H4H: Red Hand of Doom (full)

Luckily all three of us go before its fast healing each round....

Heres to hoping that there are some crits from ya'll this turn. :)

The longer this goes, the likelier we'll have to rest before arriving at the dreaded, haunted keep!!!
 

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s@squ@tch said:
The longer this goes, the likelier we'll have to rest before arriving at the dreaded, haunted keep!!!

We can always rest a few miles from the dreaded, haunted keep, and head in the next day.
 

Plus Duroin gets to go twice. Depending on how many of his attacks hit, we could take it down before it gets to go. Reducing it to -10 should still kill it.
 

EvolutionKB said:
Plus Duroin gets to go twice. Depending on how many of his attacks hit, we could take it down before it gets to go. Reducing it to -10 should still kill it.

If we all hit and do good damage, it is possible. Duroin is gonna keep chopping away at it until it stops moving and healing. :D
 

On a totally unrelated front, I had been giving thought to the 3rd level spell to take when I reach level 6...

Three options I had finalized on are fireball, haste, or protection from energy.

Fireball - ranged nuke. My cold breath would do 6d6 as well, which would be the same, but the breath is a 30' cone, rather than an aimed shot with burst radius.

Haste - all around good party buff - extra attacks, speed, ac, etc, etc.

Protection from Energy - to keep me alive in battles with either casters or creatures with breath weapons.

At this point, I am leaning to Protection from Energy, as the cold breath is a good damage dealing option to fall back on, and I have very few hp's -- any more in-game references to Tiamat, and my character will definitely be getting this. Dragons + d4 hit die = dead PC.

So, 1st = Pro/Energy, 2nd = Haste, 3rd = Fireball at this point.
 

s@squ@tch said:
Fireball - ranged nuke. My cold breath would do 6d6 as well, which would be the same, but the breath is a 30' cone, rather than an aimed shot with burst radius.

Of course, the benny of Fireball is the ability to singe neck stumps should we be attacked by any more hydras or other such regenerating monsters. Trolls come to mind...

s@squ@tch said:
Haste - all around good party buff - extra attacks, speed, ac, etc, etc.

Always a good buff...if we can't beat them down with force, it will help us run away.

s@squ@tch said:
Protection from Energy - to keep me alive in battles with either casters or creatures with breath weapons.

This provides some good protection too. Very useful under the right circumstances.
 


If I use my spiritual weapon, then I have no produce flame. It's a tangled web we weave. Does Jonathan or Duroin need immediate healing? Want me to put you back at full for now? Or should I cast something else this round. I still have a Bull's Strength available too if someone wants it.
 

ethandrew said:
If I use my spiritual weapon, then I have no produce flame. It's a tangled web we weave. Does Jonathan or Duroin need immediate healing? Want me to put you back at full for now? Or should I cast something else this round. I still have a Bull's Strength available too if someone wants it.


No healing needed this round...looks like Duroin and Jonathon are actually in good shape after the last round. Bull's Strength could be useful for Duroin, for the sheet purpose if increasing his chance to hit. Or Kirrg can attack...whatever you think is best.
 

Well, I'll be out of the heightened magic missiles this round. The rest will be 3 missile affairs.

I can switch to the ice breath, but the damn beast then gets a reflex save for 1/2.

We need to put this down quickly, and it would help if our dwarf friend could hit the broad side of a barn. ;) :p :cool:

I figure the beast is around 40 - 45 hp at this point, my MM takes it down to around 30 hp, and it looks like Jonathan is going to miss, so it is up to Duroin to strike it for 30 hp of damage. :)

One question -- once this thing gets dropped to -1 hp, it is then knocked unconcious (and prone), if it gets to its turn and heals back up to positive numbers, then it is still prone and if it tries to get up, Jonathan and Duroin get AoO on it (and Duroin gets sneak attack damage) correct?
 

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