|
Post by venger on Jul 23, 2014 10:23:53 GMT -5
I'll post pictures, hit point totals, etc. today or tomorrow. Possibly a recap or two.
Which will hopefully give you all plenty of time/info to strategize a way out of impending TPK...
|
|
|
Post by Wolfgar on Jul 24, 2014 9:19:25 GMT -5
What sort of small, flying, spell-casting shapes do we know?
Here is what I am thinking 1. Colby, Youssef and Fin polymorph into something small and flying. 2. Dariel uses invisibility 10' radius to make everyone invisible. (Note: dragons only see invisible at 1" per age level) 3. Dariel teleports casters a good distance in the air. He becomes visible but casters are still invisible. 4. Casters fly off to attack courtyard, Dariel teleports and attacks dragons one at a time. 5. Once Dariel has forced dragons out of the sky then casters launch attacks on courtyard. 6. Once we hear noise of attacking in courtyard we use earth gem (Colby leaves with someone) and wand of earth and stone to passwall and join the fray.
|
|
|
Post by venger on Jul 24, 2014 9:36:16 GMT -5
|
|
|
Post by venger on Jul 24, 2014 10:27:44 GMT -5
It's been approximately 30 minutes since the party arrived in the Temple. 70 minutes since entering the underworld depths of the Osirium
We're starting round 12. Counteracting Prayer spells in effect.
Finnious: 38/38 (mage shield | fire resist potion | pfe 10' | fly | minor globe of invulnerability) magic missile x5, mage shield, stinking cloud, invisibility, fireball, lightning bolt, slow x2, polymorph self x2, dimension door Paavo: 53/53+10 (endure heat | fly) Dan: 44/44 (endure heat | strength) sanctuary, hold person, find traps x2, silence x2, withdraw, lesser orison, spell immunity, insect plague Youssef: 25/26 (mage shield 10/26 | polymorph self) feather fall, lasting breath, magic missile x2, shield, unseen servant, detect invisibility, knock, web, lightning bolt x2, fireball, slow, fly, hold monster Colby: 39+4 (minor globe of invulnerability | mage shield 33/44 | polymorph self magic missile x7, mage shield, knock, fireball x2, lightning bolt, dispel magic, wall of ice, wall of fire, polymorph self, hold monster x2 Heart o'Law: 41/43 {-1 CON, level drain} Haddiq: 18/23 bless x2, light x2, aid, hold person x2, silence, speak w/ dead, snakes to sticks? Gronk: 27/32 Grimstone: 51/51 Moram Infidelbane: 26/45 Tirian of Asalbar: 42/57 (pfe 10') Vashalla: 35/35 (pfe) create water, pfe, sanctuary, aid, withdraw, spiritual hammer, prayer Khonsu Khaibet: 89/101 light x2, pfe, create water, speak with animals, snake charm Dariel: 84/84 cure light x7, dispel x7, cure serious x3, neutralize poison x3 Bakenmut: 25/28 Hesepti 0/4 {unconscious} Sehret 4/4 {bound/gagged}
|
|
|
Post by venger on Jul 24, 2014 10:31:11 GMT -5
I will try to update character sheets and post full inventories ASAP (probably not today).
|
|
|
Post by venger on Jul 28, 2014 13:28:26 GMT -5
updated party sheetsOK, character sheets/party inventory fully updated. T-minus 6 days to plan for TPK.
|
|
|
Post by Wolfgar on Jul 28, 2014 21:40:03 GMT -5
I didn't see much on the sheets that is going to be super helpful (other than having Trommer, Friedrich, Mary, Nordel and Haidar).
If Dan gets another view of the High Priest he will use the Talisman of Pure Good. Youssef will give Shadrach's "shocking" staff to Vashalla if she needs a melee weapon. Colby should give the Earth Gem to someone who is staying on the ground (Haddiq?). Did Finn give someone Feldspar's wand? Paavo is trying to decide between the potion of super heroism and the potion of cloud giant strength. The first gives more hit points and 3 better THAC0. The second give an additional +5 damage. And no, he is not going to drink both. Probably the first since it is hit points he needs the most.
|
|
|
Post by Ginger on Jul 29, 2014 10:20:01 GMT -5
What are the odds that one of those potions will become permanent if you mix them? DO IT!
Finn gave Hesepti aka Heart of Millstone Feldspar's wand.
Haddiq will take the Earth Gem. I like the idea of Dariel teleporting the magic users up in the air and then turning them all invisible.
|
|
Fin
Junior Member
Posts: 81
|
Post by Fin on Jul 29, 2014 19:02:18 GMT -5
Keep in mind that with the first spell the flying spellcasters toss while invisible, such as "polymorph self" to become something that can still fly but also cast spells, they'll become visible again. So we'll get one, maybe two decent spells off (if we win initiative the second time) before we become pincushions.
How exactly will Dariel drive the 4 dragons from the sky? Do we anticipate that taking a while? Long enough for the invisible spell casters' buff spells to wear off?
So maybe it goes down like this: 1. Colby, Youssef and Fin polymorph into something flying if they desire (Fin likely won't as he has Fly up). 2. Dariel uses invisibility 10' radius to make everyone invisible. (Note: dragons only see invisible at 1" per age level) 3. Dariel teleports casters some distance in the air, but not so high that they are out of range of their spells/will face a debilitating fall if hit with a Dispel Magic while flying. Dariel becomes visible, very likely drawing some fire, but casters are still invisible. 4. Casters fly off to attack courtyard, Dariel teleports and attacks dragons. 5. Casters polymorph and launch attacks on courtyard, becoming visible. 6. Once we hear noise of attacking in courtyard we use earth gem (Colby leaves with someone) and wand of earth and stone to passwall and join the fray. 7. It'd be nice to think the dragons Dariel can't kill/drive off won't breathe on all the Temple dwellers if they're in melee with us. But I'm betting life doesn't work that way. 8. Fin has not forgotten that there is a beautiful young lady, one Sehret, bound and gagged and all alone back inside. He'll make it his mission to get her out before the sauve qui peut -- he's saving his last Invisibility for that.
|
|
|
Post by Wolfgar on Jul 29, 2014 21:52:38 GMT -5
Dariel thinks he can force one dragon out the sky every round or two. He can teleport and attack 3 times a round. He hits for d12+9. Once a flying creature has taken half of its hit points it cannot sustain flight. I don't think these are ancient dragons so they probably has 40-60 hit points. Two or three good hits should do enough damage to force them to land. He is immune to the breath weapons of green and blue dragons and his AC will make him hard to hit. The dragons might not even get attacks since you can't set for charge while flying. If you want he could just go ahead without the casters and come back when the dragons are finished.
Note that casters cannot polymorph and cast the same round. That is why I suggest you start polymorphed in a shape that can fly and cast spells, e.g. an imp or a pixie. I don't know if changing shape breaks invisibility.
Does Dariel know how much weight he can teleport?
|
|
|
Post by venger on Jul 30, 2014 11:25:57 GMT -5
2. Dariel uses invisibility 10' radius to make everyone invisible. (Note: dragons only see invisible at 1" per age level) 3. Dariel teleports casters some distance in the air, but not so high that they are out of range of their spells/will face a debilitating fall if hit with a Dispel Magic while flying. Dariel becomes visible, very likely drawing some fire, but casters are still invisible. 1" per age level (outdoors measured in yards) Pretty sure being the recipient of a Teleport is going to void Invisibility on everybody. Also, per the PHB, Invisibility 10' radius would be broken for everyone when the subject of the spell (Dariel) is revealed. Dariel thinks he can force one dragon out the sky every round or two. He can teleport and attack 3 times a round. Technically if the initiative for the party is a 6 Dariel Teleports before he can set for charge and doesn't get to attack. He probably should only be getting that double specialized damage bonus if he's doing 2/1 with a 7th level specialized fighter THAC0. If he's doing 3 attacks a round with his monster THAC0 maybe not. Want to be consistent for when the party starts battling giants with weapon specialization. The dragons might not even get attacks since you can't set for charge while flying. They will potentially be surprised and certainly disadvantaged due to their maneuverability class but definitely not defenseless. Also pretty sure gliding/hovering would allow them to be set for charge. If you want he could just go ahead without the casters and come back when the dragons are finished. Dariel doesn't express that level of overconfidence. If that's the party's plan, he's willing, but enemy spellcasters & demons/devils/fiends might hamper his efforts. Does Dariel know how much weight he can teleport? As much as he can carry based on his movement rate and weight allowance for exceptional strength.
|
|
|
Post by Ginger on Jul 30, 2014 15:18:10 GMT -5
I'm thinking that on segment 5 we teleport high enough to be outside of most spell range, and then on segment 5 of the next round Dariel uses invisibility 10" radius. We could start moving on segment 6 to scatter a bit. The next round we get into position to start firing off spells and Dariel teleports to start fighting.
Is there a range for Wall of Ice if you're casting from 300 feet in the air? Can you just cast it and let gravity to the rest to hit opponents?
|
|
|
Post by venger on Jul 30, 2014 17:35:46 GMT -5
Is there a range for Wall of Ice if you're casting from 300 feet in the air? Can you just cast it and let gravity to the rest to hit opponents? If you're out of range I'd say a roll to hit might be in order. A miss indicating the wall caught an updraft or something and doesn't land on target.
|
|
Fin
Junior Member
Posts: 81
|
Post by Fin on Jul 30, 2014 20:57:00 GMT -5
I think Colby's on to something here. We do this sort of like a HALO (High Altitude, Low Opening) parachute jump. We start up out of range, drop down enough to cast in the last half of the first round then get fast spells off the second round. Team Paavo charges out of the hole made by Pass Wind (sorry, Wall) and we mix it on up, hand to gland. Dariel keeps the dragons off our backs and they'll sing about us in Valhalla for generations.
Did anyone think to bring along a few brimstone grenades? Very handy when dropped from a height.
|
|
|
Post by Wolfgar on Jul 31, 2014 14:16:17 GMT -5
That was my thought as well. Teleport high enough so that we are initially out of range of spells and dragons. (What is the time of day? Maybe we can have the sun at our backs.) Then the magic users can invisibly move into position while Dariel does the teleport/attack thing.
Alternatively the magic users could hit the flying dragons with MMs while Dariel is attacking. Concentrate on a single dragon each round should force it from the sky. 16 MMs does 32-80 hp. Are there 3 or 4 dragons in the air? Go for the blues first since they have a longer range breath weapon.
Doesn't the Earth Gem do rock to mud? If so, we should use that on the temple. Or we could use its wall of stone to close up the opening to the temple while we are hunkering down.
|
|
|
Post by Ginger on Aug 1, 2014 8:14:22 GMT -5
Is this dire enough to break the Fizzi tablet?
|
|
|
Post by Wolfgar on Aug 1, 2014 8:34:48 GMT -5
It is on the ship.
|
|
|
Post by Wolfgar on Aug 1, 2014 9:03:38 GMT -5
Moram should heal himself while he has the chance.
What is the deal with the glowing sphere? It seems important.
We could always barricade ourselves in and then have Dariel teleport us away a couple at a time. We could also try to use the passwall/dispel magic trick again. What do we think is through the south wall or through the floor?
|
|
|
Post by venger on Aug 1, 2014 14:20:29 GMT -5
(What is the time of day? Sometime after noon. Are there 3 or 4 dragons in the air? There were only 2 in the air last Colby saw. Doesn't the Earth Gem do rock to mud? Wall of Stone, Passwall, Sink. Mud Ring does the rock to mud. Moram should heal himself while he has the chance. He can lay hands on himself as his next action.
|
|
|
Post by Wolfgar on Aug 3, 2014 21:10:06 GMT -5
Well we are hanging in there. Heart of Law went down again but he keeps ticking. The insect plague is going to be a problem for all of those people with only 3 hit points. Poor Gronk is going to be in trouble when he goes fleeing in terror. Since Lawgiver is a sentient sword can it automatically do Dispel Magic on the insect plague. The spell is basically centered on top of Heart of Law.
Time to start drinking those potions of healing.
Could we get a bird's eye view of the fortress?
|
|
|
Post by Ginger on Aug 5, 2014 8:56:24 GMT -5
Colby will cast a second polymorph spell upon landing, hoping to get 5 HP from the d12 to be able to regain flight. I'll check the size of the insect swarm to see how high it'll go.
Will insect swarm damage come off a mage shield, like ice storm damage does? Or is it more like a million different summoned creatures?
|
|
|
Post by Wolfgar on Aug 5, 2014 9:54:33 GMT -5
If they are summoned shouldn't we be protected by PfE? The spell is explicitly a Summoning.
|
|
|
Post by venger on Aug 5, 2014 10:08:07 GMT -5
Since Lawgiver is a sentient sword can it automatically do Dispel Magic on the insect plague. The spell is basically centered on top of Heart of Law. Yes, on the party's initiative, in the next round. Could we get a bird's eye view of the fortress? Sure. I'll work something up. I'll check the size of the insect swarm to see how high it'll go. 60' high means it will be pouring out of the holes the party has passwalled in the ceiling. Will insect swarm damage come off a mage shield, like ice storm damage does? Or is it more like a million different summoned creatures? Mage Shield isn't going to stop Insect Plague. Ice Storm is magical cold damage, despite what it says about hail stones. Frost giants and white dragons are immune. Like fire giants and red dragons are immune to Fireball. Protection from Evil might be a factor against summoned insects. They're already inside the Heart of Law's 20' PfE, but I'm inclined to think everyone else's PfEs would still protect them. Though if/when somebody moves, they'll be hedging the insect swarm with their protection and opening themselves to its effects.
|
|
|
Post by Wolfgar on Aug 5, 2014 10:47:53 GMT -5
What about a personal PfE? Wouldn't that give you freedom to move and act within the swarm? Your vision would still be obscured.
|
|
|
Post by venger on Aug 5, 2014 11:13:49 GMT -5
What about a personal PfE? Wouldn't that give you freedom to move and act within the swarm? Your vision would still be obscured. Actions should be fine as long as they weren't hostile to the insects but I think movement would be halved (as a fighting withdrawal) to reflect not antagonizing the swarm.
|
|
|
Post by venger on Aug 12, 2014 13:13:28 GMT -5
|
|
|
Post by venger on Aug 12, 2014 13:38:10 GMT -5
I'm still working (haven't begun) the aerial overview of the temple compound and surrounding area.
I'll draw that up this week.
|
|
|
Post by venger on Aug 20, 2014 11:18:58 GMT -5
The stars indicated at the top of the map are huge statues of Set.
|
|
|
Post by Ginger on Aug 25, 2014 11:57:45 GMT -5
Another day, another non-TPK.
Colby will hopefully catch Dariel's eye for a temporary evac back to the group for healing. Otherwise, I'm thinking a Hold Monster spell on the flying magic user, the blue dragon rider, and who ever else looks tough. Likely the blue dragon. I'm out of fireballs, but I've got a Wall of Fire and a Wall of Ice ready to go along with 5 more Magic Missile spells.
|
|
|
Post by venger on Aug 26, 2014 23:14:27 GMT -5
To set the scene:
The dragons have been driven from the skies above the Temple of Set.
Finnious is in the east gate tower, in the form a minor demon attempting and failing to bluff some temple warriors. Perhaps due to his unfamiliarity with the local dialect or the lack of any abyssal demonic presence/aura. The two evil clerics who survived his fireball are on the level below, casting spells.
Colby is on the roof of the west gate tower, casting spells, having dodged past the warriors inside who undoubtedly be upon him next round.
Dariel is in the courtyard, laying into a blue dragon from above. A pair of giant cobra-headed lions are eyeing him up, looking to pounce. The archers in the courtyard will probably be trying and failing to shoot him. The evil warrior-lord in blue dragonhide armor has javelins.
The rest of the party is in the room with the bright glowing orb, adjacent to the main altar. The only enemy present is the evil red spark of unholy energy. There's a passwall through the west wall leading outside to the dragon landing area. The two shafts that were passwalled in the ceiling are now sealed by a sheet of magical ice. There's a green dragon on the roof.
Youssef's lightning bolt cleared a 5' corridor through the Insect Plague across the main temple to the evil high priest's entourage.
I'll post hit point totals.
|
|