Exploding Garrmondo Weiner Interactive Swiss Army Penis

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-   -   [DnD] D&D thread of planning and discussing things so people can see how OCD we all are. (http://www.gamingforce.org/forums/showthread.php?t=39410)

Zergrinch Jan 16, 2010 03:10 AM

It's a sound D&D Strategy!

Anyway, to business.

____________________

Whoever's left will be sure to level up after this battle.

I'm currently debating whether I should take the feat "Mark of Making". This basically allows me to make all sorts of magical items at 2 + my level, freeing us from depending on merchant availability for the magic stuff we want to buy.

However, a couple of the people here already have "Ritual Caster" feat. If you plan to buy the "Enchant Magic Items" ritual (175GP), then there is no need for me to take the feat.

So, here's a question. Anybody in the current party (and Zeph as well) plan to buy this ritual?

Zergrinch Jan 18, 2010 03:04 AM

I will try my best to drop the Devil on my turn, leaving just Framarth.

We could play this out, four (or five - if we revive Gordy) against one, but is there anyone in favor of diplomacy, as in asking Framarth to surrender and we don't kill him? He can always claim to Murkelmor that after a horrible battle resulting in the deaths of his henchmen, Gnasc took us and the slaves, and refused to pay him jack shit.

I mean, I'm all for ending the encounter nao, freeing the slaves, and booking the hell out of the Horned Hold. Since we're in no condition whatsoever to take on Murkelmor, even after a short rest.

Fluffykitten McGrundlepuss Jan 18, 2010 06:10 AM

Quote:

Originally Posted by packrat (Post 741356)

Ha ha, I used to have a couple of lucky d6's which came up five or six nine times out of ten. I also had a pair that would roll doubles all the time which were great for levelling Blood Bowl players but useless for fouling. I don't believe it's possible to own more than one of any shaped dice and not ascribe certain characteristics to them.

Additional Spam:
Quote:

Originally Posted by Zergrinch (Post 741357)
So, here's a question. Anybody in the current party (and Zeph as well) plan to buy this ritual?

If you check back to the opening post of the quest, the guy who gave it to you said he'd chuck in some rituals as part of the payment so don't go buying any just yet.

Zergrinch Jan 20, 2010 09:51 AM

Okay, seems like we won't be getting any chance to have an extended rest after all. I'd say it is most prudent to book it - we're in no condition to fight Murkelmor. I say we do our business ASAP and run like hell.

Though, here's a half-baked plan in case we DO want to fight him.

A. Cal shapeshifts into Framarth.
B. Gordok shapeshifts into a harmless armadillo at the southwest bridge.
C. 'Framarth' knocks on Murkelmor's door, shouting, THE PRISONERS ARE ESCAPING! INTO THE KITCHEN!
D. Gordok readies action: Tundra Wind when enemies are spotted.
E. 'Framarth' runs all the way into the kitchen, with Murkelmor close behind.
F. Murkelmor reaches armadillo
G. FAAAAAAART (part 3)

Quite risky though. So what do you say?

FatsDomino Jan 20, 2010 10:19 AM

I'd say leaving Murkelmor to his dead castle is the better option. We need to either convince Gru to shut up or slit his throat. He seems like a nice enough fellow but he's going to be the thing that starts up another encounter that we do not need.

Zergrinch Jan 20, 2010 10:24 AM

I'm expecting Murkelmor to come marching up to look for Framarth in five minutes. So that's kind of the time limit, I suppose, for us to go and book it out of here.

It's good that they have a wagon. We can ask them to load up a piece of minotaur statue as proof of quest completion.

Also, since customary resale value of anything in the D&D world is 20%, I'd think it's possible to meet them halfway, at 33%. We should probably buy the Warsoul weapon and the Flask of the Dragon's Breath. I really like the [Your Level] + 5 = 11 bonus to hit.

Jurassic Park Chocolate Raptor Jan 20, 2010 02:46 PM

I'll buy the Flask and the Punching Glove.

We're leaving though, Fuck the rest of this.

Garr just uses his crowbar from a thousand years ago to take the head off the statue we shoved down the stairs, and we cart that motherfucker all the way back to the quest giver.

This is the part where we leave, and we leave GOOD.

THe backdoor previously mentioned is on the other side of the troll room. We're going there.

Fluffykitten McGrundlepuss Jan 20, 2010 04:44 PM

You better hope the backdoor doesn't lead to a steep staircase if you're carrying half a statue with you, I can't imagine the boss dude is going to pop out of his room, see a pile of dead allies, shrug his shoulders and go back to bed, he'll be chasing after you, you're going to want to block or trap some doorways behind you or the fight's still going to happen. Don't forget that before you found the stronghold you were wandering around for quite a while, it's a long walk back to the surface.

Jurassic Park Chocolate Raptor Jan 20, 2010 05:00 PM

Quote:

[01/20/2010 - 13:11:52] Pang: Well, do you have any tools that could plausibly snap the neck of a stone cow
[01/20/2010 - 13:13:17] Colonel Skills: since it's already pretty beat up, we have a dwarf with a warhammer and a fighter with a crowbar (from way back when making the Fuck You 2000), I'd say...yes?
[01/20/2010 - 13:16:19] Pang: Oh right the crowbar. Well then, have at it. It's just an inanimate object so don't worry about making rolls on it or anything.
[01/20/2010 - 13:18:44] Colonel Skills: how heavy will it be, approximately?
[01/20/2010 - 13:18:55] Colonel Skills: enough for garr to carry?
[01/20/2010 - 13:21:32] Pang: 80lb or so, yeah, he's got plenty of encumbrance to spare
It's like I thought of exactly that or something.

Besides, I have several ideas, I am just waiting for Garr to take the statue head before implementing them.

Skexis Jan 20, 2010 05:06 PM

Well, at any rate, I have to go to work for the next 8 hours, so don't kill me until I get home :(

I guess just run me with the group if it comes to that.

Zergrinch Jan 20, 2010 06:56 PM

I specifically lined up all the dead in a nice little crypt that nobody does into. I was hoping that would maintain some semblance of normalcy, besides the ghost town. Oh well :shrug:

Zergrinch Feb 16, 2010 06:32 AM

Jesus Christ. 3 HP after 1 round?

The minions are positioned optimally to be taken out with a single well-placed attack. Unfortunately, I can't see a way to make such a multi-target attack (Tundra Wind, Roar of Terror) without knocking Glock unconscious. Fey switch would prevent the unconscious part, but it's a pity Gordy has no close bursts...

Skexis Feb 16, 2010 02:45 PM

I can try to knock them back with moment of glory, but I was hoping to save the dailies until we'd gotten in a bit more. If anybody can get to Glock, they can use that firebreathing potion, too, which will take out a few more.

Jurassic Park Chocolate Raptor Feb 16, 2010 04:08 PM

You people worry too much.

FOR THE GLORY GORDOK. LET'S DO IT.

(Skex might need to stand by for potential healing because this is going to get real ugly real quick)

Zergrinch Feb 17, 2010 12:30 AM

Quote:

Originally Posted by AcerBandit (Post 744636)
Tundra Wind deals 11 damage to the priest and four villagers and misses Glock and 2 villagers.

TwoA comments :)

1. Push the priest tentacle-first into one of the un-hit villagers for more luls And to release Glock, of course
2. Since it has the primal keyword, won't you need to use that minor to shapeshift into some kind of bear or smth? Was confusing it with "Beast form keyword, my bad.

FatsDomino Feb 17, 2010 01:35 AM

Another good question would be which minions did I push but then again dead so...

I guess a good question would be where should I push the priest to?

But yeah which 4 minions do you think would be best dead? =o

Zergrinch Feb 17, 2010 02:30 AM

Pang didn't label them, so let's just say:

04 03 02
05 GL Pr
06 09 11

Garr got AoO against 3 and 4 so they have to be somewhere on the upper-left.

GL = Glock, Pr = Priest

09 strikes at Glock but Skald's chainmail redirects it to 6, killing it.

04 03 02
05 GL Pr
-- 09 11

Gordok kills four. Let's just say 11, 09, 05, and 04. The ones nearest to the stench, if we're going for flavor here :)

-- 03 02
-- GL Pr
-- -- --

He then pushes the priest to 02, whapping both for 1d6 + 4 damage, and killing 02. To end the grab, push the priest further, say...

So we're left with:

-- -- Pr
-- 03 --
-- GL --

Jurassic Park Chocolate Raptor Feb 17, 2010 02:41 AM

BZZZRT

WRONG

PANG DID LABEL THEM.

The bottom right corner is number 6. In your case, where your number 11 is.

Otherwise your plan is fine.

Zergrinch Feb 17, 2010 02:45 AM

Slamming it against yet another minion sounds great, but we might be constrained on how a "push" is defined.

Quote:

PANG DID LABEL THEM.

The bottom right corner is number 6. In your case, where your number 11 is.
If that's the case, maybe Gordy would want to end his move at B2. Stopping at B3 would provoke an AoO from the southwest villager.
I'm blind today.

Jurassic Park Chocolate Raptor Feb 17, 2010 03:03 PM

Actually, if we go using the rules from before we can just shove him into the house as the second shift, getting a second whack of damage in there.

Zergrinch Feb 23, 2010 11:20 PM

May I suggest an added edit to Glock's actions?

Gibbering missed against Gheth, and Bite missed against Gordok, so Virtue of Cunning can activate on either one.

You can either slide Gordok away so he won't attract an AoO from Mouther A

or

To allow dazed Garrmondo to inflict damage on his round, slide Gheth to -D3 and Mouther B to -C4. This will also give flanking advantages against the foe, for Gheth anyway.

So basically a choice between damage avoidance and inflicting more damage.


Edit: Just read Acer's post. Ehh... Never mind then :p


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