that's a good idea, since in the average case we would only spend 18. I'm really concerned that we will simply not have enough orthstirr to dps this thing to death. I think Leaping Cleaves are our best return on damage/Orthstirr, but we should use the firebomb if we haven't already, as it is free damage.

That's not a bad idea...we were talking about making a hole and setting things off inside it...I wonder what action that'd be.

@Imperial Fister if we open up a wound, what action would it be to shove the explosive charm in there?

It has poor object permanence and is attracted to sound, or possibly just prioritizes chasing screams. It literally turned its back on Halla the first time she took a hit because someone screamed, and started going after them instead, and that's what gave us our first actually telling blow on it.

But yeah, a dedicated turn to carve an opening in it, to line it up for Firebomb-Strike to take advantage of that 'Collateral Damage' effect to deal ruinous damage to its mass. That should be our approach.

This is making me tempted to just use a bunch of Leaping-Cleaves. We jump behind it, hit it, jump behind it, hit it again and so on...with poor object permanence that might work.

But no, the Firebomb-Strike plan probably is still correct.
 
That's not a bad idea...we were talking about making a hole and setting things off inside it...I wonder what action that'd be.

@Imperial Fister if we open up a wound, what action would it be to shove the explosive charm in there?



This is making me tempted to just use a bunch of Leaping-Cleaves. We jump behind it, hit it, jump behind it, hit it again and so on...with poor object permanence that might work.

But no, the Firebomb-Strike plan probably is still correct.

I feel it might be the screams that attract it. Again, terror-weapon, not something intended to defeat a proper warrior. We might be able to exploit that though--is our Owl capable of mimicking Halla's voice?

We can use that to create an opening, especially if it's not in a position to immediately biff something at the source of the sound. Or hell, we can use that to bait it into a position where we can Standstill its arms.
 
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Our owl is currently at 1d for everything. We'd need to spend 7 orthstirr to get it combat ready...it's not worth the orthstirr.

It doesn't need to attack, just scream convincingly from a useful angle to draw its attention away, even if it doesn't work, we've successfully established that its Object Permanence that it lacks, not an attraction to women screaming.
 
This is making me tempted to just use a bunch of Leaping-Cleaves. We jump behind it, hit it, jump behind it, hit it again and so on...with poor object permanence that might work.
it's like peekaboo but with grevious bodily harm. I'm thinking 9 dice on defense, 18 orthstirr for reinforce shield, 9 3d6 leaping cleaves, stoking our last thing so we have a chance at living next round if it does.
 
it's like peekaboo but with grevious bodily harm. I'm thinking 9 dice on defense, 18 orthstirr for reinforce shield, 9 3d6 leaping cleaves, stoking our last thing so we have a chance at living next round if it does.

We absolutely need to do everything in our power to not get grabbed. We had several close calls already, it successfully grappling us is potentially a dead-end scenario.
 
Tactics write in, dedicate dice to it. If you end up using a lot of throws/other things I'll add in a 'Use' action.

Okay, but as it isn't a Trick, can we even assign more than one die to it?

It doesn't need to attack, just scream convincingly from a useful angle to draw its attention away.

That still requires Command, which is the dice pool I'm talking about.

it's like peekaboo but with grevious bodily harm. I'm thinking 9 dice on defense, 18 orthstirr for reinforce shield, 9 3d6 leaping cleaves, stoking our last thing so we have a chance at living next round if it does.

I'm very reluctant to go down below 4d6.

We absolutely need to do everything in our power to not get grabbed. We had several close calls already, it successfully grappling us is potentially a dead-end scenario.

That's what Halting Vortex is for. It should no-sell any grapple attempts as long as the orthstirr holds out.
 
Okay, so, here are the two discussed plans (weirdly, their costs are identical, at least on offense):

[X] Plan Lots of Jumping
-[X] Tap Saemd (+19 Orthstirr)
-[X] 28d6 Attack (all tricks)
-[X] 8d6 Defense
-[X] 0d6 Intercept
-[X] Spend 15 Orthstirr using Reinforce Shield on her armor (-15 Orthstirr)
-[X] Attack with seven 4d6 Leaping Cleave attacks (-21 Orthstirr) bouncing over and around it again and again attempting to disassemble it with mighty blows.
-[X] In response to any Trick Attack use Halting Vortex (-4 Orthstirr). If it attacks us with a non-Trick attack use Honed Defenses using our Defense dice (-1 Orthstirr each, 2d6 each) and if that doesn't work and Reinforce Shield is not available, use Halting Vortex (-4 Orthstirr).
-[X] Tactics – What it says on the tin. This plan is pure jumping back and forth hoping that the creature's confusion aids us, and using our most damaging attack again and again to take it apart.

[X] Plan Fire In The Hole
-[X] Tap Saemd (+19 Orthstirr)
-[X] 28d6 Attack (27d6 tricks)
-[X] 8d6 Defense
-[X] 0d6 Intercept
-[X] Spend 15 Orthstirr using Reinforce Shield on her armor (-15 Orthstirr)
-[X] Attack with two 4d6 Power Chop attacks trying to bait it out (-2 Orthstirr), then trap its arm with a 6d6 (8d6 w/Hugareida) Inertia-Arresting-Throw (-6 Orthstirr) as a defense when it responds by attacking, use the opening while its arm is trapped to make an attack to make a large hole into a vulnerable area with a 8d6 Honed Leaping-Cleave (-4 Orthstirr), shove the Explosive Charm into the wound (1d6 normal attack) and follow up with an 7d6 (8d6 w/Hugareida) Honed Firebomb-Strike (-9 Orthstirr) directly into the wound made by the Leaping Cleave (hopefully blowing it up from the inside)
-[X] In response to any Trick Attack use Halting Vortex (-4 Orthstirr). If it attacks us with a non-Trick attack use Honed Defenses using our Defense dice (-1 Orthstirr each, 2d6 each) and if that doesn't work and Reinforce Shield is not available, use Halting Vortex (-4 Orthstirr).
-[X] Tactics – We attack it a couple of times in the arms, wait for it to attack, trap said arm with Standstill, then hit it really hard to open a hole, toss in an explosive charm, and hit it in the cut open hole with an explosive attack.

I think I'm fine with either of these, honestly. I think the first gets a little too fancy, but it could be fun and the second is perhaps too simplistic...I dunno, both seem workable.
 
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[X] Plan Lots of Jumping
-[X] Tap Saemd (+19 Orthstirr)
-[X] 28d6 Attack (all tricks)
-[X] 8d6 Defense
-[X] 0d6 Intercept
-[X] Spend 15 Orthstirr using Reinforce Shield on her armor (-15 Orthstirr)
-[X] Attack with seven 4d6 Leaping Cleave attacks (-21 Orthstirr) bouncing over and around it again and again attempting to disassemble it with mighty blows.
-[X] In response to any Trick Attack use Halting Vortex (-4 Orthstirr). If it attacks us with a non-Trick attack use Honed Defenses using our Defense dice (-1 Orthstirr each, 2d6 each) and if that doesn't work and Reinforce Shield is not available, use Halting Vortex (-4 Orthstirr).
-[X] Tactics – What it says on the tin. This plan is pure jumping back and forth hoping that the creature's confusion aids us, and using our most damaging attack again and again to take it apart.

this is basically the same as a draft plan I was working on, and is better formatted besides.
 
So...
- Low-damage attacks are meaningless.
- its standard attacks are dealing damage
- It hasn't used any orthstirr. There's a good chance that it doesn't have any. That doesn't mean that it doesn't have tricks, though.
- It's got some mental issues, and if we can exploit them, that would help.
- disabling it is possible, and worthwhile. We've taken one limb. Follow through with the other three? Only real concern there is making sure that we actually have enough orthstirr left to punch through its defenses enough times to bloody well kill it once we do.
- The real challenge here is orthstirr efficiency. We need to finish killing this thing before we run out of the stuff... because it's not using any, and therefore can't run out, and our ability to damage it without tricks is really problematic.
- We've apparently split its head in half. If we can disable it enough, we may be able to stuff our grenade down its throat from behind.

I feel like we want to do something a bit conditional. Like, if we can get it to defend against even standard attacks, that would be great. If it's a matter of "go trick or go home" then we'd want to find that out after the first standard attack and switch over. Similarly, before it runs out of defenses, we want to swing just hard enough to make it burn defense dice. After it runs out of defenses, we want to get as much damage for our orthstirr as we can
 
I feel like we want to do something a bit conditional. Like, if we can get it to defend against even standard attacks, that would be great. If it's a matter of "go trick or go home" then we'd want to find that out after the first standard attack and switch over. Similarly, before it runs out of defenses, we want to swing just hard enough to make it burn defense dice. After it runs out of defenses, we want to get as much damage for our orthstirr as we can

We already know normal attacks will do nothing due to how much damage they do and knowing its damage reduction.

But really, its defenses are verging on meaningless against our tricks anyway without the ability to roll more than 2 dice on anything. With 4d+ attacks, we're just gonna hit with everything. The issue is doing enough damage before we run out of orthstirr, and the question is what plan is best for that purpose.
 
It's been a while, did we ever figure out how the charm works, or would using it here lose our chance to study and potentially reproduce it later in life?
 
It's been a while, did we ever figure out how the charm works, or would using it here lose our chance to study and potentially reproduce it later in life?
I'm planning on posting the wording of the rune after the battle. At that point, you'll have it memorized. You'll need to figure out the wording in order to use it safely, though.
 
[X] Plan Fire In The Hole

In that case, I don't mind going for Fire in the Hole. it's might be finicky, but it's also flashy and cool, which counts for a lot in my book. Also probably funner to write out then a bunch of leaping cleaves. :p
 
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