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Post by Dead Greyhawk on Sept 17, 2006 21:49:00 GMT -5
The Company pays their debts, divvies up their magic items, and agrees to help out Sir Highrider. Killain coughs up an out of date map of one level of the sewers, and, after some grumbling, the Company agrees to head down and lay in wait outside the city for the initial attack. Maximilian goes along. The original Longspear was a motte and bailey type castle and with the river erosion, the city has settled significantly. Masses of catacombs link the sewers and dead spaces under the city. The map shows actual sewers that need to be crossed, plus a plethora of tunnels. It also shows a link to strange things under the Silent One's octagon. Deep under the castle, the Company prepares to depart into the sewers. The guardsmen there tell of strange creatures, bodies, and bad stonework. Winthrop summons back the chest to give a magical mace to Maximilian, and a strange 2' long winged, golden furred elephant comes with the chest. Otto and Winthrop feel peaceful in its presence while Dell feels a bit anxious. Most of the guardsmen drop to their knees in terror. The strange 2' long winged, golden furred elephant trumpets and the walls shake, a stream of golden fireworks shoot from its trunk, and Otto is coated in molten golden goodness. He feels blessed. The strange 2' long winged, golden furred elephant flies off into the distance and disappears. "Weird." The tunnels are tunnels. Some of the walls are less than stable. The Company has to backtrack once or twice. The sewer seems impassible and Otto goes looking for another way past a portcullis. The portcullis seems odd to Otto and it begins to lunge at him. He runs away, back to the others, and they argue for a while how to cross the sewage river, Pfiffwin vomiting all the while. They argue long enough that the portcullis thing appears out of strange tendrils on the walls, floor, and ceiling. It strikes at the Company while simultaneously forming shapes that appear to be fleeing. Adrienne takes a good hit before the portcullis thing gets turned into blobby paste. "Doubly wierd." The Company uses the rope of climbing to get past the sewage and then find the next major passage is flooded. Something that doesn't like light is in the water. Dell uses the wand to make an ice flow and they use that as a raft. All is well until they hit a corner, where the raft is too big. While they are chopping the raft up to make it smaller, a snail with flail-like tentacles attacks. The snail isn't too impressive, until Winthrop shoots it with magical bolts. The bolts are reflected back at Winthrop, but the shell starts scintillating and swirling in color. Soon, most of the Company is staring slack-jawed at the shell. The snail continues flailing away, crushing Maximilian and then Dell. The Snail hates Dell, because it continues to crush Dell even after Winthrop summons a flaming sphere on it. It even continues to crush Dell after the entire Company is slack-jawed and staring. Dell dies. The snail eventually is killed as people shake off the swirling image of the shell. Oaklock does magic missile the snail again, with the missiles ricocheting into Maximilian. Otto chases down the snail, once the flails are all destroyed, and makes sure it's dead. The miniberg-raft is sailed past a torrential waterfall and to dry corridor, using a grapnel as an anchor. There, Hugh uses his Knot potion to bring Dell back to life. Dell coughs greatly and immediately checks his possessions. Only halfway through the catacombs, and already one dead.
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Post by Dell on Sept 18, 2006 7:51:02 GMT -5
The snail isn't too impressive, until Winthrop shoots it with magical bolts. The bolts are reflected back at Winthrop, but the shell starts scintillating and swirling in color. Soon, most of the Company is staring slack-jawed at the shell. The snail continues flailing away, crushing Maximilian and then Dell. The Snail hates Dell, because it continues to crush Dell even after Winthrop summons a flaming sphere on it. It even continues to crush Dell after the entire Company is slack-jawed and staring. Dell dies. If only we had followed my featherfall/teleport plan, this never would have happened. There was a failure in leadership. Who's in charge of this mission anyway?
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Post by Mr. Trommer on Sept 18, 2006 11:22:50 GMT -5
Raven is in charge.
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Post by Dell on Sept 18, 2006 12:15:58 GMT -5
When's the next election? I don't remember Raven ever being blessed by an extradimensional creature - Otto has clearly been anointed by the gods to lead us.
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Post by Mr. Trommer on Sept 18, 2006 15:17:16 GMT -5
I'm not sure the Republicans are going to do well in the coming elections. Public reaction to the war is definately not helping right now. A recent poll from a shady recently deceased elvish type expressed dissatifaction with the leadership on the ground. His outlooked improved after some atruistic intervention.
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Post by Mr. Trommer on Sept 19, 2006 15:32:53 GMT -5
Okay it wasn't funny.
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Post by Ginger on Sept 20, 2006 13:24:10 GMT -5
Don't worry. Raven will soon return to protect you all from the big, bad snail.
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Post by Mr. Trommer on Sept 20, 2006 16:04:07 GMT -5
I don't know about that. I think Lord Highrider mention something about Lord Raven leading a diversionary charge with your men at the preset time so we can surprise the clerics. I thought I heard something about cannon fodder but wasn't sure if he was talking about your attack or ours.
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Post by Ginger on Sept 20, 2006 17:01:01 GMT -5
Yes, I will be leading my own group of warriors against the orcs while the rest of the company heads through the swamp. But fear not, once this battle is over, I'll rejoin the group to protect them from snails, slugs and other fearsome monsters.
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Post by Wolfgar on Sept 26, 2006 22:39:05 GMT -5
Since I won't be there this week I would like to discuss the plans for the battle beforehand.
We have approximately 6 hours to get ready. Here are the plans we have so far.
Otto -on guard Diego -on guard Winthrop -sleep for 2 hours -memorize spells for 4 hours Hugh -sleep for 4 hours -memorize spells for 2 hours Dell -memorize spells for 6 hours Adrienne -sleep for 4 hours -memorize spells for 2 hours Pfiffwin -Phantom Armor -sleep for 4 hours -memorize spells for 2 hours Oaklock -sleep for 4 hours -memorize spells for 2 hours less 1 turn -Strength spell for Diego for 1 turn Max -sleep for 4 hours -memorize spells for 2 hours
Here are some other spells we might want to cast before leaving the sewers: -Polymorph Self (2 turns/level) -Protection from Normal Missiles (1 turn/level) -Invisibility 10' -Run spell for Hugh, Adrienne, Diego, Max and Pfiffwin (5-8 hours) -Fly (1 turn/level + 1-6 turns)
Who needs to be healed before we start? Pfiffwin is at 10 of 14, +4 for the Phantom Armor. Otto will be completely regenerated within an hour.
Do we want to try wishing Foebiter back together? I would like Winthrop to have the magic resistance if possible.
The following people should get a Spriggin silver badge: Diego, Otto, Pfiffwin, Dell, Adrienne, Winthrop, Oaklock. They might prove handy if some subterfuge is required.
Pfiffwin will use Blindness, Color Spray and Chromatic Orb to hamper any enemy spell casters. He has Mirror Image (2-5 images) and Blur if it looks like he is getting attacked. He will use Alter Self to look like a Spriggin or Invisibility if he needs to escape.
Otto has two Entangle spells. He can use one to slow down anyone trying to leave the tents (assuming Winthrop, Dell and Oaklock haven't nuked them already) and one if surrounded by a lot of melee opponents. His remaining magic user spell is sleep which again could be used if attacked by a lot of orcs.
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Post by Dell on Sept 27, 2006 8:42:51 GMT -5
I think Otto should memorize Taunt.
The clerics should slap a Protection from Evil on people right before the fight. It's a first level spell that's an extra 2 points of AC, and it'll last for 18 or 21 rounds. If Hugh casts Protection 10' radius that would last 70 rounds, but we lose out on... whatever good 4th level cleric spell he has. We're supposedly fighting clerics and undead, so our clerics should have Remove Paralysis memorised. Mages should have Minor Globe memorized.
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Post by Ginger on Sept 27, 2006 16:33:05 GMT -5
I agree that Run is a good idea. If the casters are all polymorphed, the whole party is able to move very quickly. I don't think a fly spell is more helpful than fireball/lightning bolt/slow.
Do we want Invisibility 15' radius before we go up?
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Post by Wolfgar on Sept 27, 2006 20:27:29 GMT -5
Do we have an idea of what the clerics' camp looks like? Did we have a chance to see it from the walls of the city using a spyglass? Do we know where we are going once we leave this building?
If we do have a specific destination in mind then I would say we approach invisibly. When we are in range Winthrop and Oaklock can fireball the tents. I say we stick close together. Otto and Diego should act more as bodyguards for the wizards with the clerics providing aid. If we get spread out it will be too easy to get surrounded. We should plan to retreat back to the sewers once the clerics are dead unless we can meet up with Raven or Al's band.
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Post by Ginger on Sept 28, 2006 9:24:10 GMT -5
Will giants throw boulders at gargoyles they see flying over the tents? They might assume that evil clerics use them, and so won't immediately target them with boulders. Also, have the mages tried polymorphing into undead? It would be great if they could fly around as specters or ghosts. It also might demoralize the giants if they see three giant wights. Perhaps there's some understanding between them that the clerics won't disturb the corpses of the giants.
As for the tactics during battle, I'm thinking that the mages will be in the air out of melee range and focus on the evil clerics and any non-undead guards. Our clerics will turn the undead with the fighters to back them up. If the cloud giant is here, Otto will take him out.
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Post by Wolfgar on Sept 28, 2006 16:58:34 GMT -5
Didn't the demons in the Knot fly as well as the demon in the dwarven ruins in the swamp? That would certainly confuse things if the wizards polymorphed into them. Or they could polymorph into the demons we just killed. They could easily move through the camp with the rest of us trailing invisibily. I doubt anything other than the head cleric would dare try to stop one of them.
It does seem like this battle isn't really suited for the non-magic users. Wouldn't it just be easier for the magic users to burn the clerics' tents to the ground flying well overhead while the rest of us hold the retreat position? There are too many other ground forces for the rest of us to make any difference against. I would be happy to take out giants but there are 100 orcs for each giant and with the wizards busy with the clerics it will be hard for us to mow through them.
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Post by Ginger on Sept 28, 2006 17:18:54 GMT -5
There are 2 things I'm worried about. 1. If something is flying in the air casting spells, every giant within throwing range will target it. That'll possibly bring down any one of our casters. The odds of getting targetted by 40 giants in one round are almost nil if you're on the ground, but they're pretty substantial if you're in the air. That's why I don't think our guys should be flying if a horde of giants is too close.
2. It would be extremely bad if our casters aren't supported by clerics if a few spectres are floating around.
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Post by Wolfgar on Sept 28, 2006 19:55:37 GMT -5
There are 2 things I'm worried about. 1. If something is flying in the air casting spells, every giant within throwing range will target it. That'll possibly bring down any one of our casters. The odds of getting targetted by 40 giants in one round are almost nil if you're on the ground, but they're pretty substantial if you're in the air. That's why I don't think our guys should be flying if a horde of giants is too close. 2. It would be extremely bad if our casters aren't supported by clerics if a few spectres are floating around. Most giants have a range of 200 feet with Cloud Giants at 240 feet and Stone Giants at 300 feet. Fireball has a range of 200 feet, Wall of Ice or Ice Storm just needs to be above those being attacked and Magic Missile for Winthrop has a range of 170 feet. Now I actually sat down and worked out the physics on this and the maximum height you can throw upward is 1/2 of your range above your starting height. So a 12' Stone Giant can only reach roughly 160' upward if they were directly below which is under the magic users range. Also according to the MM spectres and shades are powerless in sunlight. Another good reason to wait for dawn.
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Post by Ginger on Sept 28, 2006 23:28:52 GMT -5
Specters are powerless in the sun? That would have been good to know when we were traveling with Dulfek's ghost.
I believe that we have some house rules on how gravity affects missile weapons. I'm pretty sure that you don't get a bonus for shooting downhill, so I don't think you get a penalty for shooting upwards.
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Post by Dell on Sept 29, 2006 0:15:28 GMT -5
Too much battle planning at this point is pointless, since we don't know the situation yet. So, in general, what are we looking to do?
As I see it, our role in the battle was to get behind enemy lines and "sack the quarterback" - take out the clerics and the powerful undead. The orcs and giants should be busy with the main attack, so they shouldn't be that much of an issue. Remember, they didn't mix among the zombies and clerics in the previous attack.
If everything is timed right, we can go in and deal with the clerics and maybe a demon or two while the orcs and giants are messing with the army. If there are dozens of giants to deal with as well, then our plan is already screwed.
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Post by Ginger on Sept 29, 2006 9:38:48 GMT -5
Too much battle planning at this point is pointless, since we don't know the situation yet. Tsk, tsk. That's why you're not the leader.
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Post by Dell on Sept 29, 2006 11:27:31 GMT -5
Too much battle planning at this point is pointless, since we don't know the situation yet. Tsk, tsk. That's why you're not the leader. Because I don't want to make plans without any valid intelligence? That's crazy talk! I suppose you think that after we kill the clerics, the undead will welcome us with open arms as their liberators. Here's the plan as given to us by Highrider: Sir Highrider can provide a map of the Longspear catacombs that will lead to within several hundred feet of the priests’ camp. Once the assault on the orcs has started, it should be simple for the Company to pop out of the catacombs, slaughter the priests, and hopefully the cloud giant, and then flee back into the catacombs again. If successful, the battle for Longspear will be assured, if not, the attack will likely fail. I like the idea of having Otto (invisible and silenced) running in and cutting them to shreds, after we soften them up with some artillery spells. The silence keeps them from casting, and his sword keeps them from living. After we get a look and see the exact range, direction, etc, here's the plan. First we get our defensive spell on. Protection from evil on Otto, and perhaps Adrienne. Winthrop and Oaklock Polymorph, and possibly PNM. Adrienne could use a Strength, since we lack fighters with Al and Raven gone. Put Silence on a rock for otto. Any other prep spells will be applied in order of duration for maximum effectiveness. Last in the order should be Bless and Prayer, then Invisibility 10' radius - then we make our move. First round of engagement we drop a slow and an area effect spell or two - probably fireball. Dell will provide crowd control with utility spells, Winthrop and Oaklock will blast the hell out of any accessible targets. Otto will charge anyone he can (according to his priority list) and hack them to bits. Adrienne, the weakest cleric, will do the same, unless party support (healing, turning) is needed. Otto's priorities are: Cloud Giant, Demons, Clerics, Other. Winthrop and Oaklock priorities are: Clerics, Cloud Giant, Undead, Demons, Other. Cleric priorities are: Party support, Undead, Clerics, Demons, Other. Pfiffwin's priorities are: Clerics. His spells are unlikely to be effective against anything else, and with his Con dying is a bad idea. Diego's priorities are: Clerics, Cloud Giant, Other. Dell's priorities are: Survival, Loot, Turning Invisible, Running Away, and time permitting, helping the party.
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Post by Wolfgar on Sept 29, 2006 12:52:37 GMT -5
How about Otto does Entangle the first round while Winthrop and Oaklock cast Fireball from above? We can either use Entangle around us to keep things at a distance or around some the tents to slow down anyone that manages to survive the Fireballs. I lean towards the latter since we aren't likely to maintain our position. The next round Otto can shift into combat mode but Entangle will continue to last for a turn affecting anyone who enters the area. Wherever Otto goes he would like a cleric at his back to keep him going in case he is injured. Do I have a volunteer? You could always use Sanctuary.
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Post by Mr. Trommer on Sept 29, 2006 12:59:33 GMT -5
What if they a mage or two with them? Would they rank above or below the clerics?
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Post by Wolfgar on Sept 29, 2006 13:19:35 GMT -5
Definitely above than clerics.
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Post by Dell on Sept 29, 2006 14:13:46 GMT -5
I considered Entangle, but assumed that the area surrounding the evil clerics and undead would be devoid of any living foliage that would allow entangle to work. We'll make Entange/Blast the primary plan, and Slow/Blast the alternate. Adrienne can be Otto's wingman. Woman. Whatever.
And if there's a certain former Nerullite mage there (I think you know who I mean) he tops all priority lists.
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Post by Mr. Trommer on Sept 29, 2006 14:16:42 GMT -5
Would if be worthwhile to cast Minor Globe of Invulnerability on Otto if he is going after the spell casters?
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Post by Ginger on Sept 29, 2006 14:48:06 GMT -5
Would if be worthwhile to cast Minor Globe of Invulnerability on Otto if he is going after the spell casters? I don't believe you can cast it on someone else, and it wouldn't work in melee anyway.
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Post by Mr. Trommer on Sept 29, 2006 15:03:31 GMT -5
You are correct it is caster only. So what if I Polymorph into a Baymidge and ride on Otto's shoulder?
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Post by Ginger on Sept 29, 2006 16:24:34 GMT -5
Either way, since it's a globe, anyone Otto is attacking would be within the globe and so able to effect him.
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Post by Wolfgar on Sept 29, 2006 16:46:19 GMT -5
Either way, since it's a globe, anyone Otto is attacking would be within the globe and so able to effect him. But if they are that close they are in a lot of trouble.
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