USH'S STAR WARS GAME- CAMPAIGN II EPISODE V (DARK SIDE)- The Prisoner of Datura

Started by Baylin438 pages

Rah is still holding the rear attacking any trogs that come within reach in order to let the less physical/agile ones to get across.

ok let's try and do this the easy way. I'll head to speak to the guards at the front of the queue and blow a force point on persuade.

"I should be inside the palace"

That will blow a force point of course.

Just one problem though- the bad-tempered crowd objects to you moving forward to the front of the queue in the first place! They really are very aggressive, and the situation is tense. Some way of getting there without causing a lynch mob might be handy.

Originally posted by Ushgarak
Two successes to get to the edge and have to scramble up; three to clear it entirely.

1 and you are in a bit of trouble... 0 and you are screwed.

Hmm. But even with lacking Great Leaping, just Leaping by itself doubles my Agility for jumps...

Yup!

Yay.

Well, I'm not going to jump yet, just because doing that alone is a bad idea...

Kill trogs, you harpy!

Well, if there were any within killing range...

If they get initiative and there are any trogs within attack range, though, Rianna will kill one, but she's not moving to do so. I want to jump across soon as others are ready to do so.

Dak will try to kill a trog.

Con will also attack a trog if there's one in range.

Originally posted by Bardock42
Con will also attack a trog if there's one in range.

Don't you have that slingshot?

Actually, I'm changing my action. Rand is going to get the rope from Ranto.

3-3 switches initiative to them. The ones at the chasm jump into the attack! All at the front are attacked except Almir and Azarl.

However, the ones at the front are borught down by Rianna, Con and then Galder unloading his gun. Which then stops working.

Rand moves back and Relle ties her rope!

Xavier and Rah keep the trog problem at the rear under control, though more have now arrived.

Azarl rolls just one success. No luck yet!

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THE CHASM, Start of Turn 4

Cavern Far West

Trogs x5

Chunn: 28

Ranto: 4 (rope, 4 cylinders)

Xavier (C9): 2(1A)/61 [MA DW SF] [FB FE AS] (0F) (1 cylinder)

Rah: (C9): 2(1A)/41 [SF DW WS] [FE FA] (5F) (1 cylinder)

Dak: (C9): 3/45 [TW IM WS] [FE DU SF DW] (2F) (1 cylinder)

Rand (C4): 2 (1A)/7 [DW] (4F) (Knife)

Cavern West

Gallador (C4*): 1/13 (5F) (1 cylinder)

Relle (C11): 1 (3ABH)/35 [MA IM FE] [SF DU FA] (2F)

Rianna (C11): 3/40 [MA DU FE] [FA DW AS] (1F)

Azarl (C9): 1/10 [MA] (3F)

Galder (G7): 3BH(2ABH)/53 [CC DU IM] [DW FB PA SF] (2F) (1 cylinder, blaster)

Con (C7): 2(1A)/39 [FA EE] [CC DW] (4F) (1 cylinder, blaster, slingshot)

Almir: 2

CHASM IS HERE

Trogs x5

Cavern East

Clear

Cavern Far East

Clear

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Rand takes the rope from Ranto.

Galder throws the broken blaster into the chasm and puts up his dukes for the trogs coming in. Swap CC for SF. Tap SF.

Galder will punch out a few of the trogs this turn, waiting for Azarl to get the stalactite down before crossing.

Swap FE for DU.

Having tied her rope, Relle steps back to take down any trogs that come her way.

"We shouldn't delay much longer," Relle says. "Even if Azarl doesn't have that stalactite down, we should cross and get the other side secure."

Azarl keeps trying with the stalactite, dwelling on his anger over being in this situation to bring the formation down.

Rah keeps at it tapping DW to keep away from attacking trogs whilst throwing out kicks and punches to keep them at bay.

"Just one more moment, then we jump across," Rianna replies to Relle.

She'll attack any trogs that come into her range.

Can Con swap in DW again? If so hell do so, and attack a trog if one is in reach.