by MadBoat on Sun Nov 21, 2010 8:13 pm
Christ. This is terrible. Friggin owlbear ruining everything. Argh!
Ok. If all 4 adventurers come down the ladder and we're still in this room, they're going to attack the next turn, and because we're short we can't get into the bugbear kingdom before they can get to us and start murdering. We'll take heavy losses, and we can't hit back, because if we stand and fight, we'll all die messily.
If all 4 adventurers hit the X room we're ok.
If the adventurers split up, they might attack that turn and still deal a lot of damage, but even if they don't they're gonna know where we went, and we won't be in any kind of shape to help the bugbears... and we'll be stuck in the kobold room for a long while. This is not terrible, but its certainly bad.
I have no idea what odds to assign to their movement next turn. If they stay together and just pick a door, its 33%. But if I were a smart adventurer I would send the rouge out one way and the rest of the party in another way. thats 66% odds we'll be located
There is one thing we can do to prevent this, and thats forget the owlbear and get into the throne room right now. But if we do that, the owlbear will hit one of us as we withdraw, and with hitpoint totals as they are, its 75% likely someone will die.
If we fight, we can predict reasonably well who will take the hits (whoever posts first), and I can therefore keep them alive, but... adventurers...
so we're in a bad spot, guys. I think a total retreat is the right call, given what losses we'll suffer if we get caught by the adventurers. But it sucks to have to likely consign one of you to death, when you all dropped everything to bail me out.
@ suggestions
Using the rope to get everybody out of the owlbear pit quickly isn't possible. There isn't anything to secure the rope on. We'd have to haul everyone in the pit out with pure goblinpower. We can't spare the goblins on pull duty and leave enough to kill the owlbear. it might work if we designate someone to take hits, get everyone up to the ledge this turn, pull him up, and then get to the hole.
@Lonestar
Darkgrey ended up on the far side of the owlbear? So the owlbear could block his movement like it did me?
Last edited by
MadBoat on Sun Nov 21, 2010 8:51 pm, edited 2 times in total.
Last Ditch Dungeon: Teller Hideous Mole SWEET GLORIOUS VICTORY!
Escape from Brassmoon: Sarus, Foe of the Floating Maw ESCAPED! WOOT!
Crappy Art Cave of Doom: Mops Up : DIED AT THE HEIGHT OF MY GLORY! HOW NOBLE!
Loot!:Herr Henry von HeffleHocken, Hobgoblin Hero
WND: 4
ATK 9: 1 (Hero) + 2 (mighty pen) + 6 (pipe of Badassery)
DEF 2: 0 (Hero) + 1 (Leprechaun Lamp) + 1 (Accounts Ledger)
FAB 14: 0 (Hero) + 4(Leprechaun Lamp) + 2 (mighty pen) + 6 (Accounts Ledger) + 2 (pipe of badassery)
Gear: s1: Leprechaun Lamp(Creates Rainbows! Creates light! 30% chance for Moar Lewt!)
s2: Pipe of Badassery (Makes you a badass! Also makes you talk like Helen Keller!)
s3 Accounts Ledger (Giant friggin' blank book! Very pretty! Contains Blank Paper Pages of Potential!"
s5: Mighty Pen( 5% chance to break swords! +1 Def against swords! Creates caligraphic characters on command!"