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[DnD] D&D thread of planning and discussing things so people can see how OCD we all are.
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Zergrinch
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Old Jan 20, 2010, 09:51 AM Local time: Jan 20, 2010, 10:51 PM #101 of 258
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 was speaking idiomatically.
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Old Jan 20, 2010, 10:19 AM #102 of 258
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.

What kind of toxic man-thing is happening now?
FatsDomino
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Zergrinch
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Old Jan 20, 2010, 10:24 AM Local time: Jan 20, 2010, 11:24 PM #103 of 258
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.

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Old Jan 20, 2010, 02:46 PM Local time: Jan 20, 2010, 01:46 PM #104 of 258
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.

How ya doing, buddy?
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Old Jan 20, 2010, 04:44 PM Local time: Jan 20, 2010, 10:44 PM #105 of 258
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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Old Jan 20, 2010, 05:00 PM Local time: Jan 20, 2010, 04:00 PM #106 of 258
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.

There's nowhere I can't reach.
Skexis
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Old Jan 20, 2010, 05:06 PM Local time: Jan 20, 2010, 05:06 PM #107 of 258
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.

This thing is sticky, and I don't like it. I don't appreciate it.
Zergrinch
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Old Jan 20, 2010, 06:56 PM Local time: Jan 21, 2010, 07:56 AM #108 of 258
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

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Old Feb 16, 2010, 06:32 AM Local time: Feb 16, 2010, 07:32 PM #109 of 258
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 was speaking idiomatically.
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Old Feb 16, 2010, 02:45 PM Local time: Feb 16, 2010, 02:45 PM #110 of 258
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.

What kind of toxic man-thing is happening now?
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Old Feb 16, 2010, 04:08 PM Local time: Feb 16, 2010, 03:08 PM #111 of 258
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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Zergrinch
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Old Feb 17, 2010, 12:30 AM Local time: Feb 17, 2010, 01:30 PM #112 of 258
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.

What, you don't want my bikini-clad body?
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Old Feb 17, 2010, 01:35 AM #113 of 258
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

Jam it back in, in the dark.
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Old Feb 17, 2010, 02:30 AM Local time: Feb 17, 2010, 03:30 PM #114 of 258
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 --

How ya doing, buddy?
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Old Feb 17, 2010, 02:41 AM Local time: Feb 17, 2010, 01:41 AM #115 of 258
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.

This thing is sticky, and I don't like it. I don't appreciate it.
Zergrinch
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Old Feb 17, 2010, 02:45 AM Local time: Feb 17, 2010, 03:45 PM #116 of 258
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.

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Old Feb 17, 2010, 03:03 PM Local time: Feb 17, 2010, 02:03 PM #117 of 258
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.

I was speaking idiomatically.
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Old Feb 23, 2010, 11:20 PM Local time: Feb 24, 2010, 12:20 PM #118 of 258
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

What kind of toxic man-thing is happening now?
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Old Feb 23, 2010, 11:34 PM Local time: Feb 23, 2010, 10:34 PM #119 of 258
Flanking doesn't work on these things.

Also we want the front liners holding these things in place so the rough terrain doesn't catch any of the more mobile ranged guys off balance.

If we move Gheth back after gibbering misses him I suppose we can save him the bite and the ongoing damage, but he'll need to move right back to his current position to hold gibbering B in relative place there. I guess saving him the condition is relatively important, so might as well.

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Zergrinch
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Old Feb 23, 2010, 11:37 PM Local time: Feb 24, 2010, 12:37 PM #120 of 258
Fft fft, I didn't read Pang's memo on the flanking.

Nah, as it stands there's no tactical advantage to sliding Gheth away. Pang will just rewrite history anyway, and move the monster closer before chomping away at him. (I still remember how this strategy to avoid damage backfired terribly in the Gnasc/Framarth battle.)

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Old Feb 25, 2010, 02:59 PM Local time: Feb 25, 2010, 01:59 PM #121 of 258
Skex, lemme know if you want a melee range attack or to stay at ranged for your turn. I can pull you next to B if you want me to.

Jam it back in, in the dark.
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Old Feb 25, 2010, 03:08 PM Local time: Feb 25, 2010, 03:08 PM #122 of 258
It'll work either way. My ranged is vs. reflex, which probably has a better chance of hitting, though, since they only have 14.

Course, you're also out of range of Healing Word right now, so it's up to you. I can still get you with Bastion of Health for any critical heals.

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Last edited by Skexis; Feb 25, 2010 at 03:11 PM.
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Old Feb 25, 2010, 03:10 PM Local time: Feb 25, 2010, 02:10 PM #123 of 258
Then let's all focus on A this turn and try to drop it. Apparently it's already bloodied. It might be doable.

I have 25 HP between my temp and real counts, so I've fine for the moment. I'll heal myself if I need to.

You might want to Righteous Brand first and give the bonus to an ally instead of going last! Garr seems to have the shittiest luck, so perhaps that's the best option.

This thing is sticky, and I don't like it. I don't appreciate it.

Last edited by Jurassic Park Chocolate Raptor; Feb 25, 2010 at 03:15 PM.
Skexis
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Old Feb 25, 2010, 04:05 PM Local time: Feb 25, 2010, 04:05 PM #124 of 258
Well, Lance of Faith is a +2 bonus vs. Brand that gives +3, so there's not much difference between them. But I have to roll at least a 10 to hit with Brand, vs. rolling a 6 to hit with Lance.

At any rate, if Garr wants to delay his turn, that's fine by me.

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Zergrinch
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Old Feb 25, 2010, 07:54 PM Local time: Feb 26, 2010, 08:54 AM #125 of 258
You've given Garr temporary combat advantage against Mouther B till the end of your turn. If you hit with Lance of Faith, do the advantages stack (to +4 to hit)?
If not, then maybe it's better used against Mouther A.

I'm thinking we'll want to slide Garr, with his permission, at A2 where he can do that Sweeping Blow against both.

I plan to delay my turn until just before the Mouthers go. That way, it's easier to determine whether I'd need to take an action point to drop Mouther A. Everyone else's action points are better used on emergency heals or tactical retreats.

I was speaking idiomatically.
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