Take care.
Continuing to retreat (one more turn and youâre out of tentacle range), or pushing forwards in an attempt to rescue Eabd?
a bullet limply plops from the barrel as the rifle releases a loud hiss from the vicinity of the air reservoir.
My whole weekend right there.
Poot.
Thwip has spare airtanks, but theyâd take too long to swap right now.
Hereâs hoping the Things are too busy laughing at Thwip to tear Blue Hawk apart in his sleep.
Thereâs still Aronn. And Thwip does have a shiny new swordâŠ
I think that we ought to try to rescue Eabd, but not quite sure how yet.
It isnât a situation that lends itself to slow, thoughtful planning.
Whatâs Ranar doing right now? Charging in might kill the beast, or it might get you torn limb from limb [1]. Backing off will probably doom Eabd, but all of the party members with a pulse should be okay.
The blob has seven tentacles visible; three of them are occupied in holding Eabd.
[1] GURPS, of course, does have rules for this.
What is Hawkâs position exactly?
Is it atop him, or between him and the anti-magic room, or is he between the room and it?
I have different options in mind for each of these scenarios.
How long did dazzles last again?
EDIT: Also, how aware of Hawkâs predicament is he at the moment?
True, Iâm not even going to roll for impulsiveness, this seems a natural situation for it.
Dazzle is three seconds. You can still see, just not well; youâre aware of Hawkâs situation.
So, how are Nic and Jibril reacting to this?
The tentacles took solid hits from Eabd, Nic and Jibril; all up, youâve probably collectively done 30-40HP of damage already. But, OTOH, you have no idea how hard this thing is to kill.
This is the current position:
The tentacles have a seven-hex reach.
Ranarâs move was an All-Out Defence (Enhanced Dodge), BTW. Up to half Move, +2 to Dodge, no Attack this turn.
Based on what youâve seen, one or two tentacles make a substantial foe. Lots of tentacles are an overwhelming foe.
The Thing is lying on top of Hawk, and youâre two hexes from the no-mana room.
The Thing is of similar weight and strength to Hawk, and is fighting furiously. If youâre thinking of throwing/dragging it into the antimagic room, it would take a great deal of effort over at least two rounds of combat.
Movement while downed:
You can crawl or roll one hex per turn so long as you arenât grappled. Or you can spend one turn getting to your knees, then another turn getting to your feet. Getting to your knees takes all of your activity for the turn (you can still defend), but you can attack while rising to your feet from your knees.
True, Iâm not even going to roll for impulsiveness, this seems a natural situation for it.
GURPS meta-RPGing lesson: this is why you should take every opportunity to demonstrate your characterâs Impulsiveness etc. in non-lethal situations. It provides justification for making a control roll in situations like this.
You can crawl or roll one hex per turn so long as you arenât grappled. Or you can spend one turn getting to your knees, then another turn getting to your feet. Getting to your knees takes all of your activity for the turn, but you can attack while rising to your feet from your knees.
Hawk is two turns away from safety. It doesnât seem to make sense to take two turns to rise, and then another turn to escape, as opposed to taking two turns to escape.
The downside of staying on the ground is penalties to both defence and attack.
Swings and roundabouts.
True, but if the Thing is on the ground, it takes those same penalties to attack and defense. And if itâs not, then itâs taking that same time to rise from the ground and by the time itâs up on its feet, Hawk should be safe and sound.
Two-thirds of the fighters appear to be AWOL. Wotcha all wanna do?