|
Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
|
By the Way
They have been steadily gaining ground and closing the gap on the 10 of you!
Paladin was making sure of what he was sensing and all of you were slowly searching the area, so not moving very far ahead at any quick pace!
When the alarm sounded, you all stopped in your tracks and everybody is looking around to see what is coming, so they are advancing while you all are standing there trying to figure out what is going on and more importantly, what it is you all are going to do!
Chances are, if you run for it, someone or a few of you may stumble and fall and then where would you be ?????
Just Some Things to Think About for Now!
Posted on 2013-06-11 at 02:21:12.
|
Archangel Resident Karma: 17/2 213 Posts
|
Strategy
So we can hear these sounds coming from all directions?
If so, we might want to move towards one of those directions to encounter one of the groups rather than wait in one spot for all of them to encircle us.
Or, if this place is ruins and rubble, we could take a defensive position atop or inside them. If we would stumble and fall moving among them so easily then surely skeletons would also have a hard time.
JMHO!
Posted on 2013-06-11 at 12:05:59.
|
Kamina Resident Karma: 18/0 415 Posts
|
Strategy
We could also think about moving the more squishy people into safer positions, while the more tank like people take up defensive positions around them?
So the Fighter, Knight, Cleric, Paladin, maybe one or both the bards?
Posted on 2013-06-11 at 14:25:33.
Edited on 2013-06-11 at 14:29:21 by Kamina
|
Angelic Regular Visitor Karma: 4/5 84 Posts
|
.
Bards are squishy.
Posted on 2013-06-11 at 16:57:04.
|
Odyson PUN-dit Karma: 158/25 6327 Posts
|
Clues We Have Been Given..........
The water sound seemed to be a quarter mile away or 440 yards.
We move toward it 100 yards, now 340 yards away.
Pirates are 100 yards behind us and closing.
We hear the sounds of water, but this place is desolate.
Water attracts animals and is a reason to build a city.
No life but water is wrong. Likely to be tainted waters.
Rubble is not good to run across, but this a city so there should be street/path with less rubble.
I doubt we can cover the 340 yards before the pirates catch us. There are no walls left to hide behind. So should we find the high ground and defend it. A mount that causes the pirates fight up hill and gives us better view? The piles of broken bones will make it harder for them to advance.
-------------
The Druid will gladly protect the squishy Bard.
Posted on 2013-06-11 at 17:15:00.
Edited on 2013-06-11 at 17:18:01 by Odyson
|
Ziklag Resident Karma: 7/0 224 Posts
|
I know I'm not wearing a red shirt
I think I am the only one with out armor. Hmm standard circle defense with holy men pointed in one of the three directions to turn some and pound the rest into dust.
Posted on 2013-06-11 at 18:05:22.
Edited on 2013-06-11 at 18:54:48 by Ziklag
|
Tuned_Out Khash Munee Karma: 47/0 707 Posts
|
What we've been given...
Hammer has described the terrain as rubble; no buildings, no structures, and no indications of a path or street.
We have an unknown quantity of enemies approaching from the East, West, and South. If we seek to flee we're driven north toward the water sound (which, Ody has noted is a concern).
We are more than 1000 yards (estimate from game post page 3) from the ship, so Dagger and his Stout Hearts are too far away (if they are not encountering problems of their own) to provide assitance.
Note:What I am going to propose in my post is something like falling back north (partially not a full out flee) in a regroup effort (as we're seperated). Attempt to diminish the amount of our attackers via the righteous fivine might of Cedrus (turn undead), and deal with the remaining pirates. Additionally via the turning rules, any turned undead that fail to flee and cower (say the terrain prevents their escape) can be assaulted while still afraid so long as the one who commited the turning (ie me) does not attack them.
Althougth we are all inexperienced, I am assuming limited knowledge as a Paladin of Cedrus that Turning the foes would be an appropriate course of action as out-right fleeing seems risky due to terrain. Aka, Skeletons, even of the Pirate variety, will suffer holy justice.
Also note:I would not presume Jaufre is fully aware of the "let-the-allies-handle-the-turned-foes" benefit of Turning, and as can be seen with his equipment (short sword and small wooden shield), he lacks in bone-crunching preparedness.
Further discussion of how we should proceed is appreciated (and looked forward to) as I tidy up the rest of my post.
Posted on 2013-06-11 at 20:20:13.
Edited on 2013-06-11 at 20:22:09 by Tuned_Out
|
Odyson PUN-dit Karma: 158/25 6327 Posts
|
Hey How About...............
Posted on 2013-06-11 at 20:44:06.
|
Angelic Regular Visitor Karma: 4/5 84 Posts
|
.
Never took my eye patch off .
Arrrgh we gonna make it?
Arrrrgh the pirates too much for us to handle?
Arrrrgh the puns going to stop?
Posted on 2013-06-11 at 22:54:09.
|
Ziklag Resident Karma: 7/0 224 Posts
|
Hmm
I think all of you have great idea's. T.O. so far has a good plan. I can use ILLUSIONARY HOUNDS to distract OBSCURING MIST if we need to fall back. I would like to hold COLOR SPRAY because not sure it will work on them. If all else fails we could put the eye patches on and see if works.
Posted on 2013-06-11 at 23:37:10.
|
Odyson PUN-dit Karma: 158/25 6327 Posts
|
Hey, I Get It...............
Yeah..... Hounds......... Bones........
Sicum Fido!!!!
Arrrrr they going bury the bones?
Hey.... we can make bread!!!
Fe Fi Fo Fum, Grind their bones the make my bread!
Posted on 2013-06-11 at 23:54:27.
|
Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
|
Time is Ticking
The Skeleton Pirates are now 70 feet away during the time you all have been trying to figure out what to do!
They will probably be 40 feet away by the time you all decide what exactly to do!
At least you can see them better now!
Wearing Tattered Pirate Clothes
Armed with Cutlasses (1 Cutlass per Skeleton Pirate)
15 Skeleton Pirates to the East
15 Skeleton Pirates to the West
20 Skeleton Pirates to the South
What to Do ???? What to Do ????
Posted on 2013-06-12 at 17:10:40.
|
Odyson PUN-dit Karma: 158/25 6327 Posts
|
Good Odds..........
So it's about 4 to 1. That's not too awfully terrible.
70 yards, time for range weapons. Attack as we withdraw north.
Posted on 2013-06-12 at 17:35:10.
Edited on 2013-06-13 at 02:05:36 by Odyson
|
Ziklag Resident Karma: 7/0 224 Posts
|
Ahhh the pressure!!!
I guess we have a leadership issue? No matter what we do we are out numbered 5 to 1. If the Paladin and cleric and turn some maybe be dust some and then retreat north toward the water. I can use the mist spell to give us time.Then maybe they will find some area where we can make a better defense.
Posted on 2013-06-12 at 17:40:20.
|
Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
|
Paladin & Cleric
Are Able to Turn, but Not Destroy!
Remember: Only Level 1 Characters!
Paladin has better odds of Turning UnDead more (he is Human and his deity is Elven!)
Cleric, because of the way numbers were applied to Attributes, does not get as many Bonus Turns!
Tip:If You Ever Encounter Skeletons Again, these may be the Weakest you encounter as far as how many Hit Points it takes to Eliminate Them!
No! Am Not Telling You How Many Hit Points!
Posted on 2013-06-12 at 17:49:00.
|
|
|