Barl Breakbones

Altai's summoned monsters's page

118 posts. Alias of Vattnisse.


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Gjetost's action depends on what happens after the ghaele's Holy word. I also have one ghaele that needs to act.


As Altai's spell completes, two motes of light appear in the gloom of the cavern. They rapidly gain in luminosity before coalescing into a pair of winged elves. Spotting the rampaging demons, their faces twist in righteous anger.

This is why Altai might be a better summoner than Elgan - sheer numbers. These are a pair of ghaele azatas. Azata 1 is in AM 27, the other in AN 27. Azata 1 speaks a Holy word; it affects all our adversaries and should severely f~$& them up, especially considering that our marillith friend is down 5 HD and takes a -5 penalty on her saves. Extra important - this is the azata's home plane, and the Holy word can thus banish the demons back to wherever the hell they came from (they get a save with a -4 penalty to aviod this).

The actions of Azata 2 and Gjetost depends on the outcome of the spell.


Personally, I think the troll should have nine Elgan-faces, only with some trollish embellishments. I'm pretty happy with the worm, too.


*SPLASH*MUCH*GULP*

First of all, the critter is in Z-AC 32-35.

So! The worm's stats are in this profile. It gets two attacks; the sting is relatively uninteresting as demons are immune to poison, but damage is damage... The profile doesn't include Augment Summoning, but the attacks here do. So:
Sting attack 11+30=AC 41, damage 2d8+18=27.
Bite attack 14+30=AC 44, damage 4d8+18=38. And then, SWALLOW WHOLE!!! Grapple check 13+43=56 versus the marillith's CMD - failure means a trip down the worm's digestive system.

Pip's up.


Elgan-troll swivels several heads towards the flying demon/dragon/snake/abomination and mutters a quick incantation. Suddenly, the water underneath the demon erups as a titanic worm covered in seaweed and grasping mossy tendrils launches itself at his flying adversary.

Elgan is possibly a better summoner than Altai, as he has both Rapid Summoning and Metamagic School Focus (Conjuration). He changes Earthquake into Summon nature's ally VIII, pulling up a "blue" purple worm (40' swim speed, no burrowing speed) benefitting from Augment Summoning and Greenbound Summoning. I need to actually stat up the beast - watch this space.


Gjetost tries to get out of the snake's embrace.

Fortitude save 11+20=31, so he has one successful save. Anti-grapple check 14+26=40 vs the snake's CMD.


You've got Elgan in the wrong position. I guess he doesn't get blasted with acid down in the water.

Altai's summoned monsters wrote:


Elgan currently has the form of a jotund troll. He casts Repel metal or stone in a westerly direction. The spell forces back things like weapons and armour, has no save and ignores SR. Elgan ends his turn in AI-AK 29-31 at the water level - thus, all metal objects west of the AH column are forced westward.


I duffed all the Reflex saves, so my crowd all take full damage. The odd move for Gjetost comes about because you get ejected from the blade barrier if it gets dropped on you. BTW, if you make that initial Reflex save, you take no damage. We'll start with robot Elgan:

After casting his spell, Elgan dove elegantly into the cave pool. The creature that emerges is anything but elegant - a towering, nine-headed abomination covered in rough scales and patchy moss. Only its speech mannerisms give away its true identity. One head turns towards the flying snake-demon and bellows out a spell; the other eight stare balefully at the closest cobra demon.

Elgan currently has the form of a jotund troll. He casts Repel metal or stone in a westerly direction. The spell forces back things like weapons and armour, has no save and ignores SR. Elgan ends his turn in AI-AK 29-31 at the water level - thus, all metal objects west of the AH column are forced westward.

The storm of spinning blades throws Gjetost away from his drow victim. Shaking his head to reorient himself, he picks out a new target.

Gjetost is down 37 hit points (damage - DR). The closest spot that has room for Gjetost is AN-AO 34-35. He then flies to AJ-AK 35-36 and lays into Cobra 2. Attack roll 11+29-4(power attack)=AC 36, damage 2d8+23+12(power attack)=46.


My bad. I thought he was blasting away at the snake-demon. But shooting down the drow makes more sense.


Fort save for Gjetost 11+20=31. He remains awake. Don't forget that we all still have Mass fly running.

Gjetost floats gracelessly into the air in front of the nearest drow. "You will need to do better than that, little elf", he rumbles before plunging his greatsword into her face.

Move to AO-AP 31-32 before attacking drow 1. Attack roll 12+29-4(power attack)=AC 38, damage 2d8+23+12(power attack)=45.


Gjetost moves to AP-AQ 24-25. Can we see the talker/rattler?

Claw remains back where he is. I have the Shield master ability running.


How does the hole in the Wall of iron work - do we get cover from each other?


Dino munch on j3:
Attack 1: 10+22+1(haste)=AC 33, damage 4d6+26=40, grapple check 9+34+1=44 vs CMD.
Attack 2: 11+22+1(haste)=AC 34, damage 4d6+26=42, grapple check 11+34+1=46 vs CMD.

Elemental A attacks j3.
Attack 1: 10+26=AC 36, damage 2d10+12=25.
Attack 2: 8+26=AC 34, damage 2d10+12=24.
Elemental B attacks j3 as well.
Attack 1: 9+26=AC 35, damage 2d10+12=23.
Attack 2: 10+26=AC 36, damage 2d10+12=22.


Gjetost keeps attacking j1.
Attack 1: roll 12+29+4(bard)+1(haste)-4(Power Attack)=AC 42, damage 2d8+23+4(bard)+12(Power Attack)=47.
Attack 2: roll 11+24+4(bard)+1(haste)-4(Power Attack)=AC 36, damage 2d8+23+4(bard)+12(Power Attack)=49.
Attack 3: roll 13+19+4(bard)+1(haste)-4(Power Attack)=AC 33, damage 2d8+23+4(bard)+12(Power Attack)=46.
Attack 1: roll 9+29+4(bard)+1(haste)-4(Power Attack)=AC 38, damage 2d8+23+4(bard)+12(Power Attack)=50.


Gjetost charges to AM-AN 10-11 and attacks j1. Attack roll 15!+29+4(bard)+1(haste)+2(charge)-4(Power Attack)=AC 47, confirm roll 7+29+4+1+2-4=AC 40, damage 2d8+23+4(bard)+12(Power Attack)=48x2=96 + 9 bleed.

Nice blow.


It's alive, but dazed. So I guess the attack never happened.


The dino heads to AP-AQ 2-3 and attacks j3. Attack roll Dino X: 12+22+2(charge)+1 (haste)=AC 39, damage 4d6+26+18(smite evil)=58, grapple check 11+34+1=48 vs CMD.

Elemental A moves to AM-AN 2-3 and attacks J3. Attack 1: 13+26+2(charge)=AC 41, damage 2d10+12=24.
Elemental B moves to AK-AL 6-7 and attack j3: Attack 1: 12+26+2(charge)=AC 40, damage 2d10+12=22.

CORRECTION: The elementals are Huge. So they are in AM-AO 2-4 and AM-AO 5-7 instead.


The combined barrage wipes out the first two dinos. So, we have one unhurt dinosaur and all of us.


Attacks, this time with less math.

The elementals appear in Y-AZ 14-16 and AA-AC 21-23. They immediately start pounding away at the linnorm.
Elemental A: Attack 1: hits AC 40, does 21 damage. Attack 2: hits AC 36, does 19 damage.
Elemental B: Attack 1: hits AC 42, does 17 damage. Attack 2: hits AC 38, does 22 damage.

The three hasted dinos.

Dino X: Attack 1 hits AC 36, does 38 damage. Attack 2 hits AC 38, does 40 damage.
Dino Y: Attack 1 hits AC 38, does 41 damage. Attack 2 hits AC 39, does 34 damage.
Dino Z: Attack 1 hits AC 41, does 40 damage. Attack 2 hits AC 35, does 41 damage.

Finally, Dino Y scored a grapple check of 49 against the dragon's CMD.


For ease of bookkeping, let's say all its attacks went on the same target - the elemental at AA-AC 21-23. If failed the save and has taken 113 hit points damage. It has 70 left. The dragon will finish it off next round if it hits it all three times (and it will unless it rolls 1).

Gjetost and the dino also fluffed their saves and take full damage. The dino has 150 hit points left.


"Come, skald. Let's get into cover from the beast's freezing breath." Gjetost gently picks up Pip and shuffles into cover.

I guess we'll treat it like a bull rush. ;P Gjerost is in Ae-AF 26-27, Pip gets pushed to AG 26.

Elgan and Emrael - then The Beast.


OK - that was two 9th, two 8th and one 6th level spells.

The elementals appear in Y-AZ 14-16 and AA-AC 21-23. They immediately start pounding away at the linnorm.
Elemental A: Attack 1: 13+26+2(water mastery)=AC 41, damage 2d10+12=24. Attack 2: 11+26+2(water mastery)=AC 39, damage 2d10+12=22.
Elemental B: Attack 1: 12+26+2(water mastery)=AC 40, damage 2d10+12=21. Attack 2: 9+26+2(water mastery)=AC 37, damage 2d10+12=21.

The three dinos charge the water dragon.

Dino X: 12+22+2(charge)=AC 38, damage 4d6+26=39, grapple check 11+34=45 vs CMD. It ends up in Z-AA 18-19.
Dino Y: 11+22+2(charge)=AC 37, damage 4d6+26=40, grapple check 9+34=43 vs CMD. It ends up in AE-AF 21-22.
Dino Z: 11+22+2(charge)=AC 37, damage 4d6+26=37, grapple check 13+34=47 vs CMD. It ends up in Z-AA 22-23.


Pendobar 'Pip' Bushytoe wrote:

... Dreamlands Sonata ...

I thought you were going with this golden oldie. Still one of my favourites.


Reflex 3+4=7. Earth elementals, especially ones as big as these, are not nible creatures.

After the blast, the elementals head upwards. Maybe 1 round of movement before the three rounds are up?


One elemental rumbles something; Altai rumbles something equally incomprehensible back. Both elementals then head for the last mothman. "Boss wants to talk to you. He says you better join him if you want to live."


Gjetost is down 113 hit points.


The elementals earthglide into the Q-U 33-37 hive looking for the spellcaster.

PS: Is the MB mothman still around?


W00t! Reflex 11+7+1(Haste)+3(bard)=22.


Shaking his head ruefully, Gjestost cautiously approaches the inky blob.

Move to N-O 14-15 before attacking the darkness using Power Attack and Vital Strike. Attack roll 12+29+3(bard)+1(haste)-4(PA)=AC 41, damage 4d8+23+3(bard)+12(PA)=57. Attacks are magical and slashing.


The lantern archons all died. They are fragile little guys.


Nice. The problem with summoning monsters here is that they must either be able to fly or have some kind of wall-walking ability. Also, it gets cramped in here. So:

Nothing much seems to happen for a few seconds after Altai completes his spell. Then the masonry of the tower bends and pulses in ways that should be impossible, before reconfiguring itself in two rime-caked, hulking semi-humanoid figures. "Get the spellcaster!", Altai bellows at them in their odd, rumbling language; the elementals promptly slide through the tower floor Elgan conjured.

That's two elder earth elementals, all hopped up on Augment Summoning and Beckon The Frozen bonuses. They appear in PQR 23-25 and TUV 23-25 and immediately head south.

Heathy:

Spoiler:
There are some hypotheticals here. The big rockpiles have Tremorsense 60' and should be able to "see" our spellcasting friend right through the wall of stone. The way I envision it, the first elemental charges to PQR 31-33 and grapples the foe. The other one makes a similar move down its columns. If the spellcaster has moved so that they can't reach him this turn, they just move there in preparation for attacking him next turn. Their combination of size and reach makes them hard to avoid in the cramped tower.

Grapple check 13+32=45 versus his CMD. Elementals don't have Improved Grapple, so he gets an AoO if he's holding a weapon.


Satari moves to I-J 10-11. He uses Full Defense to improve his AC by 4.


Gjetost moves to M-N 11-12, using Total Defense. No attacks, but his AC improves by 4.


Gjetost delays for now.


Altai has 5 lantern archons orbiting him. They zoom down to I12, K12, L12, O12 and L13 and attack the darkness. Five rays hit touch ACs 16 (5 damage), 15 (2 damage), 14 (4 damage), 12 (2 damage) and 16 (6 damage). The damage is untyped and penetrates all forms of DR.


Gjestost cautiously approaches the inky blob.

Move to J-K 8-9 before attacking using Power Attack and Vital Strike. Attack roll 11+29+3(bard)+1(haste)-4(PA)=AC 40, damage 4d8+23+3(bard)+12(PA)=56. Attacks are magical and slashing.


It works now. So...

Gjetost lays into the two mothmen menacing Altai.

No move. Full attack on M3 using 4-point Power Attack. All attacks are magical and slashing. If it falls, he keeps going on M4.
Attack 1: 9+29+1(Haste)+3(bard)-4(PA)=AC 38, damage 2d8+23+12(PA)+3(bard)=51.
Attack 2: 15!+24+1(Haste)+3(bard)-4(PA)=AC 39, confirm roll 11+24+1+3-4=AC 35, damage 2d8+23+12(PA)+3(bard)=48x2=96 + d6d08 bleed.
Attack 1: 11+19+1(Haste)+3(bard)-4(PA)=AC 30, damage 2d8+23+12(PA)+3(bard)=42.
Attack 4 (bonus from Haste): 8+29+1(Haste)+3(bard)-4(PA)=AC 37, damage 2d8+23+12(PA)+3(bard)=47.


Gjetost hasn't acted yet. For some reason I can't open the map - I'll try again in a coupla hours.


The elementals are useless for fighting. Altai instead directs them to tear open the coccoons in G5 and K4 and ferry the occupants safely outside.


Gjetost flies back up towards the tower top.

Move to P-Q 2-3 before attacking M3, using Power Attack and Vital Strike. Attack roll 10+29+3(bard)+1(haste)-4(PA)=AC 39, damage 4d8+23+3(bard)+12(PA)=55. Attacks are magical and slashing.


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dungeonmaster heathy wrote:

mi casts on Gjetost. d.c. 21 wil save or he pings back to Asgard.

Will save 12+9+3(bard)=24. Phew! Losing Gjetost now would have been very inconvenient.


dungeonmaster heathy wrote:
Gjetost destroys M2.

Cool. In that case, he advances 5' to H-I 10-11 once he's done chopping.


Not to a whiner (j/k - I'm a giant whiner), but don't forget this from ast turn - I didn't see a reply to this:

Altai's summoned monsters wrote:

Gjetost closes in on the nearest mothman.

Move to I-J 9-10 before unleashing on M2, using Power Attack and Vital Strike. Attack roll 12+29-4(PA)=AC 38, damage 4d8+23+12(PA)=54. Attacks are magical and slashing.

"Enough! I have had it with your foul sorceries and your nightmare surroundings! Now you die!" Gjetost tears into the closest mothman.

No move. Full attack on M2 using 4-point Power Attack. All attacks are magical and slashing.
Attack 1: 12+29+1(Haste)+3(bard)-4(PA)=AC 41, damage 2d8+23+12(PA)+3(bard)=48.
Attack 2: 11+24+1(Haste)+3(bard)-4(PA)=AC 35, damage 2d8+23+12(PA)+3(bard)=49.
Attack 1: 13+19+1(Haste)+3(bard)-4(PA)=AC 32, damage 2d8+23+12(PA)+3(bard)=46.
Attack 4 (bonus from Haste): 10+29+1(Haste)+3(bard)-4(PA)=AC 39, damage 2d8+23+12(PA)+3(bard)=50.


dungeonmaster heathy wrote:

Mothman 2 attacks Gjetost, and hits once for a grand total of 10 hp damage.

Mothman 1 hits air elemental 2 3 times for a total of 12 hp damage.

Mothman 3 casts.......

12d6 damage to elemental 3, Gjetost, Elgan, Emrael, Satari, Pip, and Altai.

DC 26 fort save gives half damage.....you feel like you're being dehydrated and mummified.

Mothman 4 appears on the scene as well.

Group's attack!!!!

Quick summary: EL3 is dead. Altai takes full damage, which is reduced as Claw soaks up half of it. Gjetost takes half damage.


One air elemental unleashes the awesome power of wind on the emerging mothmen.

EL1 transforms itself into a whirlwind in the F 21 to E-F 14 area. M1 and M3 is caught in it, and must make a Reflex 20 save or get trapped in the whirlwind. They also take 1d8+6=13 points of damage each.

The other elementals home in on the last mothman.

EL2 moves to I-J 13-14 before attacking M2. Attack roll 11+16=AC 27, damage 1d8+6=12.

EL3 moves to K-L 11-12 before attacking M2. Attack roll 10+16=AC 26, damage 1d8+6=11.


Gjetost closes in on the nearest mothman.

Move to I-J 9-10 before unleashing on M2, using Power Attack and Vital Strike. Attack roll 12+29-4(PA)=AC 38, damage 4d8+23+12(PA)=54. Attacks are magical and slashing.


31?! It goes first.


How about J-K 15-16, M-N 15-16 and P-Q 15-16?


Heal fixes all ability damage, so save the potion. Huzzah!


Also, Fort save to avoid skinning 9+20=29. Gjetost's taken a hell of a pounding, but at least his skin is still mostly intact.

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