H4H: Red Hand of Doom (full)

Just for the record: If anyone else did want the mithral breastplate, just say so. It probably is suited best for Duroin, considering its ACP is less than that of the chain shirt, but I don't want to seem greedy when it comes to gear! :)
 

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Thanks for the Kudos guys. :)

I am glad to have such great players enjoying themselves.

I meant to update last night, but got wrapped up in other stuff.

I will be updating late tonight/early monday morning.
 

ethandrew said:
Swapped out Lesser Vigor and Bane for two CLW. Good rolls put both of them at full with a 12 and an 11.

I dont have the spell compendium handy but isnt Lesser Vigor superior to Cure Light Wounds? (at least out of combat) I think it heals 15 points over 15 rounds as opposed to 1d8+5 (max 13 points)
 

Rhun said:
Just for the record: If anyone else did want the mithral breastplate, just say so. It probably is suited best for Duroin, considering its ACP is less than that of the chain shirt, but I don't want to seem greedy when it comes to gear! :)

Looks like it is yours. Make sure it is on your sheet. :)
 

hero4hire said:
I dont have the spell compendium handy but isnt Lesser Vigor superior to Cure Light Wounds? (at least out of combat) I think it heals 15 points over 15 rounds as opposed to 1d8+5 (max 13 points)


This is true. In non-combat, the vigor spells are superior to their "cure" counterparts.
 


hero4hire said:
I dont have the spell compendium handy but isnt Lesser Vigor superior to Cure Light Wounds? (at least out of combat) I think it heals 15 points over 15 rounds as opposed to 1d8+5 (max 13 points)

Yep, but the way I figured, Jonathan was only down 5, my CLW did that no problem, I didn't have my SC handy (or rather, I didn't want to roll back 10 feet to get it off my shelf) so I wasn't sure how much Lesser Vigor did. Anyway, that's my story. It all worked out for the best! :o
 

I say we let Duroin do some initial scouting, and then use the inivisibility/silence combo to move into the keep and kill anyone we see before the alarm can be raised.
 


Agreed, let Duroin do some scouting, looking for entrances and enemies and such. I'm going to change out Action Before Thought. If Duroin can't find a suitable entrance, we may have to risk climbing a rope in. Once we are in, we find the leader if possible and take him out. We then strategically fight or retreat our way out.
 

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