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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? |
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. |
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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? |
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.
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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. |
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. |
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.
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Besides, I have several ideas, I am just waiting for Garr to take the statue head before implementing them. |
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. |
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:
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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... |
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.
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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) |
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1. Push the priest tentacle-first into one of the un-hit villagers for more luls And to release Glock, of course |
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 |
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 -- |
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. |
Slamming it against yet another minion sounds great, but we might be constrained on how a "push" is defined.
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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.
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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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