If these guys can sprint but not "marathon", could we run along the riverbank long enough for them to get winded chasing us before we jump back to their side?
 
Didn't someone say to change the plan to not jump into the river?

Someone did, but they only mentioned them throwing rocks, not anything about our own offense having issues. I thought them throwing rocks was manageable given our own offensive options. That may even still be true, depending. We have Explosive Charms and a Trick for throwing them, after all, though their damage may be too low to be sustainable here.

You can, but it's very slow and easy to dodge as a result, which counteracts Kindle Spinner's main advantage of being fast as hell.

Ah. That was not clear to at least me, and I suspect Alectai as well (given the river was his idea). Will keep in mind in future.
 
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This kind of scenario is why I suggested that forgefire rooting trick btw.

Imagine how much stamina wouldve been burnt from them freeing themselves just to keep up the chase as Halla repositioned herself. Rather than needing to rely on environmental tricks to base moving around off of, a root and then pelting kiting game on Hallas terms wouldve been nearly indomitable
 
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looking forward to the rewards from this, fighting half a dozen people who can throw out 50+ value attacks should be worth some solid Orthstirr gains.
 
hm... we probably don't have time to interrupt whatever the summoner(?) is doing, huh? A shame, unless we go back to the hill or take the fight to them....

Say...how about EWC back to the hill and pop some spinner on them?
 
Okay, so, analysis, based on that round:

1. They can do Triple Point attacks and defenses, which sucks but is not unexpected.
2. They can spend points to add to damage as well (1 Point= 2 Damage). Still straightforward, but worth keeping in mind and allows them to power through things like damage reduction. There may or may not be a cap to this.
3. The foewoman seemed to run out of actions after 10-12 'points' (depending on whether the attacks we stopped with Halting Vortex were normal or Double Point). So we can assume that's their cap, and based on her actions it does seem to be an individual cap rather than a group one.
4. They appear to have exactly 7 Health. Or did this last turn anyway (their Endurance may be dropping per turn given their endurance issues). We dealt the Foewoman 3 damage last turn, then Avow hit her for 4 this turn and she died, but 6 damage last turn did not kill one.

We have killed one group of three, the remaining group took 4 damage early on, so they're pretty vulnerable all things considered, and there's no evidence of any more groups coming, but this group are definitely doing something funky. We probably want to relocate again and try and finish them off.

hm... we probably don't have time to interrupt whatever the summoner(?) is doing, huh? A shame, unless we go back to the hill or take the fight to them....

Say...how about EWC back to the hill and pop some spinner on them?

Maybe not the hill specifically, but this is my current thought. We can send, like, a 30d6 Kindle Spinner with 2 Odr boosting its damage and probably finish them all off based on what we've seen. That's even not very expensive in terms of Orthstirr.
 
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Also, I forgot to mention this but Sway can't benefit from Hone as it's not using a weapon to defend. I let it work this time, because you didn't know, but it's something to keep in mind for the future.
 
Also, I forgot to mention this but Sway can't benefit from Hone as it's not using a weapon to defend. I let it work this time, because you didn't know, but it's something to keep in mind for the future.
Okay, I know that this is just a QM showing kindness to us players, but I kinda like the implication that you can do the impossible as long as you don't know you aren't supposed to be able to do it.
 
Well, here's a tentative plan. Subject to improvements if people have any in mind.

[X] Plan Whoops Again
-[X] Stoke Saemd (+40 Orthstirr)
-[X] Tap into Sagaseeker's Orthstirr as necessary
-[X] Dedicate any we kill in melee to Sagaseeker
-[X] 34d6 Attack (all tricks)
-[X] 10d6 Defense (all tricks)
-[X] 10d6 Intercept (all tricks)
-[X] Grab Abjorn and use Ember-Wing Cloak to leap over to a fair distance behind them with a clear line of sight and attack...the hill is preferable if it provides those (-12 Orthstirr)
-[X] Make a quick 4d6 (w/Hugareida) Kindle Spinner (-2 Orthstirr) through the air to force the one doing something with the water to abort or take damage, once we've relocated take the opportunity of being at range again to launch a 25d6+1 (w/Hugareida) Kindle Spinner using 7 Orthstirr for extra dice and 2 Odr for extra damage (-9 Orthstirr, -2 Odr), then make a total of two 10d6+1 Honed x2 Skewer-Flick attacks using Orthstirr to add Lightning Damage (-7 Orthstirr each) if they manage close with us
-[X] If we have time after the Kindle Spinner and before they get to us, put up as much Reinforce Shield as we can up to 10 layers (up to -5 Orthstirr)
-[X] Let Reinforce Shield tank attacks for as long as it lasts. In response to any attack against Abjorn (or us once Reinforce Shield is down) use Halting Vortex (-4 Orthstirr each). If we try to use Halting Vortex but an attack penetrates it, use a 14d6+5 Reinforced x4 Sway (-6 Orthstirr). If the Halting Vortexes aren't working and Abjorn is attacked defend him with a 15d6+1 Honed Reinforced x4 Hefty-Halter Chop (-8 Orthstirr). If Abjorn goes down use Stabilizing Palm on him (-12 Orthstirr).
-[X] Tactics – Toss a Kindle Spinner to distract or damage and leap immediately before even seeing if it hits to somewhere behind them with a good line of fire on them to avoid whatever they're trying to do with the water, then hit the remaining group with a big Kindle-Spinner. If they survive, prepare to engage them in melee.
 
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You can, but it's very slow and easy to dodge as a result, which counteracts Kindle Spinner's main advantage of being fast as hell.
So we could throw one at this Foe and (assuming that whatever it does takes long enough) force it to either tank the hit or abort what it is doing?
One of the Foemen crouches down and locks his eyes with yours. Two fingers extended, he drives them into the riverbank shore.
 
So we could throw one at this Foe and (assuming that whatever it does takes long enough) force it to either tank the hit or abort what it is doing?

This is a good question. I'd be willing to free up a couple of dice to force an abort or tanking the hit...maybe we should do that either way, with an Explosive Charm and Chuck if this doesn't work...
 
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