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TOPIC: Sat 10AM Kill a Nightmare Draccus

Recruiting Adventures to Kill a Nightmare Draccus 4 years 3 months ago #61

jedibcg wrote: Alright reviving this thread to see if there is still interest in this run.

I am thinking Saturday (sorry Thursday and Friday people). I cannot do an early Friday because it will interfere with the Ro7P run that I have been wanting to do since Ro7P's granted a different character card. The earliest Dancing is at Noon.


So Saturday not during the Patron event or Raid vs Lori is what I am shooting for.
No 2-4 or 8-10pm or 5-7.

Combat Dancing start as early as 9AM on Saturday with the last one being 4:12.
Puzzle Dancing starts at 11:24 AM on Saturday with the last being 6:36 PM.

So if we want Combat it will need to be an early Saturday 11AM at the latest to give folks an hour before patron. Or the 4:12PM one if anyone in the Lori Raid wants to book over with 42 minutes (maybe between them).

Or we can do a late Puzzle. (Just saw there is a 5pm to7pm Lori raid so this probably won't work).

If folks are interested in any of these times and still want to do the run let me know.
Edit: Most probably we will need to do an earlier Saturday Combat or the last Combat run.

i am interested.
delpchad.blogspot.com/

First solo Nightmare survivor-2014 Viper pit

Allergic to Lori

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Recruiting Adventures to Kill a Nightmare Draccus 4 years 3 months ago #62

jedibcg wrote: Alright reviving this thread to see if there is still interest in this run.

I am thinking Saturday (sorry Thursday and Friday people). I cannot do an early Friday because it will interfere with the Ro7P run that I have been wanting to do since Ro7P's granted a different character card. The earliest Dancing is at Noon.


So Saturday not during the Patron event or Raid vs Lori is what I am shooting for.
No 2-4 or 8-10pm or 5-7.

Combat Dancing start as early as 9AM on Saturday with the last one being 4:12.
Puzzle Dancing starts at 11:24 AM on Saturday with the last being 6:36 PM.

So if we want Combat it will need to be an early Saturday 11AM at the latest to give folks an hour before patron. Or the 4:12PM one if anyone in the Lori Raid wants to book over with 42 minutes (maybe between them).

Or we can do a late Puzzle. (Just saw there is a 5pm to7pm Lori raid so this probably won't work).

If folks are interested in any of these times and still want to do the run let me know.
Edit: Most probably we will need to do an earlier Saturday Combat or the last Combat run.


I am totally in for this.

I am not sure, but there may have been a request to leave the last runs of the day for volunteers?

Regardless, Saturday works for me.
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
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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 4 years 3 months ago #63

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Wade Schwendemann wrote: ]

I am totally in for this.

I am not sure, but there may have been a request to leave the last runs of the day for volunteers?

Regardless, Saturday works for me.


Per the website I see other events marked as Volunteer only runs.

td.events/conventions/origins-2018/slots?filter%5Bevent%5D=all&filter%5Bdate%5D=all&filter%5Buser_group%5D=1&filter%5Bpage_size%5D=25&filter%5Bby%5D=all&filter%5Bavailable%5D=any
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Last edit: by jedibcg.

Recruiting Adventures to Kill a Nightmare Draccus 4 years 3 months ago #64

Wade Schwendemann wrote:

jedibcg wrote: Alright reviving this thread to see if there is still interest in this run.

I am thinking Saturday (sorry Thursday and Friday people). I cannot do an early Friday because it will interfere with the Ro7P run that I have been wanting to do since Ro7P's granted a different character card. The earliest Dancing is at Noon.


So Saturday not during the Patron event or Raid vs Lori is what I am shooting for.
No 2-4 or 8-10pm or 5-7.

Combat Dancing start as early as 9AM on Saturday with the last one being 4:12.
Puzzle Dancing starts at 11:24 AM on Saturday with the last being 6:36 PM.

So if we want Combat it will need to be an early Saturday 11AM at the latest to give folks an hour before patron. Or the 4:12PM one if anyone in the Lori Raid wants to book over with 42 minutes (maybe between them).

Or we can do a late Puzzle. (Just saw there is a 5pm to7pm Lori raid so this probably won't work).

If folks are interested in any of these times and still want to do the run let me know.
Edit: Most probably we will need to do an earlier Saturday Combat or the last Combat run.


I am totally in for this.

I am not sure, but there may have been a request to leave the last runs of the day for volunteers?

Regardless, Saturday works for me.


can we run it will 12 people?
delpchad.blogspot.com/

First solo Nightmare survivor-2014 Viper pit

Allergic to Lori

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Recruiting Adventures to Kill a Nightmare Draccus 4 years 3 months ago #65

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lazlo_hollyfeld1985 wrote:

Wade Schwendemann wrote:

jedibcg wrote: Alright reviving this thread to see if there is still interest in this run.

I am thinking Saturday (sorry Thursday and Friday people). I cannot do an early Friday because it will interfere with the Ro7P run that I have been wanting to do since Ro7P's granted a different character card. The earliest Dancing is at Noon.


So Saturday not during the Patron event or Raid vs Lori is what I am shooting for.
No 2-4 or 8-10pm or 5-7.

Combat Dancing start as early as 9AM on Saturday with the last one being 4:12.
Puzzle Dancing starts at 11:24 AM on Saturday with the last being 6:36 PM.

So if we want Combat it will need to be an early Saturday 11AM at the latest to give folks an hour before patron. Or the 4:12PM one if anyone in the Lori Raid wants to book over with 42 minutes (maybe between them).

Or we can do a late Puzzle. (Just saw there is a 5pm to7pm Lori raid so this probably won't work).

If folks are interested in any of these times and still want to do the run let me know.
Edit: Most probably we will need to do an earlier Saturday Combat or the last Combat run.


I am totally in for this.

I am not sure, but there may have been a request to leave the last runs of the day for volunteers?

Regardless, Saturday works for me.


can we run it will 12 people?


I haven't a clue. Probably not for the same reason we probably cannot do the Ro7P event with 12. That said I don't know that we have 10 confirmed today. Lots of early interest but I only have 4 confirmed as of right now. (You, Wade, Fiddy and I). Once I get 10 I will repost the idea of how we are locking it down so we can figure out classes and the tokens we need.


I am leaning toward the 4:12PM run as it is the last run and we shouldn't have anyone behind us pushing us out the door so we can use the full 12 minutes if we need it.
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Last edit: by jedibcg.

Recruiting Adventures to Kill a Nightmare Draccus 4 years 3 months ago #66

I would be interested if no one is playing wizard yet. Not sure my other builds would be able to help out enough.
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Last edit: by Adam Guay.

Recruiting Adventures to Kill a Nightmare Draccus 4 years 3 months ago #67

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Save Droppers

Fey Wand
-3 Saves (can only be used once against the Draccus)

Scroll Color Spray OR Scroll Hypnotic Pattern
-2 Saves (do not stack with each other or themselves)


Lockdowns

Wands of Slow (Wizards)
Target must succeed on a DC 12 Will saving throw or lose its next action. Failure means it cannot attack, cast spells, or perform any action on its next turn. The effect lasts only one combat round.

The effect of this wand does not stack, but the monster could be affected in consecutive rounds–assuming it continues to fail its saving throw.

Wands of the Tentacle (Druid & Wizards)
Target must succeed on a DC 12 Reflex saving throw or be held for one round (-4AC and can take no actions).

Scrolls of Spike Growth (Bard, Cleric, Druid)
Target must succeed on a DC 12 Reflex saving throw or lose its next action.

Ring of Stunning Fist (Monk)
Allows stunning fist or dazing fist to trigger on a natural 19–20.

Sling Bullet of Stunning (All)
On a successful hit from a sling, this bullet requires the monster to succeed on a DC 12 Fortitude saving throw or be stunned for one round (-2AC and cannot attack, cast spells, or play bardsong) It doesn't say it cannot take action so this one might not work.
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Recruiting Adventures to Kill a Nightmare Draccus 4 years 3 months ago #68

If someone has a rod voucher left, the Elf Wizard has prismatic spray, which does force damage and dazes for one round with no save.

Druid summoner also has a summon storm with a guaranteed daze ability
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"Well, with you guarding 2 players, that means you take 90. Are you dead?"
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My token shop/trade thread: Wade's Wide World of Wonder 

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Recruiting Adventures to Kill a Nightmare Draccus 4 years 3 months ago #69

With the amount of damage needed to do i guess you can also lesser maze it out and then attack again the next round before it can run too.
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Recruiting Adventures to Kill a Nightmare Draccus 4 years 3 months ago #70

I am still interested.
Classes Played: Barbarian (46 times), Monk (45), Ranger (27), Rogue (21), Cleric (19), Fighter (12), Dwarf Fighter (9), Druid (7), Paladin (7), Bard (6), Elf Wizard (2), Wizard (2)

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Recruiting Adventures to Kill a Nightmare Draccus 4 years 3 months ago #71

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Adam Guay wrote: With the amount of damage needed to do i guess you can also lesser maze it out and then attack again the next round before it can run too.


We talked about lesser maze. I am fearful of it running away after coming out of the maze independent of the chance to attack.
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Recruiting Adventures to Kill a Nightmare Draccus 4 years 3 months ago #72

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If the rest of my schedule works, my only availability would be after 1pm on Saturday. If you need whatever it is that I can bring to the group that is.

As you may know, I normally play Barbarian, and can also do Fighter/Dwarf Fighter, but I'm not sure if those classes are part of your plan or not.

:)

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