Page 233 - Rainbow Retribution

15th Jan 2013, 5:00 AM in Bridle Gossip
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Rainbow Retribution
Average Rating: 5 (4 votes)
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Author Notes:

Newbiespud 15th Jan 2013, 5:00 AM edit delete
"It was a good idea at the time."
"It made sense in my head."

"At least it all turned out okay in the end, right?"

If I had a nickel...

Notice: Guest comic submissions are open! Guidelines here. Deadline: January 27th, 2023.



DaughterofBastet 15th Jan 2013, 5:02 AM edit delete reply
... You'd be even richer!
irrelaventname 15th Jan 2013, 8:54 AM edit delete reply
if i had a nickel for every fanfic where discord or nightmare moon (A.K.A. the being that turned luna evil) were redeemed... i'd have 297 cents. at least, according to my calculations.
Digo 15th Jan 2013, 9:26 AM edit delete reply
How did you get 2/5th of a nickel? O_O?
Meneth 15th Jan 2013, 10:00 AM edit delete reply
Because the fic was unfinished? :)
Digo 15th Jan 2013, 12:39 PM edit delete reply
...that actually makes cents.
kriss1989 15th Jan 2013, 2:08 PM edit delete reply
DracoS 15th Jan 2013, 3:42 PM edit delete reply
You ought to be drawn and quarters for that one! :)
Guest 15th Jan 2013, 6:10 PM edit delete reply
Yen owed, that was horribly dimed.
DaughterofBastet 15th Jan 2013, 6:30 PM edit delete reply
No one got the reference... I think I'm the last surviving member of an otherwise extinct fanbase. ¬.¬
kriss1989 16th Jan 2013, 8:11 PM edit delete reply
Which one? Maybe you could join the Secret Buddies!
Raxoff 15th Jan 2013, 5:17 AM edit delete reply
I love the expressions in this one
Kaze Koichi 15th Jan 2013, 5:22 AM edit delete reply'd have 5.40$
Digo 15th Jan 2013, 5:34 AM edit delete reply
I'm reminded of a Phineas and Ferb episode where the "If I had a nickel" statement was invoked. Cue a sudden barrage of previous episode clips showing that statement plus a counter in the top corner showing the value of incoming nickels.

At the end of the clips the character remarks they only have something like 75 cents worth and could maybe buy a candy bar. :)
Digo 15th Jan 2013, 5:36 AM edit delete reply
I'm fairly unfamilair with 4e- What is the difference between "Save ends" and "Save ends all"? Is it that Dash has to make a separate save for each effect?

I'm pretty sure I know all the effects themselves at least.
Zuche 15th Jan 2013, 6:10 AM edit delete reply
"Save ends all" means you roll just one saving throw (which usually means you have to roll 10 or better on a d20) to end all effects. Instead, Rainbow Dash is left having to roll a separate saving throw for each of the following effects:

* granting combat advantage,
* dazed (which includes granting combat advantage but is still a separate effect from the preceding one,
* immobilized,
* weakened, and
* vulnerable 5 to all damage.

There is no saving throw to negate the damage taken or regain the healing surges lost.
Digo 15th Jan 2013, 7:11 AM edit delete reply
Okay, so my guess is within the ball park. Thanks for the clarification on that! :D

So, do we want a "It was a good idea" story? No? You're right, those are dime a dozen. XD
Especially with my group because they hate trying to come up with plans that don't involve combat. Seriously.

However, since I'm a PC in our current Shadowrun game, I get to test my above theory! We need to break into the mayor's house to dig some info in his personal records and my idea is to disguise ourselves as a carpet cleaning service and hit the house while the mayor is off at work.
No one in the neighborhood is gonna look twice at a carpet cleaning service and worst case scenario we need to knock out the butler and maids if they get too suspicious.

Saturday we'll find out if my players can handle that or if we end up burning the place down. XD
Zeeth 15th Jan 2013, 12:13 PM edit delete reply
I'd note that the (head) butler typically arranges household maintenance so the master doesn't have to. You can extrapolate from there.
Digo 16th Jan 2013, 8:15 AM edit delete reply
Yes a very good point. I'm entertaining parallel options. For instance, its been snowing a lot so staging an electrical powerline failure to the home may buy credence if whe show up as part of the City electrical company here to repair the damage.
Zarhon 15th Jan 2013, 5:53 AM edit delete reply
How did RD lose healing surges from traps?
zimmerwald1915 15th Jan 2013, 6:02 AM edit delete reply
I don't play 4E, so this is probably way off the mark, but couldn't she spend healing surges to stay in positive HP while the traps were being resolved?
boorubrowser 15th Jan 2013, 6:12 AM edit delete reply
You lose surges if you take damage during cutscenes or montages.
Zuche 15th Jan 2013, 6:16 AM edit delete reply
Some attacks by monsters or traps list the hit effect as, "x damage, and the target loses a healing surge". This is generally considered more brutal than any amount of damage, even if the effect of a hit costs only the healing surge, with no additional damage.

As much as that property is supposed to make some monsters more dangerous, the amount of surgeless healing players can acquire can render the effect fairly moot in many cases.

Boorubrowser's answer is also valid, though this level of loss by a single player character would be excessive for that standard. In general, such a sequence might cost everyone in the part each a healing surge, or just one for every member of the group that failed a skill check (and for each check failed) during a skill challenge.
MirrorImage 15th Jan 2013, 8:44 AM edit delete reply
I like to think of healing surges as akin to "your ability to catch your breath." Taking a short rest and burning healing surges is similar to saying "Hang on guys, I need to catch my breath." When something hits you for healing surges, it would imply an attack that didn't do much physical damage but was an exhausting attack (maybe it took that much effort to dodge, a la Indiana Jones vs The Boulder).

It all goes along with understanding that your Hit Points aren't necessarily your "health." If you have 20 hit points max and take 5 damage, that isn't necessarily a result of you getting "hit" (even though mechanically you did), your character may have made a very close dodge instead. Taking another 5 damage down to "bloodied" would imply your character was probably hit.

Think of Lord of the Rings or other movies with long sword fights - ultimately, only 2 or 3 strikes ever really hit. The rest of the strikes merely wear the opponent down.
Zuche 15th Jan 2013, 6:22 AM edit delete reply
Between all of those effects and the damage and the 10(!) healing surges lost, I have to wonder if Zecora isn't at least a paragon tier encounter. I get that the DM is trying to establish that it's a Very Good Idea for the party to talk this one out, but ouch.
Digo 15th Jan 2013, 7:19 AM edit delete reply
Well, it was a lot of traps:
Dart trap
Gas trap
Log trap (All kids love log)
Water trap
Second net trap (Dash dodged the 1st one)
Two ceiling traps

And the GM ends with a "..." so heck, there's a possibility for another trap or two not mentioned. :D
Raxon 15th Jan 2013, 7:59 AM edit delete reply
Of course kids love log!
reynard61 15th Jan 2013, 6:32 PM edit delete reply
And when you get older, you can start polishing your Morning Wood:
Zuche 15th Jan 2013, 11:54 AM edit delete reply
Yes, but the number of traps tends to matter less than the level of them in 4E D&D. A single level 30 is almost certainly a TPK machine to a level 1 party: extremely reliable (measured by the attack modifiers), very lethal (damage and/or effects), nearly undetectable, and immune to available countermeasures. Thirty level 30 traps, on the other hand, aren't likely to slow a level 10 party down, though they might serve as an entertaining way for a controller to further humiliate their enemies.
Digo 15th Jan 2013, 12:40 PM edit delete reply
Did you mean thirty level 3 traps?
I get what you mean either way.
Guest 15th Jan 2013, 6:11 PM edit delete reply
Yeah, I got lost in there somewhere. Must have been all the traps, making my head spin (save ends).
CocoaNut 15th Jan 2013, 7:33 AM edit delete reply
With the barbarian almost dead and the ranger too tiny to fight effectively, they're now dependent on the BARD for tanking.
Zuche 15th Jan 2013, 12:05 PM edit delete reply
Hey, in the last season of Encounters, I had to play the tank to a party of three rangers and a rogue, all of whom specialized in ranged combat.

...I was playing a witch.

As the only casualty that night and having held my own in close quarters for four rounds, I think that counts as a success.
DracoS 15th Jan 2013, 3:47 PM edit delete reply
I'm impressed. The one time anyone played a witch in our group, they would've been killed totally dead in the first action of the first round of a fight if I hadn't offered to take the hit (a critical with a x3 weapon).
Azureink 16th Jan 2013, 5:52 AM edit delete reply
4e Bards are not like the Bards of the past. 4e Bards can be just as effective, if not more so, then Warlords and some lesser fighters in the tanking department. They also have a lot of healing and control potential along with passable damage. 4e Bards are great Leader classes.
Guest 15th Jan 2013, 7:34 AM edit delete reply
At least it wasn't a trap that turned her *into* a trap.

Harmless comparatively, but can be very traumatic to a new player...especially when other players/npcs try to seduce them...or they play along and don't care.

People seem to fall into those two categories.
masterofgames 15th Jan 2013, 8:16 AM edit delete reply
Now there's a thought.

Right as the players are getting cured at the end of the campaign...

GM: Oh, and Fluttershy discovers something as she's getting ready for the herbal bath. (Passes a note)

Note: Fluttershy has actually been a rather pretty stallion for the entire session.

FS: ... CANNONBALL!!! (Dives into the bath)
Lyntermas 15th Jan 2013, 10:51 AM edit delete reply
RD: Wait, you weren't in the shack, but you saw that I was trying to break in. Therefore, you knew we were suspicious of you beforehand.
Z: I had to guard against your temper hot,
If you wrecked my place, my work is naught.
FS: She WAS trying to work on a cure for us.
RD: No, she was working on a cure for Poison Joke, which SHE led us into, and we didn't even know that at the time. So tell me how this played in your head, Zecora: You gave us a cryptic message telling us that we were "test subjects", we find out the next day you essentially cursed us by proxy, we go to your house, and then what? We just calmly knock on the door, you let us in, explain your plan to poison us to cure us(because SCREW "informed consent"), and we'd just be hunky-dory about the whole thing?
Zarhon 15th Jan 2013, 11:13 AM edit delete reply
I don't think that's a proper rhyme.
mlp_redmoon 15th Jan 2013, 11:22 AM edit delete reply
that'd be a phonetic rhyme, which is proper
Anvildude 15th Jan 2013, 2:44 PM edit delete reply
Of course it is! "." rhymes with ".".
nemryn 20th Jan 2013, 8:58 AM edit delete reply
"..." represents the null syllable, which rhymes with everything.
terrycloth 15th Jan 2013, 11:22 AM edit delete reply
I think the answer is 'you fall into my cunning traps, and I put you in cages, now shut your yaps.'
Moonrush 15th Jan 2013, 9:29 PM edit delete reply
Seconded, barring not pulling out a shotgun on anypony Zecora hasn't been a good (or Good) person in ANY possible way.
Lyntermas 15th Jan 2013, 11:52 PM edit delete reply
The main problem isn't that Zecora is evil, it's that her plan was ineffectual. It relied on her victims acting against their own natures. A much better way to have gone about it would be:
1. Notice band of ponies following you.
2. Lead them into Poison Joke
3. Express "surprise and concern", tell them of their predicament, and that they should come to the hut tomorrow.
4. Receive cooperative and willing test subjects.
terrycloth 16th Jan 2013, 11:59 AM edit delete reply
Unless she has a low charisma and no training in bluff. Which is likely. In which case her victims would realize that she deliberately set up everything and hate her even more.

It's like... in a game... we were supposed to sneak into a city and find the enemy's secret plans, and we tried to physically sneak in with invisibility and stuff because that was what we were good at, but the module was written to have us use social skills to trick everyone into thinking we were local which we suck at. But it was forced, so we failed miserably and only survived because the module assumed the players would fail miserably and had a traitor help them anyway. Wait. I think I got a bit off track there.
Akouma 15th Jan 2013, 1:00 PM edit delete reply
I can kind of imagine RD just walking out like "welp, I'm 100% useless if this turns into a fight right now. See ya'!"

I mean, she'd go unconscious if you sneezed on her and has no healing surges remaining so she can't be stabilized if she does take damage. It's almost a character moment that she didn't.
Vulpixel 15th Jan 2013, 1:20 PM edit delete reply
Well, if dazed and immobilized, she could still attack assuming she is next to an opponent. At 8HP she might survive a hit or two. They could always res her later, the ritual is cheap below level 11.
Guest 15th Jan 2013, 6:29 PM edit delete reply
You don't need surges to be stabilized, since that action does not restore hit points. It just keeps you from having to make death saves. In the meantime, any action that would let an unconscious character spend a healing surge restores the character to 1 hit point if there are no surges left to spend... at which point regeneration can kick in again and temporary hit points become much more useful.
Gaston 15th Jan 2013, 1:59 PM edit delete reply
Panel 1: Muzzle trap active
Panel 2: No muzzle trap
Panel 4: Muzzle trap active again
Conclusion: RD tried a saving roll, and it doesn't seem to have worked out.
*Sigh* 15th Jan 2013, 3:53 PM edit delete reply
I assume, then, that if you activated a trap then you automatically are inflicted with what ever was in that trap? Because I'd imagine for the sake of realism that if you just crashed through all those traps at high speed you should have been able to miss at least a couple of them.
Aegis Steadfast 15th Jan 2013, 4:32 PM edit delete reply
Aegis Steadfast
As the DM said in the last page, she sped right through one of the traps immediatly, probably got some bonuses to her DC on some of the other rolls as well, at least until one hit her slowing her down.

At least that's my guess, DC for each trap rises with each successful hit due to them slowing her down in some ways.
Newbiespud 15th Jan 2013, 5:11 PM edit delete reply
This is what the DM was rolling all those dice for two pages ago. Rolling to hit, and rolling for damage.

The high speed entry was indeed a factor. Or, at least, I would have factored that in if I was the DM in that situation.
Digo 15th Jan 2013, 6:42 PM edit delete reply
Well, Dash did bypass the first trap...
Aggrax 15th Jan 2013, 8:35 PM Three times Zebras were a good idea edit delete reply
This is oddly relevant. In my gaming group, we were playing a superhero game and one of the characters was modeled after the Japanese movie Zebraman. One of the powers he gave himself was to summon zebras,10 to be specific. This power was used 3 times and used usefully once.

First time, we are in a warehouse filled with giant spiders and their sentient leader mother spider and we are losing badly. In an attempt to give us reinforcements,the zebras were summoned. This was how we found out that zebras have horrible combat stats in this system and couldn't hurt the spiders if they crit. Most of the zebras fled the fight or were killed by the spiders machine-guns(we give our DM weird ideas).

The second time, we are fighting a supervillian in an apartment building. Long story short, there was a stretchy villain hanging above a hole in the floor and zebra man flying above him. Zebraman has the bright idea to summon his zebras as a weight, trying to pin the villain down. The villain, unfortunately, made his grip save and with his super strength, sling-shot the zebras back at Zebraman, splattering zebra all over the ceiling.

Last time. During the previous fight a psychic villain managed to get into another team members mind. After a long mental battle, the villain was frozen in mind-ice and we have no idea what to do with him. So I had Zebraman summon a zebra and used my characters mental powers to show the villains mind into the zebra, who we then handed off to the "justice League"

Our superhero game was really, REALLY weird.
Digo 16th Jan 2013, 4:29 AM edit delete reply
Anty game that can proudly say it had "splattering zebra all over the ceiling" pretty much wins the award for Wierdness. :D
Adviserman 24th Jan 2013, 6:32 PM edit delete reply
As the GM for that particular game, I can vouch for the weirdness. Hopefully that game taught my players to be careful what they say around me, because it just might happen. Especially if I'm in a particularly annoyed mood. Also in my defense the players weren't normal for the most either even for a superhero game. Between a crazy Russian with Ice-Wolf-Hulk powers, the fore mentioned Zebraman, an emo-kid with shadow powers, a psychic-detective with multiple personalities depending on who he was talking to, and the plant god who time-shared the body of an archaeologist, what's a GM to do to keep his sanity? That's before you add in the characters that either died or dropped out; a homeless Zebra-man fan boy with thorn and burrowing powers, the electronic ghost living in a robot body, the speedster with bow and arrow fetish, and the Deathstroke the Terminator clone that somehow was the least dangerous combatant ever. I think I stole Zebraman's sidekick and turned her into a competent and scary character out of self preservation on my part.
Zebraman 29th Jan 2013, 2:38 AM edit delete reply
I still remember the first time I summoned those Zebras.
And as everyone asked me why I would possibly take that ability, I simply stated.."It sounded like a good idea at the time..."
Zebraman 29th Jan 2013, 2:38 AM edit delete reply
I still remember the first time I summoned those Zebras.
And as everyone asked me why I would possibly take that ability, I simply stated.."It sounded like a good idea at the time..."
Jovey4 16th Jan 2013, 12:05 AM Guest Artist edit delete reply
Ah gosh I hate it when I trigger like 4 traps at once... I'm the cleric in my group, so naturally I can't dodge a single one :T
I'm loving the turn this took already, it had me rolling when Zecora revealed her secret XD
Malroth 16th Jan 2013, 3:06 AM edit delete reply
This is why i love the Summon Elemental Reserve feat, completely disposable trap detectors you can replace every round at the low low cost of not casting a 4th lv spell
Carvin 16th Jan 2013, 10:25 AM Whoa... edit delete reply
I'm at the current date. It's been fun... and now I've been inspired to do a Pony RPG of some sort, though I don't know what. I'll find out Friday if I've got players at my old college's Adventurer's Guild...
Lyntermas 16th Jan 2013, 11:21 AM edit delete reply
Hello, Carvin. If your looking for a Pony RPG, we've got a system that you might want to look at called Pony Tales: Aspirations of Harmony. Hope it's useful.
kriss1989 16th Jan 2013, 8:15 PM edit delete reply
Currently testing out new rules for the tabletop version; it was originally developed for PBP and Skype use. However, it is simple enough that if you fdid want to just use that version for a tabletop game there really wouldn't be a problem.