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Old 07-08-2012, 01:55 PM   Top  -  End  -  #451
Psydon
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BlueWizardGirl
 
Join Date: Oct 2010
Default Re: [OOC] Malachei's Red Hand of Doom

See the bottom of this post for the updated loot list. Anybody who wants anything else, post it and I'll update the list.

Quote:
Originally Posted by RaggedAngel View Post
For the sake of simplicity, can I get the amount that everyone needs to be healed?
Quote:
Originally Posted by Ladorak View Post
On 51, need 59.
Quote:
Originally Posted by Toliudar View Post
Depending on whether we need to 'heal' up to our level 8 totals, Mead is about 30 hp down.
Rita is going to cast Polymorph at some point in the near future, so she only needs to be healed 13HP.

---

Quote:
Originally Posted by RaggedAngel View Post
Does anyone else have a good Int? With Hidden Knowledge on you can make untrained Knowledge checks.
I do. So, I can simply make any untrained Knowledge check with my INT bonus?

---

LOOT LIST (w/ player desires)
Spoiler


So the dragon has no loot? Then again, it's a dragon. It IS loot.

Last edited by Psydon : 07-08-2012 at 01:56 PM.
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Old 07-08-2012, 02:02 PM   Top  -  End  -  #452
RaggedAngel
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Default Re: [OOC] Malachei's Red Hand of Doom

Quote:
Originally Posted by Psydon View Post
Rita is going to cast Polymorph at some point in the near future, so she only needs to be healed 13HP.
Rita will recieve one Lesser Nourishing Utterance for a grand total of 15hp.
Quote:
I do. So, I can simply make any untrained Knowledge check with my INT bonus?
Even better; with a +10 bonus.
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Old 07-08-2012, 02:23 PM   Top  -  End  -  #453
Psydon
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Default Re: [OOC] Malachei's Red Hand of Doom

Thanks, RA.

If I'm not mistaken it only works on a single Knowledge check. I could only hit a 35 at best with Architecture, you 20'd Geography, you 19'd History and your Local roll was still pretty good with the bonus. I'll try for Dungeoneering.

(1d20+15)[24]
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Old 07-08-2012, 02:48 PM   Top  -  End  -  #454
Tashalar
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Default Re: [OOC] Malachei's Red Hand of Doom

Thanks for doing the lewt stuff, Rita.

@everyone: have a look at what's left - there's lot. And lots. So if your character can use something - despite it not being that grand - go for it. Makul simply has all the body slots in use that the items are for.
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Old 07-08-2012, 03:13 PM   Top  -  End  -  #455
RaggedAngel
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Default Re: [OOC] Malachei's Red Hand of Doom

If it's alright, Psydon, I'd really like to get that headband for Aria; there aren't many items that actually work for Truenamers, and among the items here it's really the only thing that is useful for her. Her +1 Chainshirt is better than the robes by 1 AC, and she obviously can't make use of most of the arcane items. She has a pretty solid UMD score, but not enough to justify the Staff of the Horned Triad. I suppose she could also use a few of the potions, but that's pretty much it.
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Old 07-08-2012, 03:21 PM   Top  -  End  -  #456
Toliudar
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Default Re: [OOC] Malachei's Red Hand of Doom

Since (as I've whinged in the past) all of Mead's spells have to beat SR, she'd get a LOT of benefit out of the Ring of Arcane Supremacy. Please please please?

I would give up the cloak of resistance if someone else (say, one of our warrior types) wants it, in which case Mead would be happy to take the Hide +10 cloak.

Ditto for the Shadow Hood. It's good for a lot of us, but Mead of the whole group probably has the most ways to duplicate the effects with spells.
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Old 07-08-2012, 04:08 PM   Top  -  End  -  #457
Psydon
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Default Re: [OOC] Malachei's Red Hand of Doom

Quote:
Originally Posted by RaggedAngel View Post
If it's alright, Psydon, I'd really like to get that headband for Aria; there aren't many items that actually work for Truenamers, and among the items here it's really the only thing that is useful for her. Her +1 Chainshirt is better than the robes by 1 AC, and she obviously can't make use of most of the arcane items. She has a pretty solid UMD score, but not enough to justify the Staff of the Horned Triad. I suppose she could also use a few of the potions, but that's pretty much it.
Sure, by all means take the headband.

And thanks for reminding me: the staff is useless in Rita's hands since her UMD score is 0. I also just realized the robe wouldn't do anything for her except free up a single spell slot since it would eliminate the need for Mage Armour.

It sure has been a while. If no one else wants the robe I'll still take it, but...

Quote:
Originally Posted by Toliudar View Post
Since (as I've whinged in the past) all of Mead's spells have to beat SR, she'd get a LOT of benefit out of the Ring of Arcane Supremacy. Please please please?

I would give up the cloak of resistance if someone else (say, one of our warrior types) wants it, in which case Mead would be happy to take the Hide +10 cloak.

Ditto for the Shadow Hood. It's good for a lot of us, but Mead of the whole group probably has the most ways to duplicate the effects with spells.
The hood can only be used if you have Shadow Hand stances to begin with.

The ring is all yours.

Loot list updated.

LOOT LIST (w/ player desires)
Spoiler

Last edited by Psydon : 07-08-2012 at 06:31 PM.
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Old 07-08-2012, 04:59 PM   Top  -  End  -  #458
Malachei
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Default Re: [OOC] Malachei's Red Hand of Doom

Why would Rita need UMD unless she would want to use spell trigger items of the schools she's banned?
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Old 07-08-2012, 05:58 PM   Top  -  End  -  #459
RaggedAngel
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Default Re: [OOC] Malachei's Red Hand of Doom

Quote:
Originally Posted by Malachei View Post
Why would Rita need UMD unless she would want to use spell trigger items of the schools she's banned?
He's got a point; as long as those spells are on your classes spell list and aren't banned you're fine. Aria just needs UMD because she's a Truenamer, and therefore has no spell list.
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Old 07-08-2012, 06:32 PM   Top  -  End  -  #460
Psydon
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Default Re: [OOC] Malachei's Red Hand of Doom

It sure has been a while. Alright, I'll gladly take the staff. Only one spell (Dragon Breath, no big deal) is locked out.
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Old 07-08-2012, 07:46 PM   Top  -  End  -  #461
RaggedAngel
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Default Re: [OOC] Malachei's Red Hand of Doom

Quote:
Originally Posted by Psydon View Post
It sure has been a while. Alright, I'll gladly take the staff. Only one spell (Dragon Breath, no big deal) is locked out.
Pony reactions make everything better.

And, yeah, while Dragon Breath is neat I don't think it's an especially important spell. We might want to use it if we have to fight a swarm of weaker baddies, but if that's the case Rita can use the magic of friendship and just hand Aria the staff.
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Old 07-08-2012, 09:58 PM   Top  -  End  -  #462
Toliudar
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Default Re: [OOC] Malachei's Red Hand of Doom

Quote:
Originally Posted by Psydon View Post
It sure has been a while. Alright, I'll gladly take the staff. Only one spell (Dragon Breath, no big deal) is locked out.
Just to prevent unpleasant surprises later, Arcane spellsurge is also off your list.
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Old 07-09-2012, 02:11 AM   Top  -  End  -  #463
Malachei
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Default Re: [OOC] Malachei's Red Hand of Doom

Quote:
Originally Posted by Toliudar View Post
Just to prevent unpleasant surprises later, Arcane spellsurge is also off your list.
Really? Why? Its school is Universal, and it is Sor/Wiz/Wu Jen 7. Unless I've missed something, Rita could use this. Maybe you've been thinking about Arcane Fusion?
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Old 07-09-2012, 02:25 AM   Top  -  End  -  #464
Toliudar
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Default Re: [OOC] Malachei's Red Hand of Doom

My apologies. I'd thought it was a sorcerer-only spell, but it's just extra nice for sorcerers.
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Old 07-09-2012, 04:56 AM   Top  -  End  -  #465
Malachei
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Default Re: [OOC] Malachei's Red Hand of Doom

Quote:
Originally Posted by Toliudar View Post
My apologies. I'd thought it was a sorcerer-only spell, but it's just extra nice for sorcerers.
Yes, extra nice.

And Rita can UMD Dragon Breath.
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Old 07-09-2012, 12:59 PM   Top  -  End  -  #466
Carr0t
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Default Re: [OOC] Malachei's Red Hand of Doom

Aaaaaand back.
Gabriel would definetly like the potion of haste (for backup).
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Gabriel Strazza - Malachei's Red Hand of Doom
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Old 07-09-2012, 07:25 PM   Top  -  End  -  #467
RaggedAngel
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Default Re: [OOC] Malachei's Red Hand of Doom

Quote:
Originally Posted by Carr0t View Post
Aaaaaand back.
Gabriel would definetly like the potion of haste (for backup).
He could probably make the most use out of a few of the Invisibility potions, too. Mobility and hiding are more important for him than most of the rest of us.
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Old 07-13-2012, 12:57 AM   Top  -  End  -  #468
Carr0t
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Default Re: [OOC] Malachei's Red Hand of Doom

True. But those are not so high on the "want" list.
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Old 07-13-2012, 06:56 AM   Top  -  End  -  #469
Psydon
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Default Re: [OOC] Malachei's Red Hand of Doom

I'll put you down as wanting them anyway, because no one else does.

There are quite a lot of items no one seems to want.

LOOT LIST (w/ player desires)
Spoiler


Question, Mal: I noticed a comma next to Jumping +5 in the hobgoblin leader's boots. Are the boots supposed to be just Jumping +5 or do they have an additional ability?
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Old 07-13-2012, 06:59 AM   Top  -  End  -  #470
RaggedAngel
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Default Re: [OOC] Malachei's Red Hand of Doom

Quote:
Originally Posted by Psydon View Post
I'll put you down as wanting them anyway, because no one else does.
Aria wouldn't mind the Expeditious Retreat potions or the boots, for mobility, but there seem to be a few characters who's interests have not been represented.
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Old 07-13-2012, 09:38 AM   Top  -  End  -  #471
Malachei
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Default Re: [OOC] Malachei's Red Hand of Doom

I figured you might have been waiting for me? So I posted in IC.

@Psydon: No, that was just a C/P error I took from the list, where it was separating one item from another.
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Old 07-13-2012, 11:10 AM   Top  -  End  -  #472
Toliudar
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Default Re: [OOC] Malachei's Red Hand of Doom

Thanks for this, Mal. A couple of quick questions:

Nothing new found in the tents or towers to suggest more about the plans of the goblins?
Should we assume that Nicholas and Jasmine are ret-conned out of existence, that they'll strike out on their own side mission, or are sticking with us?

--

Failing new details there, I'd say we have two options.

1) We Mountain Hammer the bridge to death with us on the north side, and then tomorrow head out for what looks to be about a day of walking to get to the muster point for the goblins. With flying and invisibility, it shouldn't be too hard to get a sense of just how big this army is, and maybe find out if there are any especially nasty elements (wights, dragons, demons, etc) to it. We head back and make use of various flying spells and abilities to cross the gorge, and continue on back to Drellin's Ferry.
2) We Mountain Hammer the bridge to death with us on the south side, and head back to Drellin's Ferry immediately. We warn them about the horde and maybe try to find out what the heck a Ghostlord is, and why it's on the goblins' map.

Advantage of #1: much clearer understanding of the enemy and its composition. Also useful to find out how close they seem to be to moving out. Possible interaction with advance patrols, which nets us XP and possible information. May gather information that suggests a new destination that is different than Drellin's Ferry.

Advantage of #2: we don't lose two days walking back and forth. We don't risk capture or death by walking right up to the edge of a goblin horde.

Thoughts, folks?
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Old 07-13-2012, 11:24 AM   Top  -  End  -  #473
Psydon
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Default Re: [OOC] Malachei's Red Hand of Doom

I'm all for recon. I say #1.
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Old 07-13-2012, 12:05 PM   Top  -  End  -  #474
Carr0t
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Default Re: [OOC] Malachei's Red Hand of Doom

I am more for option #2. Buuut Gabriel is for option #1 - so option #1 it is.

As long as we do not return to civilization Gabriel would probably take the (Jump +10, Tumble +5) boots IF no one else wants them.
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Gabriel Strazza - Malachei's Red Hand of Doom
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Old 07-13-2012, 12:46 PM   Top  -  End  -  #475
Ladorak
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Default Re: [OOC] Malachei's Red Hand of Doom

Lol. The scout wants to scout. Can't say that's that surprising. Ok, let's go scouting :) We should camp in the southern towers I think. That way if the Hand turn up during the night we can... well, I'm sure you can guess.

On reflection I could actually really use the Black boots (Jump+10, Tumble+5). And might get some mileage out of three vials of light green liquid (Exp. Retreat)
and the black hood (Shadow Hand Hood, 3/day activate 2 SH stances).
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Spoiler

Last edited by Ladorak : 07-13-2012 at 12:51 PM.
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Old 07-13-2012, 02:00 PM   Top  -  End  -  #476
Toliudar
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Default Re: [OOC] Malachei's Red Hand of Doom

I would also vote for scouting ahead. And I think that holing up in one of the towers sounds like a great idea. Maybe we wait until morning to "blow" the bridge, and just walk across first? There's some small risk of the army showing up in the night, but I didn't get the sense that they were that close.
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Old 07-13-2012, 04:28 PM   Top  -  End  -  #477
RaggedAngel
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Default Re: [OOC] Malachei's Red Hand of Doom

Quote:
Originally Posted by Toliudar View Post
I would also vote for scouting ahead. And I think that holing up in one of the towers sounds like a great idea. Maybe we wait until morning to "blow" the bridge, and just walk across first? There's some small risk of the army showing up in the night, but I didn't get the sense that they were that close.
An army would be sending up smoke and would almost certainly have aerial support that would be visible from miles away. Armies march on their stomachs, which means that we may be able to smell the meat and cookfires if they were close.

That said, less realism and more rules would mean that they could march in relative silence, sleep without any tents or cover on the ground that they end their daily march on, and that each of them could carry enough food for themselves for two weeks, easily.

Let's hope for realism in this case.
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Old 07-14-2012, 09:46 AM   Top  -  End  -  #478
Psydon
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Default Re: [OOC] Malachei's Red Hand of Doom

Post to come later today.
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Old 07-17-2012, 12:57 AM   Top  -  End  -  #479
Malachei
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Default Re: [OOC] Malachei's Red Hand of Doom

I'll probably be able to post within the next two days. Are your plans finalized?
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Old 07-17-2012, 03:35 AM   Top  -  End  -  #480
Carr0t
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Join Date: Apr 2007
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Gender: Male
Default Re: [OOC] Malachei's Red Hand of Doom

I believe the plan is pretty much agreed on:
Quote:
We Mountain Hammer the bridge to death with us on the north side, and then tomorrow carefully head out for what looks to be about a day of walking to get to the muster point for the goblins. With flying and invisibility, it shouldn't be too hard to get a sense of just how big this army is, and maybe find out if there are any especially nasty elements (wights, dragons, demons, etc) to it. We head back and make use of various flying spells and abilities to cross the gorge, and continue on back to Drellin's Ferry.
__________________
Anybody else want to negotiate?
Korben Dallas

Gabriel Strazza - Malachei's Red Hand of Doom
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