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Posts
Altai puts down his tea mug and spellbook as the howling gains in strength. "Uh, Stig... While wolves don't really worry me much as long as we're inside a solid structure like this, I still think this is weird. Maybe we should ask one of the locals what's going on?" Altai nods at the sleeping forms of Gjetost and Hnoss. "Or maybe I should get that scrying spell going first?" I like the sound of that. We'll put the shelter up in the middle of the thicket. Guard schedule, two hour shifts: Altai and Stig/Pip and Gjetost/Beldan and Hnoss, then Elgan and Altai/Stig and Pip etc. Claw is always on guard next to the door. I was thinking that we'll keep everybody inside the hut. Walking around outside seems a bit too dangerous. I'll memorise an Alarm spell so that we'll have a better security system for the next night and onwards. Well, the Secure shelter creates a kinda cramped stone hut. It is resistant to attacks and won't burn. Beyond that, we need to cook our own food, heat the hut, set a watch etc. "The spell is extremely useful, but the hut is neither invisible nor impervious to attacks. It should be erected somewhere relatively safe." If we put in on the hilltop, we'll be in a defensible position, but it will also be easy to see. So I lean towards setting it up in the gnarliest thicket we can find - if nobody can find it, we won't have to defend it at all. Two people on watch at all times, using our two sets of Goggles of night. Stigwold Mæch'Hæmmær wrote:
*helps himself to a swig* "So, Hnoss, what would our trollish friend want with you?" dungeonmaster heathy wrote:
Huzzah! "Well, it took a while, but ol' Horseface won't bother anyone ever again. However, there's a owlbear the size of a barn down that way." Altai points to the northeast. "We may want to skirt around that one." "I won't discount the possibility of some odd trollish mutant lording over a tribe somewhere through his magical prowess... Having said that, our trolls are dumb, brutish thugs that care little about anything beyond their next meal. So this guy was a bit of a surprise. I guess I should expect more of those here in Asgard. Speaking of Asgardian surprises, do you think the monstrous owlbear we saw has found the party yet?" dungeonmaster heathy wrote: I bet a magus troll would be nigh unstoppable though. Regen deals with the h.p. problem pretty sweet. *shudder* I don't really like the standard-issue AD&D troll - it is a great monster, but it doesn't really conform to the Norse troll stereotype that I was raised with. However, there's something called a forest troll in MM 2 or 3 - that is a pretty cool creature. "Tell me something, Gjetost." Altai finishes hosing Horseeater's twitching corpse down with fire after dispelling the troll's elemental defenses. "Spellcasting trolls - I've never seen one before. Are Asgardian trolls generally smart and inclined to bookish study, or was this one something of an aberration?" He kicks a piece of burnt troll across the gory clearing with evident satisfaction. "Let's go find our companions, shall we?" dungeonmaster heathy wrote:
It's hard to get away from a conjurer if A) the target's in sight, and B) he's willing to burn through all his spells. Both of those conditions applied here. Huzzah! I'm out of level 5 and 6 spells and, as Fly doesn't last that long, Gjetost and I will probably have to walk back to the main group. It was totally worth it, though. :D Also, I loved the magic troll. Norse trolls are often quite clever and are usually privy to all kinds of odd secrets - they are nothing like the AD&D regenerating rend-machines. So kudos for including a "proper" troll! Gack! Oh, well... Gjetost flies 180'
The elementals arrive next turn and take off after him. I have 3 more Summon monster VI, and 3 Summon monster V, and will be casting them in order... The elementals are naturally invisible and have fly speed 100', so they can go 400' per round without being seen. They catch up 220' per round and reach him in 8 rounds, giving them 10 rounds each to fight him before they wink out of existence. The Acid arrow continues to damage him and suppress his regeneration for three more rounds. Gjetost's Haste runs out in a couple of rounds. However, we'll catch up in 20 rounds or so as he's dodging elementals. I don't want to bore everybody, so do we wanna fast-forward to that? I'm not letting this guy go... ;D Hoping to knock off some images, Altai casts Magic missile and then moves 60' closer. Gjetost moves 180' closer. I guess I'll take out 5 images. Elgan is a bit behind us, but, as he's in a form with natural flight, he can sprint, right? At least Horseeater can't regenerate as long as the Arrow is working on him... "F$## this", Gjetost says, clearly annoyed. He stops mid-air, opens his massive knapsack and starts pulling out boulders Gjetost has Quick-draw, so he can blast away right out of the bag. His boulders have 180' range increments. Boulder 1: 13+11+1(haste)-4(range)=AC 21, damage 7+16=23. Boulder 2: 14+6+1(haste)-4(range)=AC 17, damage 6+16=22. Boulder 3: 12+11+1(haste)-4(range)=AC 20, damage 6+16=23. Altai uses his Dimensional step special ability moving 360' closer. This is a standard action; once he gets there, he uses his Pearl of power to cast another Melf's acid arrow. Attack roll 11+9=touch AC 20, damage 7 acid. dungeonmaster heathy wrote:
Sweet! We haul ass after him(i.e. quadruple move), but stay low to the ground. My Fireball spells have range of 840', so once we've spent a round closing in, all hell breaks loose. dungeonmaster heathy wrote:
Sweet! We haul ass after him(i.e. quadruple move), but stay low to the ground. My Fireball spells have range of 880', so once we've spent a round closing in, all hell breaks loose. Spot for Altai 9+6=15. Spot for Gjetost 14+12=26. dungeonmaster heathy wrote: I think Sebastian was talking about "why doesn't my players let anybody get away?" last week in a thread. Aha! I'm OK with letting foes run away, but this guy was too much of an ass to let live. Not to mention too dangerous. Initially we go straight up to 480', before staring to fly in large overlapping circles. We split up for the searching; I go north and circle clockwise, and Gjetost go south and circles counterclockwise. He can't have gotten more than a few hundred yards away, so we'll have a good chance of spotting him. After all, he is Large, glowing and golden; he'll stick out like a sore thumb. Anything that even looks golden gets hit with a Fireball. dungeonmaster heathy wrote:
"M+#&!@$$&*&!! He's still close. Gjetost! Get over here!" Altai casts a spell on himself and takes off, flying towards the giant. "We'll spot him from the air and finish him off." We should be able to spot a glowing golden troll from the air. I'll re-cast Fly on Gjetost next turn, and then we'll hunt him down and finish him. dungeonmaster heathy wrote: Woah....good time to make a decent save AND a crit. It really was... My dice seem to roll a lot of 9-13, but every once in a while they really rip off some wild sequences. He'll need to repay the karma gods next turn, I expect. Oh, and as I've said before, Gjetost is an absolute monster. Deciding that Stig probably has the githyanki swordswoman under control, Altai runs after the retreating troll. Spotting a flash of gold between the trees, he fires off a bolt of negatively-charged energy. Move to B5 (thanks to my Boots of striding and springing) before hitting the troll wizard with Enervation. Attack roll 13+9=touch AC 22 minus some amount for cover, damage 3 negative levels. Pip, Elgan and Stig to go. BTW, I have Elgan in FG 11-12 now. Kruelaid's the best. Also, I've been around a lot of alkies, and Stig manages to be both pathetic and funny at the same time - I think that may be the most impressive thing he does. I actually almost feel sorry for poor Stig when I'm not laughing my ass off. Speaking of fun stuff, this is flat-out hilarious. "As a matter of fact, I did memorise Magic missile today. It is a dependable and accurate formula, well-suited or long-distance sniping. Of course, you wouldn't know - I bet you don't even know how to cast it, much less use it well." What this guy needs is a weaselly little sidekick that says things like "Well, my background is in the arts, and I still think you suck". dungeonmaster heathy wrote:
"Believe it or not, Pip, but you did us all a favour by highlighting that bestial turd. The sword-wielder underneath the dead guy over there, she's so ugly she makes the troll look like Freya herself!" dungeonmaster heathy wrote: Gjetost makes the troll pay for cooking his employers; he puts a good wound on the troll. It seems resistant a little bit, and the wound seems to be quickly trying to knit itsself back together. The nice thing about this is that since the troll's standing in difficult terrain, it can't make 5' steps or get away from Gjetost to cast spells without provoking AoOs. Beldan Vale wrote:
Sadly, no. He wasn't hasted to begin with - and I think we agreed earlier that he can't be hasted at all, with his magic immunity and all that. However, if he's hit by lightning... EDIT: Hah! Ninjaed by the DM! Saves:
"Enough of this crap. She's right...there!" Altai makes a pointing motion with his hand while casting a new spell. One of the re-killed zombies launches itself off the ground and flies towards the southern treeline. A violent telekinetic thrust coming up! Heathy: Spoiler:
I was going to throw the gith at the troll, but if she casts spells like this, I might not beat her Will save. So I'm going with this instead: The dead zombie in I10 takes off and splats into her. Attack roll 13+9=touch AC 19, damage to her is 1d6 per 25 pounds of zombie. It also serves as a convenient targeting marker.
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