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TOPIC: Sat 10AM Kill a Nightmare Draccus

Recruiting Adventures to Kill a Nightmare Draccus 6 years 4 months ago #13

I'm in if I can make it work.

Definitely like the idea.
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Recruiting Adventures to Kill a Nightmare Draccus 6 years 4 months ago #14

Obviously I'm interested.

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Recruiting Adventures to Kill a Nightmare Draccus 6 years 4 months ago #15

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I’m in! Someone has to represent Team Yeti in this historic event. Much like I did with the very first and successful Epic True Grind.
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Recruiting Adventures to Kill a Nightmare Draccus 6 years 4 months ago #16

I would love to join! However I found I have a business trip same time as Origins next year so need to see it I can send one of my employees instead of me...

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Recruiting Adventures to Kill a Nightmare Draccus 6 years 4 months ago #17

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Just want to add a little more info (which I will include in the first post too).

This will not be a standard type of run. We will figure out the best classes achieve this monumental task and then the best players to play those classes. So it won't be a standard you get to pick what class you are going to play. We only have one shot to do this so everything will need to be worked out ahead of time. There is likely to be a monetary component involved as we will need some consumable we will be burning through and we may need to purchase them if someone doesn't already have them. I say all this not to discourage anyone but just to give everyone an idea of what Fiddy and I were planning. More details to come.
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Recruiting Adventures to Kill a Nightmare Draccus 6 years 4 months ago #18

jedibcg wrote: Just want to add a little more info (which I will include in the first post too).

This will not be a standard type of run. We will figure out the best classes achieve this monumental task and then the best players to play those classes. So it won't be a standard you get to pick what class you are going to play. We only have one shot to do this so everything will need to be worked out ahead of time. There is likely to be a monetary component involved as we will need some consumable we will be burning through and we may need to purchase them if someone doesn't already have them. I say all this not to discourage anyone but just to give everyone an idea of what Fiddy and I were planning. More details to come.


This only makes me want to participate more!
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"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 

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Recruiting Adventures to Kill a Nightmare Draccus 6 years 4 months ago #19

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Since I am probably going to have to post the tokens we need to see who has them available for purchase, Fiddy and I figure we might as well post the strategy we are thinking of.


The Draccus on Nightmare has 1000 HP as of Gen Con. It could be it had more at GHC and will have more at Origins. It has a relatively low run away HP. I will update tonight what that level is when I look in my module at home.

So to kill it there are 3 options. 1. Assassinate/Quivering Palm it, which has been done so we are not attempting that method. 2. Do damage run up to the run away number and then do enough damage in one round to kill it. This relays on a lot of luck to do just enough damage and then ALOT of damage. 3. Keep the draccus from being able to escape while we hit it with as much damage as possible. The plan is use method 3.

We are going to use Wands of Slow, Wands of the Tentacle, Scrolls of Spike Growth to attempt to lock it in place. We are going to use Fey Wand to reduce its saves so it is more likely to get caught be our holds/lose of action.


So play goes something like this. Wizard (using Mystic Mouth) uses free action to use Fey Wand to reduce the saves by 3 and then uses main action to use Wand of Slow/Wand of Tentacle. If successful All other players apply max damage. If not sucessful Elf Wizard (using Mystic Mouth) free action to use Fey Wand to reduce save by 3 more (it is now -6 the most we can reduce it) and uses main action to use Wand of Slow/Wand of Tentacles. If successful everyone applies max damage. If not successful Druid using (Mystic Mouth) attempts hold with Wand and Second Wand if needed. Cleric and Bard will use Scroll Spike Growth if needed as well. After the first round of applying save reductions Wizards can switch to double Wand holds if needed. So after the first round we should have at least 8 chances to prevent the Draccus for doing anything either by hold or it losing it next action. I doubt we will need that many chances, but if it ever gets free then the entire endeavor will be a waste. So we are attempting to maximize our lock down chances. Per the module the draccus is NOT immune to hold like Old Holly is.


There might be another token for locking down the draccus that I have forgot if so please remind me.

I need to look through my collection but I believe we will need to acquire 2 Fey Wands and some number of Wand of Slow/Wand of Tentacle and Scroll Spike Growth.


Okay now who is still in?
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Recruiting Adventures to Kill a Nightmare Draccus 6 years 4 months ago #20

I'm still interested and can probably play 3 or 4 different classes as needed. Still consider wizard or elf wizard to be my best build.

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Recruiting Adventures to Kill a Nightmare Draccus 6 years 4 months ago #21

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Dave wrote: I'm still interested and can probably play 3 or 4 different classes as needed. Still consider wizard or elf wizard to be my best build.


Do you know if you have any of the required tokens in your collection? I will have 3 Mystic Mouths come Origins, so I mean the consumable wands and scrolls.
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Recruiting Adventures to Kill a Nightmare Draccus 6 years 4 months ago #22

I will double check when I get home. I'm not sure about the scroll, but think I have the necessary wands.

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Recruiting Adventures to Kill a Nightmare Draccus 6 years 4 months ago #23

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Fiddy reminded me if we cannot find Fey Wands we can use Scroll Color Spray and Scroll Hypnotic Pattern to drop the saves. This would be more inefficient I think, but if we cannot get two Fey Scrolls it is an option.

We also might have a slings as our ranged weapon with Sling Bullet of Stunning just in case.

Monk will wear Ring of Stunning Fist though so they have the possibility to stun on 19-20...maybe.


Slight edit:
Note: This wand can only be used once on any given monster. for Fey Wand. So we will need a few scrolls....maybe.
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Last edit: by jedibcg.

Recruiting Adventures to Kill a Nightmare Draccus 6 years 4 months ago #24

jedibcg wrote: Since I am probably going to have to post the tokens we need to see who has them available for purchase, Fiddy and I figure we might as well post the strategy we are thinking of.


The Draccus on Nightmare has 1000 HP as of Gen Con. It could be it had more at GHC and will have more at Origins. It has a relatively low run away HP. I will update tonight what that level is when I look in my module at home.

So to kill it there are 3 options. 1. Assassinate/Quivering Palm it, which has been done so we are not attempting that method. 2. Do damage run up to the run away number and then do enough damage in one round to kill it. This relays on a lot of luck to do just enough damage and then ALOT of damage. 3. Keep the draccus from being able to escape while we hit it with as much damage as possible. The plan is use method 3.

We are going to use Wands of Slow, Wands of the Tentacle, Scrolls of Spike Growth to attempt to lock it in place. We are going to use Fey Wand to reduce its saves so it is more likely to get caught be our holds/lose of action.


So play goes something like this. Wizard (using Mystic Mouth) uses free action to use Fey Wand to reduce the saves by 3 and then uses main action to use Wand of Slow/Wand of Tentacle. If successful All other players apply max damage. If not sucessful Elf Wizard (using Mystic Mouth) free action to use Fey Wand to reduce save by 3 more (it is now -6 the most we can reduce it) and uses main action to use Wand of Slow/Wand of Tentacles. If successful everyone applies max damage. If not successful Druid using (Mystic Mouth) attempts hold with Wand and Second Wand if needed. Cleric and Bard will use Scroll Spike Growth if needed as well. After the first round of applying save reductions Wizards can switch to double Wand holds if needed. So after the first round we should have at least 8 chances to prevent the Draccus for doing anything either by hold or it losing it next action. I doubt we will need that many chances, but if it ever gets free then the entire endeavor will be a waste. So we are attempting to maximize our lock down chances. Per the module the draccus is NOT immune to hold like Old Holly is.


There might be another token for locking down the draccus that I have forgot if so please remind me.

I need to look through my collection but I believe we will need to acquire 2 Fey Wands and some number of Wand of Slow/Wand of Tentacle and Scroll Spike Growth.


Okay now who is still in?



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