Welcome, Guest
Username: Password: Remember me

TOPIC: V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (1 spot left!)

V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 3 months 1 day ago #25

I sent the payment

Please Log in or Create an account to join the conversation.

V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 3 months 1 day ago #26

Here is what we got by way of tokens for the 10 packs:
Non-consumables
Rares:
+1 Heavy Claymores
+1 Shuriken
+1 short bow
+1 Assassin's blade
Amulet of Thorns (4pts retribution)
Shadow Cloak (+1 AC and +1 saves)
Earcuff of Vitality (+2 to hp)
Lyre of Lore (may do lore check while using bardic instrument)

Uncommon:
3 MW short bow
2 MW shuriken
1 half plate armor (+7 to ac)
Linked shirt of healing
2 Crazed evoker's amulet (+3 spell dmg but take 2 pts damage 1/room)
2 Shirt of the autumn wind (-1 dmg from fire)
Lenses of Archery (+1 to hit with missiles)
Cloak of Ricochet (-1 damage from ranged attacks)
Charm of epic insults

Common:
3 Battle Axes
2 Short Sword
1 Long Sword
1 Adventurer's staff
2 small axe (also a ranged weapon)
3 Clubs
2 Maces *the mace's damage wheel is quite good for a common
3 Hunter's leather armor (+2 to AC, +1 dmg with missle attacks)
2 Boiled leather armor +4 to AC
2 Guardian's large shield (+2 to AC, -2 to reflex saves)
1 fiendish helm (+1 AC, -1 fort saves)
2 small shields (+1 to AC)
1 Adventurer's robe (+1 to AC)
2 Light hide armor (+2 to AC, +1 to reflex saves)
1 Figurine of power: Moon cat (see invisible 1/game)
1 Charm of vitality +1 hp
3 bracelets of boosting (+1 spell damage for 0 level spells)
2 belts of the badger (+1 to hit with melee weapons)
2 Ioun Stones Sapphire Cubs (-1 dmg from cold)
2 Dasher's necklaces (+1 reflex saves)
2 hunter's gloves (+1 damage w bows)
2 Dasher's necklaces (+1 to reflex saves)
4 rings of intensity (+2 hp to heal or damage spells 1/game)
1 Bead of Grounding (-1 dmg from shock)
2 hunter's lenses (+1 to hit w/ bows)
2 cloaks of the cub (+1 to fort saves)
1 plated leather armor (+3 to AC, +1 to fort saves)
1 50 gp silvered mirror
2 Purifying waterskins

Consumables:
Common:
4 magic missile scrolls
2 dusts of revealing
2 wands of force bullets
2 scrolls bolster allies (+2 to fort saves)
1 minor healing potion
1 oil of sacred touch (+1 sacred damage w/ melee weapon)
1 rabbit runestone
1 holy water

Uncommon
1 +1 arrow
2 scrolls cold blast
1 scroll scorching bolt
1 wand of force bolt

Rare:
1 withering runestone (if target is hit with a melee weapon, target does -1 melee damage)
1 scoll heal moderate wounds


Based on this, I would recommend the following:
1 Bard (since we have a bardic instrument with a secondary ability) - we have to have bardsong to have a shot to hit things
1 dwarven fighter (we have a couple decent AC items and a taunt item)
1 paladin (not perfect as we don't have 2 great AC combinations possible)
1 cleric and 1 or 2 wizards since we have multiple spell augmenting items
1 rogue (using the assassin's blade and we'll need those rogue box items)
1 ranger - we have several range attack augmentation abilities and a magic bow
1 fighter - the auto-bonus for to-hit will matter

Thoughts?

Fred
What do we want? Evidence based science! When do we want it? After peer review!

Wizard build
truedungeon.com/forum?view=topic&catid=570&id=247398

Rogue build
truedungeon.com/forum?view=topic&catid=569&id=245490#287189

Items for Sale or Trade
truedungeon.com/forum?view=topic&catid=583&id=247555

Please Log in or Create an account to join the conversation.

Last edit: by Fred K.

V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 3 months 1 day ago #27

If it does help I did just buy 10 packs too

Please Log in or Create an account to join the conversation.

V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 3 months 1 day ago #28

We should discuss strategy for the rooms.

Warning: Spoiler! [ Click to expand ]
Turn 03: You purchase a dagger, bow and two potions.
Shopkeep: "If your looking to earn gold you should speak to the Cleric, she may have need of someone with your skills."
╔═════════╗
║ (ᴗ ͜ʖ ᴗ) ║
║[℧] ║
║  ║
╚════  ═══╝
[Shop: Spellbook 5gp]

Options:
[Find Cleric][Leave Town][Other]

[HP: 5][Inventory: 0GP, Rum, †(Dagger), €(Bow), 2x(♥)]

Want to control the story? rules here

Please Log in or Create an account to join the conversation.

Last edit: by Guedoji.

V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 3 months 1 day ago #29

Base Health (+1 for app prepared character)

Two Hit Safe Zone:
Barbarian: 37
Dwarf Fighter: 31
Fighter: 27
Paladin: 25
Ranger: 25

Danger Zone:
Bard: 19
Cleric: 21
Druid: 23
Monk: 23
Rogue: 19
Wizard: 17
Elf Wizard: 16

Let me know if i'm off on this, also am I right that these are the only tokens we have to add HP?
Earcuff of Vitality (+2 to hp)
1 Charm of vitality +1 hp
Turn 03: You purchase a dagger, bow and two potions.
Shopkeep: "If your looking to earn gold you should speak to the Cleric, she may have need of someone with your skills."
╔═════════╗
║ (ᴗ ͜ʖ ᴗ) ║
║[℧] ║
║  ║
╚════  ═══╝
[Shop: Spellbook 5gp]

Options:
[Find Cleric][Leave Town][Other]

[HP: 5][Inventory: 0GP, Rum, †(Dagger), €(Bow), 2x(♥)]

Want to control the story? rules here

Please Log in or Create an account to join the conversation.

Last edit: by Guedoji.

V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 3 months 23 hours ago #30

We likely will need a work around for the area effect damage and how not to drown in room 1.

A bard can remove the charmed effect on characters so we could be ok there for 2 rounds. I'm also seeing a problem with the to-hits we'll have. +5 is tough to reach for to hits and my guess is the AC we'll need to hit will be a 20 to 25. With bardsong, that gives us +2. We will have to add spells, etc. to reasonably hit things.

We should probably add shade cloaks and/or a rod of niltongue to the group so characters that die aren't stuck not able to do anything.

Alternately, we could look to do this at normal difficulty.

Fred
What do we want? Evidence based science! When do we want it? After peer review!

Wizard build
truedungeon.com/forum?view=topic&catid=570&id=247398

Rogue build
truedungeon.com/forum?view=topic&catid=569&id=245490#287189

Items for Sale or Trade
truedungeon.com/forum?view=topic&catid=583&id=247555

Please Log in or Create an account to join the conversation.

V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 3 months 23 hours ago #31

Fred K wrote: We likely will need a work around for the area effect damage and how not to drown in room 1.

A bard can remove the charmed effect on characters so we could be ok there for 2 rounds. I'm also seeing a problem with the to-hits we'll have. +5 is tough to reach for to hits and my guess is the AC we'll need to hit will be a 20 to 25. With bardsong, that gives us +2. We will have to add spells, etc. to reasonably hit things.

We should probably add shade cloaks and/or a rod of niltongue to the group so characters that die aren't stuck not able to do anything.

Alternately, we could look to do this at normal difficulty.

Fred


Normal difficultly makes in too easy I think. Especially because we know the puzzles. I would prefer doing some extra 10 packs or letting everyone choose a special token over doing a normal run.
Turn 03: You purchase a dagger, bow and two potions.
Shopkeep: "If your looking to earn gold you should speak to the Cleric, she may have need of someone with your skills."
╔═════════╗
║ (ᴗ ͜ʖ ᴗ) ║
║[℧] ║
║  ║
╚════  ═══╝
[Shop: Spellbook 5gp]

Options:
[Find Cleric][Leave Town][Other]

[HP: 5][Inventory: 0GP, Rum, †(Dagger), €(Bow), 2x(♥)]

Want to control the story? rules here

Please Log in or Create an account to join the conversation.

Last edit: by Guedoji.

V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 3 months 23 hours ago #32

Was it 12 at hardcore? I could be confused with NM.
Turn 03: You purchase a dagger, bow and two potions.
Shopkeep: "If your looking to earn gold you should speak to the Cleric, she may have need of someone with your skills."
╔═════════╗
║ (ᴗ ͜ʖ ᴗ) ║
║[℧] ║
║  ║
╚════  ═══╝
[Shop: Spellbook 5gp]

Options:
[Find Cleric][Leave Town][Other]

[HP: 5][Inventory: 0GP, Rum, †(Dagger), €(Bow), 2x(♥)]

Want to control the story? rules here

Please Log in or Create an account to join the conversation.

V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 3 months 22 hours ago #33

We should be ok so long as we pass the nymphs charm and I am ok with playing normal

Please Log in or Create an account to join the conversation.

V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 3 months 22 hours ago #34

I’d prefer HC.

I’m ok with some of the variants mentioned.

AC 25 might be hard.

Post some TCC builds?

Please Log in or Create an account to join the conversation.

V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 3 months 7 hours ago #35

Guedoji wrote: Base Health (+1 for app prepared character)

Two Hit Safe Zone:
Barbarian: 37
Dwarf Fighter: 31
Fighter: 27
Paladin: 25
Ranger: 25

Danger Zone:
Bard: 19
Cleric: 21
Druid: 23
Monk: 23
Rogue: 19
Wizard: 17
Elf Wizard: 16

Let me know if i'm off on this, also am I right that these are the only tokens we have to add HP?
Earcuff of Vitality (+2 to hp)
1 Charm of vitality +1 hp

didnt the amulet of vigor come out this year?

Please Log in or Create an account to join the conversation.

V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 2 months 4 weeks ago #36

+1 on HC (provided we have 10 players). If it is HC I think we need a Bard.

Please Log in or Create an account to join the conversation.

Time to create page: 0.211 seconds