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Adventure: Lord Byron’s Economic Woes (DM: Tenchuu, Judge: H.M.Gimlord)
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<blockquote data-quote="evilbob" data-source="post: 5141062" data-attributes="member: 9789"><p>[sblock=wiki]Tenchuu: I think they are porting all the wiki stuff over to another wiki site. Most of it has been moved; I haven't moved Mervin yet but it seems pretty straightforward. I think for most players it will be a slightly confusing time of adjusting a few links, and then we'll be good. The back-end stuff is the most complicated/time consuming, and other people have been diving into that.</p><p></p><p>Anyway it should all get sorted out pretty soon... I'd read the discussion thread called "new wiki site" to get the best information.[/sblock]</p><p>[sblock=enemies questions]Is Kane slowed and weakened from the breath attack, then? Also, the status area seems to have enemy locations from the last round, just fyi.[/sblock]</p><p></p><p>[sblock=tactics]Well, there you go. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I'm impressed Kane didn't go down, but with all the bad guys spread out, marking us, and basically at >75% health, I have to say that I'm not really even sure what is the best course of action here.</p><p></p><p>Our striker is weakened (1/2 damage), and even with a good heal from Wil he's once again likely going to go down next enemy turn. Even if he uses 2nd wind as well, that dragon can do more damage than we can heal each round. The rest of us are also beat up bad; Mervin is going to have to 2nd wind with his action point or else he'll go down at the start of the next round, and Hergunna is not in a good place, being flanked. I'm thinking this turn would be a good time for everyone to drop their action point if they have one. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I don't know what everyone can do anymore, what with the wiki down, but the best thing Mervin can bring to the table is to prone a 3x3 area, or slide 1 creature 1 square, or do the no OA thing. We have 2 controllers, so I'm thinking maybe we can try to move people around to our advantage as best we can?</p><p></p><p>I'm guessing one of our priorities should be getting a save to Kane before his turn if possible, but after that I'm still just not sure what to do. All I can come up with is:</p><p>a) try to bring down some of the little guys to help bring the enemy damage down (then again, 1 more turn like the last one and it won't matter)</p><p>b) go for broke on the dragon - can we even do 150+ damage in a round?</p><p>c) run</p><p></p><p>The more I think about it, the more I think running and regrouping is a viable option. Mervin could use his orb of fire to melt a 3x3 area of the ice hazard (friends can run into it without being damaged). This would help us at least be able to run across it more easily in one round. However, the way the are positioned we are going to get hit with some serious OAs to do this. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> I know Wil can slide someone, but frankly he needs his own movement, too.</p><p></p><p>The up side is that they have no ranged attackers, other than the breath attack, so as long as we stay a good deal away from them we could possibly draw them back and force them into the narrow ice hazard passageway and then AOE them there if they follow us. It really sucks because we'll be wasting the -4 to defenses, and unless Kane gets a save to negate the slow he might as well stay.</p><p></p><p>I dunno, I am just brainstorming ideas here - throwing out anything I can think of. Who else has some thoughts?[/sblock]</p></blockquote><p></p>
[QUOTE="evilbob, post: 5141062, member: 9789"] [sblock=wiki]Tenchuu: I think they are porting all the wiki stuff over to another wiki site. Most of it has been moved; I haven't moved Mervin yet but it seems pretty straightforward. I think for most players it will be a slightly confusing time of adjusting a few links, and then we'll be good. The back-end stuff is the most complicated/time consuming, and other people have been diving into that. Anyway it should all get sorted out pretty soon... I'd read the discussion thread called "new wiki site" to get the best information.[/sblock] [sblock=enemies questions]Is Kane slowed and weakened from the breath attack, then? Also, the status area seems to have enemy locations from the last round, just fyi.[/sblock] [sblock=tactics]Well, there you go. :) I'm impressed Kane didn't go down, but with all the bad guys spread out, marking us, and basically at >75% health, I have to say that I'm not really even sure what is the best course of action here. Our striker is weakened (1/2 damage), and even with a good heal from Wil he's once again likely going to go down next enemy turn. Even if he uses 2nd wind as well, that dragon can do more damage than we can heal each round. The rest of us are also beat up bad; Mervin is going to have to 2nd wind with his action point or else he'll go down at the start of the next round, and Hergunna is not in a good place, being flanked. I'm thinking this turn would be a good time for everyone to drop their action point if they have one. :) I don't know what everyone can do anymore, what with the wiki down, but the best thing Mervin can bring to the table is to prone a 3x3 area, or slide 1 creature 1 square, or do the no OA thing. We have 2 controllers, so I'm thinking maybe we can try to move people around to our advantage as best we can? I'm guessing one of our priorities should be getting a save to Kane before his turn if possible, but after that I'm still just not sure what to do. All I can come up with is: a) try to bring down some of the little guys to help bring the enemy damage down (then again, 1 more turn like the last one and it won't matter) b) go for broke on the dragon - can we even do 150+ damage in a round? c) run The more I think about it, the more I think running and regrouping is a viable option. Mervin could use his orb of fire to melt a 3x3 area of the ice hazard (friends can run into it without being damaged). This would help us at least be able to run across it more easily in one round. However, the way the are positioned we are going to get hit with some serious OAs to do this. :( I know Wil can slide someone, but frankly he needs his own movement, too. The up side is that they have no ranged attackers, other than the breath attack, so as long as we stay a good deal away from them we could possibly draw them back and force them into the narrow ice hazard passageway and then AOE them there if they follow us. It really sucks because we'll be wasting the -4 to defenses, and unless Kane gets a save to negate the slow he might as well stay. I dunno, I am just brainstorming ideas here - throwing out anything I can think of. Who else has some thoughts?[/sblock] [/QUOTE]
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