The Eye of Anubis: OOC Thread

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Kaitou Kage
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Post by Kaitou Kage »

Suggestion in the hopes that people read this before posting:

We don't have to fight this and it may be better for now if we don't, even though I know PCs in general are bloodthirsty.

Half of you are at the door, the other half are at the music box. We can't teleport out of the room but we know the password to get out, so those of us on the dais can teleport to the door, or otherwise make our way there.

For mine and Nathan's parts, the zombies can't even tell we exist, even if Snefru herself might be able to. Ultimately, I suspect our best option is to retreat. We know what's here, we've seen the sights, there's no reason for us to stay here and fight. Have the tanks hold the line so everyone else can pull back and we should be able to make it out without much problem.
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Post by Rock of the Fraternity »

And who says the vengeful ghost can't leave the room? I agree we can probably dump the zombies, but Snefru's going to be a problem, especially if we get into a tight corridor with her zipping around all incorporeal.
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Post by Kaitou Kage »

Rock, don't hyperanalyze.

Who cares about Snefru right now when the ceiling is going to collapse in on us in a very short time? Unless I'm mistaken, we just have to step back into the main chamber and go out the door to the streets.
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Post by Rock of the Fraternity »

At a dead run, it's five minutes from this place back to the surface. Translate that into rounds of combat, in cramped tunnels, with an incorporeal enemy targeting us.

I can tell you one thing, I'm not planning to be visible for that.
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Post by NeoTiamat »

It's a pretty long tunnel, and Snefru can take shortcuts through walls to traverse the tunnels and get ahead of you.

You can run, of course, but it's liable to get very ugly. Also, I'm pretty certain that Forbiddance prevents all teleportation and planar travel inside it (Snefru had materialized far below, out of the effect of the Forbiddance, and then floated into the area).

So I'm with Rock. (Plus I don't have maps for the tunnels, so finding them would be a pain.)
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Post by Kaitou Kage »

Ah, I missed the tunnel somewhere. Well, so much for trying to strategize here, then.
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Post by Rock of the Fraternity »

If I might be so bold as to offer a mildly alternative game plan: everyone pile as much destructive power as they can into Snefru and snuff her out. Those who can't hurt the incorporeal, please keep the zombies or whatever the heck they are off those who can. Once Snefru is gone is an ideal time to run back to the surface.
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Post by DocBeard »

Not a bad idea. Once the zombies move closer I'll turn on them.
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Post by Kaitou Kage »

Rock wrote:If I might be so bold as to offer a mildly alternative game plan: everyone pile as much destructive power as they can into Snefru and snuff her out. Those who can't hurt the incorporeal, please keep the zombies or whatever the heck they are off those who can. Once Snefru is gone is an ideal time to run back to the surface.
This seems like a good idea. Take out the heart.
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Post by Kaitou Kage »

Also, Tomas, I don't know if it would've made a difference in your roll but don't forget your weapon is currently Undead Bane, so you have a +2 to hit Snefru (and a +2 to damage and a +2d6 to damage if you hit)
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Post by NeoTiamat »

FYI, Snefru is Incorporeal.

People interested in hitting her should roll a d100. Results of 1-50 is a miss, 51-100 is a hit.

Non-magical weapons can never hit, Force effects or other specifically anti-Incorporeal weapons/spells automatically hit.
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Post by lostboy »

Cack! 37 just aint enough on the miss chance.
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Post by The Whistler »

I'll post tomorrow at lunch break when I have more time, but for the record, I *do* have a Blast Globe in tow. According to Neo's helpful description:

Standard action to activate, then the next round, you can direct them to any location within 400 feet. 20' radius spread, 10d6 fire, 2d6 sonic, deafened for 2d6 rounds, pushed 1d6 squares away from the center of the blast. Reflex DC15 halves fire damage and negates the push, Fort DC15 negates the deafening. Then the globes reform in your hands; they can be used once per day.

Not necessarily worth risking on Snefru, thanks to the whole "incorporeal" thing, but would definitely be worth busting out if the zombies start ganging up on us in one place. If it seems like a decent idea to use it, I'll try to post early in the cycle (and probably warn y'all in this thread first) so that everyone has time to get out of the way.
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Post by Isabella »

Let's spread this sickness

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Last edited by Isabella on Tue Mar 24, 2009 4:12 pm, edited 7 times in total.
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Post by NeoTiamat »

For general information, I rolled the saves for Sarari and Luther. Sadly, having a bad Will Save, low rolls, and then a -4 Save penalty is unfortunate.

Both of the warrior types fail both saves.
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