H4H: Red Hand of Doom (full)

s@squ@tch said:
Well, the manticore just got a lot less effective in melee, with 9 strength being drained, hopefully that will keep you melee types from dropping so fast. ;)

Excellent move. That should help a lot. And when Kirrg comes back to the combat next round, a 5' step should put Duroin into a flanking position.
 

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If and when the bugbear reappears, would it be prudent to have you strong, burly types rush him and grapple? I'm not too familiar with what can be achieved via grappling though.

He's likely a cleric of tiamat - and I think Kirrg has used up his silence spell slot.

H4H: We have about 8 or so CLW potions in the 'party' inventory. Where would you rule that these are located?

Evo: Please move to M7 instead of M6, so I have a clear Line of sight to the manticore.
 
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Sorry, needed the Silence spell (which I hadn't cast). Going a little metagamey, I think a 12 Touch hits a manticore, so this should be quite nice. As for grappling the bugbear, Duroin should not be the one to do it, as since being grappled denies you your dex bonus, without such, Duroin can sneak attack him. Let me see what spells I have left, I need to dig through this thread. I think it's on page 4.

Edit: Okay, so I dug through, and here's what I've got left:

1st: Divine Favor, Protection from Evil, and my domains of Magic Weapon or Cause Fear
2nd: Aid

I also have one 2d8 Charge on my healing belt.
 
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What we need now is for Kirrg to come back and attack the Manticore, allowing Duroin to sneak attack. Between Kirrg, Duroin and Sir Jonathon, and Virshil's magic missiles, we could conceivably take the manticore down in another round.
 

I just needed to heal. With one smite left, and the thing enfeebled so much, it should go down quickly. Plus side, don't manticores only have 24 thorns per 24 hours? I think it's used that much. My next round, Kirrg will attack at +11 (+13 if Flanking) at 1d12+9. Then there's power attack, which my max would be 3. So total, I could attack at +10 dealing 1d12+15.
 

ethandrew said:
I just needed to heal. With one smite left, and the thing enfeebled so much, it should go down quickly. Plus side, don't manticores only have 24 thorns per 24 hours? I think it's used that much. My next round, Kirrg will attack at +11 (+13 if Flanking) at 1d12+9. Then there's power attack, which my max would be 3. So total, I could attack at +10 dealing 1d12+15.


Right, and if Duroin can get into flanking position, he could possibly do some good damage too with +2d6 on two attacks.
 


ethandrew said:
What's a manticore at, 50-60 hp? It's possible if we all roll well we could take it down in one round. If not, two.


Who knows in this adventure? It probably has class levels!!! :D
 

Rhun said:
Who knows in this adventure? It probably has class levels!!! :D

It, too, is a cleric of Tiamat.

Ethandrew said:
Going a little metagamey, I think a 12 Touch hits a manticore, so this should be quite nice.

Yes, if Jonathan isn't in the way. Also, don't forget the 2 hp of healing you got from Jonathan last round.
 
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s@squ@tch said:
H4H: We have about 8 or so CLW potions in the 'party' inventory. Where would you rule that these are located?

.

I am very clear that if it is not on a player's sheet by the time a battle starts s/he wont have access to it for the fight.

Though since you have taken the extra responsibility and been maintaining the inventory I will allow Virishal access to any unclaimed potions.

Those who survive the encounter will be levelling up. This is a good time to get sheets straight again.
 

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