Alright, I'll give Arillius another 8 hours or so (basically after I work out and remember to log in) to take his turn. Otherwise, I'll take it or someone else can take it for him. Just don't burn any encounters/dailies
The following assumes that Arillius is still unavailable. I'm not trying to "play someone's character for them", just suggesting tactics in the absence of stated input.
Spoiler
The archers being able to move around freely is really pumping up the enemy's DPR. If Van is at U6, he can use an OA if archer 2 or 3 tries anything fancy, and he's actually got a decent melee basic attack. He could direct the strike on Damakos before walking, just walk and MBA, or charge, but his other at-wills don't really do anything here.
That puts a fair bit of distance between leader and party, though, so if Van moves that direction he should get some support from Calder and/or Eveve on their turns. I think the optimal division of labor would be (( Standard to have Damakos magic missile skirmisher2 or spear2 )), (( Move Action to walk to U6 )), no minor action. Have both Calder and Eveve come over, cuz the rest of the party won't take long finishing off the skirmisher on the south side of the caravan.
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Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun
Dimers - I sent Arillius a message a few hours ago and haven't heard back from him yet. If he doesn't move in 3 hours (8 PM Pacific) please take his move for him.
Dimers - I sent Arillius a message a few hours ago and haven't heard back from him yet. If he doesn't move in 3 hours (8 PM Pacific) please take his move for him.
Ono. Me go bed now. Brain no have thinky. Slept four and a half hours last night, worked a 12-hour shift, walked both to and from work ... I am so not lasting another hour and a half.
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Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun
oh right, you're Boston. Alright. Let me do a round of P90 then I'll take like a dozen turns (this is what I get for having so many enemies in the fight).
NICE MOVES Shular! I don't know if you realize this, but the Skirmishers have exactly 20 hp :)
Thanks. Yeah, I kind of figured they were fairly low when the first one died. They're kind of like tough minions :-)
Anyway, Huren has the stance up for the rest of the combat, so if anything melees him, feel free to roll his interrupt (+11 to hit, 1d4+5 damage, plus 2d6+1 if he has combat advantage, such as flank) to save time.
My IC post said Spear1 was unlikely to OA, but that may be wrong. He knows he's marked, but he doesn't know that Calder can do something to respond if he strikes. So maybe he'd take the shot, because hey, what can it hurt to try?
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Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun
I believe Dusty is non-mobile. Conjurations can't move or be moved unless the power that makes them says so.
Ah, crap. That means that I gave out some wrong info before. If the Spirits of Athas aren't movable, you don't have to maintain LOE to them. Bad perfectionist rules lawyer! Bad! No biscuit!
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Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun
The way I see it, posting more often gives other folks more incentive to catch up and more material to riff off of. Just be sure to include a little more than Lazam, and it'll naturally evoke more response.
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Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun
Post all you want - this is collaborative storytelling. I'm only like 3 steps ahead of you guys, so if you have some cool stuff you want to do, just go for it and I'll weave the threads together. The more inclusive you are, the better, of course.
If there's a problem, I'll let you know, don't worry
So, unfortunately Arillius is going to be taking a hiatus for a while. He had just started at a new job when his mother got sick, and then just when things were starting to calm down, his computer died.
He said he will try to return once things calm down, but for now I'm writing him out of the story in a way that he can be reintroduced or disappear completely.
At this point I don't think we need to get another party member - you guys should be fine with 5. Lazam will be the only pure Leader, but I think that is not going to be a problem, since we have some MC/Hybrid action going on as well.
At this point I don't think we need to get another party member - you guys should be fine with 5. Lazam will be the only pure Leader, but I think that is not going to be a problem, since we have some MC/Hybrid action going on as well.
In terms of healing, we'll do okay. Eveve isn't much of a leader in terms of helping or directing allies, but she's good with the healing (and only going to get better from here).
In this party, losing Van mostly means we lost a front-liner (and RPer). A warlord on a team without decent MBAs doesn't have much chance to shine. Lazam's benefits don't depend on that. Speaking of MBAs -- since Tegu selected his powers based partly on Van being here, would you object to him reviewing the choice now?
Unrelated: do I need to roll some Heal checks, or should I just have Eveve say in IC the caravan's ready to move?
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Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun
Btw, did we get exp for that or do you handle keeping tabs on exp and tell us when we level?
Don't worry about XP
I'm more of an "x encounters" sort of guy. I count RP, combat and skill challenges all equally in terms of 'encounters', so as long as everyone is RPing and participating, you guys will level every 6-7 encounters. Right now, you've knocked out 2 encounters (initial RPing to get the group togehter + combat w elves)
In terms of healing, we'll do okay. Eveve isn't much of a leader in terms of helping or directing allies, but she's good with the healing (and only going to get better from here).
In this party, losing Van mostly means we lost a front-liner (and RPer). A warlord on a team without decent MBAs doesn't have much chance to shine. Lazam's benefits don't depend on that. Speaking of MBAs -- since Tegu selected his powers based partly on Van being here, would you object to him reviewing the choice now?
Unrelated: do I need to roll some Heal checks, or should I just have Eveve say in IC the caravan's ready to move?
No need to roll heal checks. I figure we're basically 'taking 10' as it were.
And as far as Calder is concerned - I might be persuaded if presented with a decent argument to change 1 thing out.