Action would be possible in the last gasps of Round 1. But let me know if I'm missing something.

At a quick assessment, I think we could either:
1) Save this for Round 2 Action, which will be coming shortly.
or
2) You can adjust to let me know if you are using any last minute Bonus Actions for Movement in R1.

Sorry, bro. I know this one is confusing - my mind is about to explode I think. I've made it more complex than it has to be for sure, just trying to be thorough and clear as possible in case things end up in high danger for PCs. Don't want any misunderstandings on tech and mechanics.

Thanks,
J-Overkill
I'd love to delete the last post and pretend I never made it. Between keeping up with work and trying to keep up with the fast pace of this game, I mistakenly thought we were in the next round of attacks and that I was lagging behind and holding people up.

Happy to let the discussion continue and shore up a plan before posting my action.

Apologies again all.

DMJ

Dec 3, 2018 12:34 am
OOC:
No problem, bro. And no apologies needed.
I’ll get rid of that post.

I promise not every round is as complicated and demanding as this one!
Dec 3, 2018 10:35 am
Thought about the wedge, liked the idea of pushing through. Love the idea of cutting off the head...

But what makes it a bad idea is that we can't *see* the head.
Meaning pushing through and going for the head is a big unknown. Now, if we were playing some game with a soft DM, sure. They'd cut us slack. Not so here.

We buy time by feeding the cube. I'll bet we could even feed it recently downed spidermen. Toss em right in to the cube, as a way of absorbing its attacks and keeping it preoccupied.

We did a lot of damage in the first round. Let's hold the line, feed the cube and thin their numbers. Create advantage in tactics by controlling time constraints.

Looking at the new map, we definitely focus damage to the center of the enemy line. Once the ideal moment *does* present itself and it opens up, we punch through. Let's just not force it too soon.

Ultimately, we're in a messy situation. We may even have to see the cube's next move before adjusting tactics. We may *have* to push through, simply to escape its path.
Last edited December 3, 2018 11:00 am
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