H4H: Red Hand of Doom (full)

I know, you just can't let him stand up. It'd provoke an attack of opportunity from the three of you. Obviously Virashil won't attack, but that's two more attacks to hit him. He's at -4 to his AC right now being prone, so now's our shot.
 

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I got the hell out of dodge. Was able to line up a blast of cold, but the dice have been sub-average... at least he'll fail his saving throw, but 11 damage is not too good.

The manticore is waiting for something, which makes me think that we haven't even seen the true leader yet. :uhoh:

I did give some thought to letting the lightning bolt rip thru the minotaur and hobbie, while still hitting the fleeing worgs and riders, but thought that hitting all of the remaining foes would be wiser. (but not as satisfying as dropping one of those damn gobbies.)
 

s@squ@tch said:
I did give some thought to letting the lightning bolt rip thru the minotaur and hobbie, while still hitting the fleeing worgs and riders, but thought that hitting all of the remaining foes would be wiser. (but not as satisfying as dropping one of those damn gobbies.)


Save the lightning bolts for the BBEG or the Manticore. With your breath, the Minotaur has taken 21 damage with Duroin's 10 from last round. With AoOs from Duroin, Kirrg and Jonathon, we should be able to put the beastie down pretty quick.

I'm not worried about the normal hobgobs, but also remember we still have the worg riders to deal with.
 

Something tells me the worg and riders are not coming back.

But the master of the manticore will be entering the scene soon, I would assume.

I'm probably going to drink my potion of barkskin next round in preparation for dodging manticore spikes.
 

If the opportunity comes, I'd suggest taking potions if you need to. I believe Kirrg only has one 2nd level spell and two 1sts. But we got this. Easy does it.

S@S, how many times can you ice burst? I think another one in the following round could really help too.
 

I can use ice breath as many times as I have spell slots. The strength of it depends on the level of spell expended -- 2d6 per level. So I only have one more 2nd level spell slot (4d6) left and 3 1st level slots (which would be 2d6).

Rhun - remember, I hit the minotaur with ice breath last round as well, but I am assuming it made its reflex save and took only 6 pts of damage, so I would speculate that he is up to about 27 damage right now (possibly 33, but doubtful). Two sneak attacks would probably kill it.

I'm hoping that the ice breath this round at least knocks down a few of the hob regulars.
 



s@s, I believe the damage h4h posts at the end of each combat summary is a total of what has been lost to that point in combat. So the 20 that is listed now is the total you've lost, not the total for that particular round. So, if at 21 HP and full to start the combat, you should be at 1, and thus alive, and thus appreciative of the intricacies of elven cardiovascular anatomy.
 

Thanks -- I will take another look, although who doesn't enjoy being unconscious? Maybe I'll just lay down prone and play dead.

I think if we kill the bugbear, his manticore friend may leave us.

But I am also shocked, SHOCKED, I say, that none of the regular hobgoblins are unconscious..
 

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