There is an escape portal to another world right down there, if they dare to jump through it and split the party again.

Well, possibly, but also…

Durkon might have something in that staff.

Love it.

We can start with protection from normal missiles, assuming that is still a D&D thing, anyway… But in the absence of V having a mass teleport up his/her bottom after all this time, yeah, I have to think that the broken gate will be the way out.

It’s 3.5e, and V is known to have that spell…but its single-target. And only blocks 10 damage/caster level.

(edit: single-target not self-only, oops!)

This is a dramatic confrontation between Elan and Tarquin. It’ll get resolved on that level I have to imagine.

Yeah, that makes sense, too. But it would be a shame to not do something with the broken gate.

Vampires should have weapon immunity so he should be okay. I assume the summoned monster may have something too. Kinda boring to just hide behind them thought.

A quick google shows DR 10 magic/silver (I stopped playing at 2nd Edition).

Tarquin has lots of resources at his disposal. Wouldn’t surprise me entirely if they all die in the next strip but Elan persuades Tarquin they’re necessary and get a quick resurrection. That would be appropriately dramatic.

I can’t believe Tarquin just committed such a grievous error.

He ordered the noble hero’s death in a situation where escape is nigh on impossible. Is there any situation where victory is more certain? From a dramatic perspective, anyway.

Tarquin is about to fall prey to the same error he affixed to Nale, being a “B-lister.” And B-listers will end up dead as soon as its time to move on to the big bad. Guess what? It’s time to leave the Western continent and chase after Xykon. They are not going to save the world from Xykon to go back to kill some evil shadow emperor. Haley’s father is free, Elan has made peace with the fact that his father is a really evil fellow, Durkon’s irreconcilable differences with Malack have run their course… there is nothing left to do but kill Tarquin and company.

Indeed, we don’t even know the names of half his crew, or they’ve been named once.

I… I like the way you think.

They aren’t done with Tarquin but this part of the story almost is. I would almost expect him to make your same point in the comic, though.

Nice to see just how casually GOOD Roy is at what he does.

#917: Hold On

Definitely agree that Tarquin might be talking himself into a grave. Especially if he think Xykon is the sub-boss. Hubris.

And he even called him “Xyklon”, which is hilarious. Rich is poking fun at everyone who’s gotten Xykon’s name wrong on his forums over the past decade.

hehe brilliant. And of course that last panel, with the gate just off to the side. I’m thinking they make for the gate and beat Xykon to the other gate by getting there from the inside.

My goodness! Roy just “one shot” a Velociraptor! Or Utahraptor, I’m not really sure.

Regardless, he definitely has his Great Cleavage working.

For the more hard core DnD players… how many low level fighter mooks does it take to kill a high level fighter? Also, how close is it to dawn?

We don’t know Roy’s AC, so some analysis will cover several Ac values. We don’t know roy’s level, but we’re going to assume 5 hit points per hit dice and a +3 con. At level 10, that’s 80hp. At 15, it’s 120hp.

A mook is assumed to be have 1HD and +1 Base Attack Bonus. A Mook is not assumed to have any feats or class levels that would improve on this. A mook will be assumed to have a strength bonus, and we’ll examine the effects.

At 20 ac, a mook hits 10% of the time (19 and 20; 20’s always hit). A good strength score - we’ll assume a Mook never gets above a +3 bonus - bumps that to 25%. With a single attack each, 8 mooks surrounding Roy will hit twice per round. They will do in the neighborhood of 1d8 +3 damage, or 8.5 on average, and 17 damage per round. Level 10 Roy dies on the 5th round, on average. 15 dies on round 8. But 20 ac is trivial, and we might have given the mook too much strength. The important takeaway here is that this is probably a mook’s best case scenario.

At 25 Ac - (by the way, that’s +3 full plate and +3 ring of protection, with no dex bonus), a Mook has a 5% chance of hitting Roy, only on the famed “natural 20”. The average damage per round is considerably lower. I am too lazy to remember how to calculate the average number of hits per round on 8 guys each with a 5% chance to hit, but this is less than 1 hit per round. The important point here is that there is always a 5% chance to hit Roy. There are ways to mitigate this - Damage Reduction - but Roy lacks them. Dr 5/magic would massively reduce incoming damage. Dr 10/magic would reduce all incoming damage except on crits. The problem Roy faces here is that every hit becomes a threat (fortunately, that means someone has to roll 20, 20 to succeed; very unlikely). This is a weird quirk of the tabletop crit rules, which I really don’t think favor players but players apparently love them (and it is possible to do crit focused builds on the table top, where you get them a lot).

Off hand I know of no fighter feats to help Roy here. Certain Pathfinder barbarians could stand for a long time inside something like this though (the Invulerable Rager archetype gets Dr 13/- at level 20. Meaning that only a confirmed crit would ever harm them; but they would get like 60 rage-induced rounds of “let me pounce full attack pods of enemy soldiers over and over!”. That would be kind of hilarious).

Naturally, there are people shooting bows and there are people with polearms (reach attacks!) so Roy can potentially face many more than 8 attacks per round. A mook archer probably only does 4.5 damage per round (Longbow is d8, we’re not assuming anything fancier), and while a mook archer would face all sorts of stiff penalities for shooting at Roy while Roy is in melee, there’s always that 5% chance to hit him. A high level fighter is less durable in this situation than you might think. Even at 20th level, with max hp and a +5 con bonus (300 hp), a fighter would go down inside of 30 rounds without healing or damage mitigation of some sort. And potentially very quickly. Technically, I don’t think Roy can move and great cleave in the same round, but I may have that wrong. And this isn’t the tabetop. Roy could kill a lot of guys in one round potentially, but not enough to win without outside help.

Naturally, a high level divine and arcane spell casters can do all sorts of fun things in this situation. But. . . yeah.

It’s one of the classic things you do as a GM to first-time high-level players who are all full of themselves. You take them down with an ambush and a few groups of goblin archers or something embarrassing like that. After that, they’ll stop just marching in the front door to enemy areas like they own the place…

But on the other hand skilled players even at mid-level with a few tricks up their sleeves and a moderate amount of AOE can defeat armies of mooks, especially if you actually give the eleventeenth wave of cannon fodder to march in a morale check, there’s some kind of restricted access to the players (not like in this strip) or they have some other ace in the hole.