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  #1061  
Old October 3rd, 2005, 12:20 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Actally, I was more thinking of some ancient blood feud or something that had to be settled with some orc who's now a general or something... that'd provide all the fun of sneaking around in D&D (which I haven't seen much of yet), and getting to do big battles against lots of tough enemies
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  #1062  
Old October 3rd, 2005, 01:45 AM
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Default Re: OT: Narf has gone looney and wants to GM.

If they are individually "tough", lots of them at once are fatal. It's part of the reason I haven't been sending more than one difficult demon at a time in (the other being that it's difficult to track lots of critters at once).

But if you want, I suppose one CR 12, 2 CR 8's, 4 CR 6's, 8 CR 4's, and 16 CR 2's make for an encounter level of 15... when we have a party level of 14.9; which could make for a nominally resonably difficult encounter ... for rediculously low amounts of xp (630 each for Derrel, Jason, Kaylin, and Elorin, 450 for Kibin). Of course, CR 2 Orcs have three levels of warrior, and probably hit an AC 17 wizard on about a roll of 10 or so, with Greatswords dealing 2d6+4 damage (with appropriet Composite Longbows, they only deal 1d8+3, on a roll of 13 or so, but all can fire at once... potentially at the same robed target... have to clear out the spellcasters first... Orcs are intelligent, after all). Be ready with battlefield control spells and escape battle spells.

A duel situation, on the other hand.... of course, that would be pretty much one on one.... or are you thinking something along the lines of covert ops/assasination of an opposing commander?

Edit: Let's see.... 100 CR 1/2 Orcish Warrior 1's + 1 Orcish Cleric 15 Warlord would officially be a CR 16 encounter. Of course, 100 longbow equipped Orcish Warrior 1's, shots divided evenly amongst 5 targets, would get roughly 1 hit per round per target... assuming that the targets all have AC 21 or better, and assuming totally mundane arrows. A cleric 15, on the other hand, could cast Greater Magic Weapon four times to give each two +3 arrows; burning 5th level spell slots as well, each could get four. 20 arrows per character the first round, at +4 to hit, means: AC 24 or higher (roll of 20 only): 1 hit; below that, +1 hit per -1 AC; so AC 17 could expect.... 8 hits the first round, for 1d8+3 damage (1d8+6, for Composite Str + 3 Longbows at 400 gp each... but that'd be overkill....); 1d8+3 averages... 7.5, eight of them would make for an expected (roughly 50% chance of that amount or more) 60 points of damage... and Kaylin only has 54 hp... assuming they don't give any preference to the spellcaster in the Robe of the Archmagi. Everyone else in the party would have sufficient AC that they would only take one or two arrows....

But do I really want to track 101 Orcs? Decisions, decisions.....
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  #1063  
Old October 3rd, 2005, 03:46 AM
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Default Re: OT: Narf has gone looney and wants to GM.

The standard orcish soldier probably won't be too tough individually, while the guards around high-ranking officials probably would be.
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A duel situation, on the other hand.... of course, that would be pretty much one on one.... or are you thinking something along the lines of covert ops/assasination of an opposing commander?
Definitely the latter. But that might cause problems for Sir Derrel... and it's almost certainly against their Code. So, we should probably hold off on that, since it'd leave Derrel out of the fun.
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  #1064  
Old October 3rd, 2005, 04:20 AM
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Default Re: OT: Narf has gone looney and wants to GM.

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Jack Simth said:
Something slightly unbalanced so you can go and slaughter some Orc children before they become Orc Warriors? Hmm.... perhaps.... might even be able to slip it past the Paladin.... although that could get tricky.
It'd be rather more difficult to slip it past the player.
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  #1065  
Old October 3rd, 2005, 05:17 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Oops, didn't read carefully I wouldn't do that unless I was evil...
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  #1066  
Old October 3rd, 2005, 08:22 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Ooo, magic fang. Gimme.
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  #1067  
Old October 3rd, 2005, 10:11 AM
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Default Re: OT: Narf has gone looney and wants to GM.

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narf poit chez BOOM said:
It'd be rather more difficult to slip it past the player.
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Violist said:
Oops, didn't read carefully I wouldn't do that unless I was evil...
Nothing in a dark shade of gray then? Check.
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Hey, Kibin... if you wanted to be quite nice to me, I could give you Greater Magic Fang and make it permanent.
Of course, as you can't actually cast the Greater Magic Fang yourself, it soaks up the hired caster level... which granted, you will likely want as high as it goes anyway for the +5; let's see.... Permanency for Magic Fange requires 1500 xp ... which translates to 7500 gp for that, Permanency is 5th, and you need at least an 11th level caster.... so another 550 gp; and then you want Greater Magic Fang from a Druid ... 3rd level spell, caster level 20, another 600 gp; runs at a market value of 8650 gp. Of course, a Greater Dispel Magic can trash it for good....
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  #1068  
Old October 3rd, 2005, 10:23 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Theroretically if we get it into a potion form, then it wouldn't be subject to dispel magic. Of course, that's probally more gold right there for the potion, but it wouldn't BE subject to dispel magic.
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  #1069  
Old October 3rd, 2005, 10:49 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Hmm, so you're talking about hiring someone to cast it, like we did for the wagon? 3,000 gp for a potion of Greater Magic Fang (+5), and if I cast Permanency myself, that'd save money... and the other question is, would this even carry over once I cast Kaylin's Great Warping (hehe)?
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  #1070  
Old October 3rd, 2005, 11:21 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Meh, let's just let the sorcerer change me back.
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