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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) 2 months 3 weeks ago #61

I have two encounters whetstone's if we are allowed to use them

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V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 2 months 3 weeks ago #62

OrionW wrote:

Fred K wrote: 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


I agree with the class selection and would also recommend bringing a druid for more healing.

dont forget the extra 10 packs I bought

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V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 2 months 3 weeks ago #63

  • Fred K
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I am open to newer players being added at this point as well. Let me know if you know anyone.

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

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V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 2 months 3 weeks ago #64

Lord MindFlayer wrote: dont forget the extra 10 packs I bought


We looked through them and there is some good stuff in there. We are definitely planning on using them!

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V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 2 months 3 weeks ago #65

  • Fred K
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I got us 2 more experienced players. Liz and Shawn.

I had a suggestion that could make this easier.

Why don’t we use the pregenerated characters the app has for each class then supplement that with the tokens we listed from the 10 packs. That should be strong enough to (possibly) survive hardcore.

I will make 10 death’s door potions available if needed (but we shouldn’t use them past room 6.) alternately, I could equip our cleric with a rod of the niltongue (allows for dead characters to speak so they can help with puzzles).

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

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V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 2 months 3 weeks ago #66

I am cool with that

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V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 2 months 3 weeks ago #67

Fred K wrote: I got us 2 more experienced players. Liz and Shawn.

I had a suggestion that could make this easier.

Why don’t we use the pregenerated characters the app has for each class then supplement that with the tokens we listed from the 10 packs. That should be strong enough to (possibly) survive hardcore.

I will make 10 death’s door potions available if needed (but we shouldn’t use them past room 6.) alternately, I could equip our cleric with a rod of the niltongue (allows for dead characters to speak so they can help with puzzles).

Thoughts?

Fred


I think we should try to build out characters from the available tokens first and then decide what additional tokens we need. With 2 10 packs and a handful of raise dead items I think we have what it takes for HC (maybe... sort of...oh dear lord we are all going to die, but it will be fun).

The whetstone idea (effectively giving all the melee classes a slightly less powerful weapon than a UR) seems to me like a solid option two if we don't feel like we have enough for HC. I think collectively we have enough whetstones for all the melee classes if we want to go this direction.

Pregenerated characters could be option three, but it feels a bit different than a sealed pack run, where you are limited by luck to the tokens you have.

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Last edit: by OrionW.

V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 2 months 3 weeks ago #68

Just peeked in here, as it sounds interesting. Isn’t hard core recommended for 3 or more packs per person? ;) You Likely won’t have time to order more packs, but could roll up the last 10 from the website for fun.

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V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 2 months 3 weeks ago #69

  • Fred K
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ok - let's use the sealed packs plus the death's door tokens.

Pulling the curtain back a bit, looking at last year's stats for hardcore - here is what we can expect:
AC 22 for most rooms, AC 26 for Room 7 creatures
HP 150-200 for most rooms, 250-300 for Room 7 creatures
Saves we'll need to hit will be DC 15-16 for regular rooms, DC ~17 for Room 7
They will deal 5-15 (lots of variability) damage per hit on HC and up to 20 for the Room 7. To hit is +6 to +15 (lots of variability).

Virtual TD, I'm generally seeing 2 1/2 rounds of combat per room - if we are organized, we may get 3. We need to be able to do 200 damage in a combat. If someone is sliding, I'd say they need at least +7 base to hit. If we have a bard, that gets us to +9. We'll actually have to use the boosting spells like bulls strength, bless, etc..

We won't be able to take the ogre mage's offer unless we plan to try to solve room 7 via a puzzle. We should take the non-puzzle path for Room 6 as that makes a bonus to our weapons possible.

I am open to whatever class is needed. Anyone have preferences yet?
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

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V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 2 months 3 weeks ago #70

I pick fighter but can go Paladin if no one picks that one so we can get a little extra healing

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V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 2 months 3 weeks ago #71

I like to play Rogue, but certainly not stuck on it of anyone else wants to run it. I know that's one of your classes as well Fred.
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

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V1b HC 9/6 3pm CDT SEALED PACK RUN (+TEs) (4 open) 2 months 2 weeks ago #72

I figured I'd pay elf wizard. Don't have much experience with the other classes and buffs could be helpful on this run.

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