| Raun |
Well, I don't believe they'll actually be after little Orryn, but yes we should keep her safe. Considering we don't actually know when the bad guys will show up though, whatever preparations we make should be ones that we can sustain for the long hall.
If they do show up in the bottom room then... Yay! It means they'll have to fight through all three pairs of guardians, since they have to come to us to get the sword and codex. In fact due to that we may as well just guard the library chamber and boobytrap everything else. The only thing I dont like about the library chamber is multilevel combat and issues of maneuverability...
As to pre-casting, I don't have anything with a long enough duration.
-=-=-=-=-=-
Also, as far as I cant tell, you still can't legitimately buy a pdf of the 5th ed rules, so... way to go wizards, ya morons...
| Däina |
Oh I love defensive planning. It's always a nice break from the normally offensive planning of Pathfinder.
I say we use magic to block all of the entrances except for two. That way we still have an escape route if need be and we only have to cover two entrances. I have stone shape, so given time I can help with that (I think Grit can too?).
We should also get an early warning system so we know when our visitors arrive before they kick in our door. Some scouts or magic to let us know (I don't have the alarm spell, unfortunately). That way we can buff ourselves to hell before they make it down here.
Also, we need to make maximum use of our resident defenders. Make sure our forces don't get divided when the big fight happens.
DM, how long did you say we think we have?
Skorn
|
A lot of good ideas here.
Grit has some hours/level buffs but even those do not last all day. I guess we really need to be ready 24/7 -that is hard to do. I am all for any types of alarms to alert us that the enemy is here but we have to keep in mind the possibility that they can appear in out midst.
Stone Shape is good - but will require us to re-memorize spells in order to cast. We might not have that long. And they we are operating down some higher level spell slots. And we already know our enemy can teleport. So a stone will might not be effective and I think at best will act as an alarm as they break through the thin stone.
I like Nnn's center room idea - with doors open. This further lets us potentially hold a door against them while the room's guardians flank with us. I like this a lot because ideally we need to support each set of guardians to maximize their benefit.
If the girl can sense her sister then that in itself is an alarm no?
| Däina |
I suggest closing off the extra routes in case the big bad evil guys has minions. If it's just a fight against him, then I agree that it's fairly useless to close them off, but if he has help it could make a difference.
Ah yes, that would be quite the alarm in it of itself.
| Raun |
So we've got a lot of assumptions and no hard evidence :p Well we know he has at least three minions, the other defiler we've run into a couple times, the a&@+#$% half-elf noble guy who was Fian's business partner way back when and I believe set at least a couple ambushes and stuff before, and then the undead gladiator we discovered the ritual site of back in that crossroads town. I still don't think we should bother trying to watch the south most room, and just stick near the doors in the north of the middle room. We shouldn't count on him bringing the vilichi girl down here with him, but... yeah if Orryn can sense her up on the surface from down here then that would be nice but... I wouldn't rely on it.
Sealing up the only entrance to the place seems like an okay idea. It doesn't need to be much of a barrier, just as long as they have to smash it to give us some warning when they get here. I don't really think they're going to blindly teleport into an underground chamber without looking first, and hopefully we're buried enough to prevent scrying.
| DM Under a Dark Sun |
Whew. Wasn't sure I was going to survive stat block generation, but ... your opposition awaits.
Here's a map I have so far with your positions, plus the guardian and statues, etc. Let me know if you'd like to move yourself or anything else around, and any changes in prepared spells, etc.
You have two days to finalize your plans - I will post the beginning of the assault some time Sunday. Until then ...
Somebody's Will save: 1d20 + 5 - 10 ⇒ (12) + 5 - 10 = 7
Grit: 1d20 + 15 ⇒ (11) + 15 = 26
Raun: 1d20 + 11 ⇒ (16) + 11 = 27
Nnn'tkklik'l: 1d20 + 17 ⇒ (10) + 17 = 27
Däina: 1d20 + 13 ⇒ (19) + 13 = 32
Gorkhan: 1d20 + 20 ⇒ (13) + 20 = 33
Woki: 1d20 + 15 ⇒ (4) + 15 = 19
| Grit |
I am traveling again. I fly out tonight and will be on the road until the 30th. I should be able to keep up mostly and will do the best I can. But then I'll only be home for 3 days before I head to Dragon Con and will be off-line for most of 5 days.
| Grit |
General Questions:
1) Have we searched the place for resources? I do not want to be at odds with the local guardians and perhaps they can even direct us to somethings we might be able to use...
2) What type of traps and alarms are we capable of?
3) Can we redirect/move the guardians within their rooms? Do we know their instructions (what triggers their attacks)
| DM Under a Dark Sun |
Hey Grit: Thanks for letting me know. Your character especially can be pretty complicated for me to 'bot, but the spoilered stat blocks and list of buffs you post for Grit and the tigone are invaluable. Make sure to post those before you leave and we'll be good, I think.
As to the specific questions:
The only things of any value are in the (force-field protected) library or the sarcophogi, which the guardian doesn't appear to want you to mess with. You do have the statues, which the guardian will instruct to treat you as allies. Nnn, Gorkhan and Raun can use a swift action to command one of the statues; otherwise they will attack the nearest intruder. You can move them around each room as you like, but they won't pass beyond the doors of the chamber to which they are assigned.
The statues have one other power that the guardian explains: As a swift action, a psionic ally touch a statue and draw PP from it (up to the ally's manifester level per round, which must be used immediately), but doing so causes the statue to be slowed until the end of its next turn.
| DM Under a Dark Sun |
The statues are large, so 10-12 feet, maybe?
As for the limit: This side of abuse ;) It's only accessible when the statues are active (ie. engaged in combat with intruders - you can't tap the power to pre-buff) and only one person can tap a specific statue each round. But if Nnn wants to stand next to a statue and hamper its combat ability every round, he can pull 9 PP round after round.
| Nnn'tkklik'l |
yeah, i was thinking that. i mean if all the baddies are in one room, i could be in the doorway with the statue from the next room. as it stands, keeping the temp HP up on everyone is expensive as hell and to keep a meaningful amount of HP on folks (given the damage our enemies have done relative to the temp HP i can provide) i have to really blow through my PP to keep up.
| Raun |
Woo, statue battery! Sounds good to me :p
| DM Under a Dark Sun |
A couple of quick responses here:
Gorkhan: Yes, my reading is that the secondary effect can't trigger since freedom of movement kept her from being entangled in the first place. Blame Grit for that but of prep - they're aware of his grapple-happy fighting style and want no part of it.
Grit: Forgot you have reach now. The attack wouldn't affect his attack routine - he can't be grappled or fatigued, either. But go ahead and add the AoO to your attacks this round, if that works.
Daina: I'll post a rundown of the spells/psionic a you've seen cast in a bit. You'll have to spend time watching if you want to use detect magic to examine spells already in place. And you'll have to ready an action if you plan on trying to counterspell.
As for flyers... Assume the ceiling is about 50 ft high and they are splitting the difference, so 25 to floor or ceiling.
| DM Under a Dark Sun |
Ok, so Daina, so far you have seen:
* The apprentice cast boneshatter on Gorkhan. You didn't see her cast them, but based on effects you could observe, she likely is protected by freedom of movement and stoneskin, at the least, and is flying.
* The black-robed master also appears to have freedom of movement and stoneskin active, along with some form of protection against cold and/or fatigue. He used some sort of psionic ability to dodge a portion of Grit's attacks and another one, similar to Daina's dimensional step, to move away. He then manifested the psionic power upheaval.
* The gladiator in the horned helm, who you assume is undead based on past research, looks pretty healthy for a corpse. He, too, appears to be protected by freedom of movement and stoneskin and is flying.
On future rounds I'll just name the spells/powers being used, as your bonus is high enough that the chance of failure to identify is negligible. But if you want to scrutinize anyone's aura more carefully you'll need to cast detect magic and spend a couple of rounds concentrating, per the spell description.
| Däina |
So much freedom of movement...
Yeah there's no way I'm wasting that many rounds to cast detect magic, I'll just take what I can get by observation.
I'm considering throwing a dispel at one of the freedom of movements for an opponent Grit starts fighting. Or maybe getting rid of that fly, depending on if it's a problem. Let's see how the targets of my fireball are doing.
| Raun |
Dote and the Undead champion are going to be the main threats in the main room. Raun's going after the half-elf guy, since he's going for the codex, and is hoping the shining child, and the statues can take care of the mercs.
| Däina |
I remember my old 3.5 counter-mage. Just spent all his time ending the magic of any opposition. Spellcasters were useless, and he kept suppressing magic items. It was hilarious.
| Däina |
Yeah I agree with your ruling.
My actual plan was to dispel the fly, watch him drop, then have Grit grapple him. But I'll think of other tactics now. Man I really hope that 24 got the dispel, otherwise we're dealing with some very powerful casters.
| Nnn'tkklik'l |
i'm still here.
i am kinda waiting on the others to post so i can see what it is i might need to do, but if we are all headed up and out, then I will move to a spot under the hole and levitate upward with my belt.
| Raun |
ahh, that'd probably be why all my games have been so quiet then :p
| Gorkhan Trask |
Yeah, long weekend. It also takes me time to deal with other things after the weekend before I can focus on gaming.
| Grit |
Dragon Con for me. 5 days of sleepless gaming. I am back and catching up. But I'll be gone again Friday - this time only for the weekend. Then I hope I am home for quite a while!
| Gorkhan Trask |
Sorry forgot to mention I'm on a course for the bulk of the week, meaning effectively offline. Bot as necessary.
| Däina |
Honestly, I'm at a loss of what to do. I can't keep up with Grit and I have no other way of knowing where they went.
Do keep in mind that resilient sphere doesn't last forever.
| Raun |
Harry anniversary? :p
Have fun DM, and as for actions Raun's not really going to do anything but vent her frustrations unless someone can give her a direction to chase, in which case she'll go running that way as fast as she can :p
| Raun |
To move the loot discussion over to here where it belongs :p
A +1 unholy steel scimitar, +1 breastplate, +2 bashing spiked heavy shield, bracers of natural armor +3, helm of resistance +3, potions of cure moderate wounds (3), belt of Constitution +2, scrolls of gentle repose (1), wand of fly (10 cc left), lesser metamagic rod of reach, onyx gems worth 500 cp, potion of barkskin +4 (2), +1 heavy hide, +1 returning totem spear, circlet of Wisdom +2, ring of protection +2. In the library, you fin a torc of power preservation.
Things Raun could use: effect (ignoring weapons and potions and assuming they can resize)
Bracers of natural armor: +3 ACHelm of resistance: -1 AC, +3 Fort, +3 Ref, +1 Will
Belt of Constitution: +10 hp, +1 Fort
Ring of Protection: +2 AC
As for what i'd actually like... the belt of con if none of the other melee fighters can make better use of it, the bracers and/or ring could potentially reduce the amount of damage she takes, though she will continue to have displacement. Amusingly she could now actually use the wand of fly, but not really her style. one of the barkskin potions if she doesn't get the bracers, and the totem spear though if we can trade with whoever the wanderer is talking about it'd be smarter to sell it.
10th level isn't tooo exciting or Raun. She does get 1 3rd level spell per day :p (2 if she managed to get a Charisma boost somehow) which will be either fly or heroism. She gets 1d10 ⇒ 1+3 so... 9 more HP putting her at 108. Gets +1 fort, +1 DR, +1 arcane strike damage, a bab of course, and gains invisibility as a spell known, so... yay.
puts her skill points into acrobatics, intimidate, perception and stealth as usual.
hmm, that was a pretty easy level up.
Oh what delicious feats did all those opponents have that Raun could steal?