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Maglin Uosta's page
30 posts. Alias of Turumarth.
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Well, we're officially in trouble.
Running away seems hard, especially since I think the priest has freedom of movement or something similar. But then, killing her seems very tough if we can't turn off regeneration.
Does Maglin have any idea why the regeneration might not work?
Knowledge (Nature): 1d20 + 15 ⇒ (14) + 15 = 29
No friendly monster alias anymore...yet
A large boar suddenly appears at the edge of the heavy vegitation, charging towards the queen.
Attack+Charge+haste: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 2d6 + 9 ⇒ (4, 5) + 9 = 18
Smiting as well, +5 damage if she's evil and pass DR.
Maglin runs back the way he came awkwardly, with one hand staying at his hip in his component pouch. When he gets within thirty five feet of Simon, five waves of power pulse from Maglin in all directions. He then disappears and reappears ten feet to the west.
30' move north, haste on people who aren't Vuzi and Vance, shift 10' west.
Maglin begins another chant, waving his hands furiously, walking slowly out of the undergrowth and away from the nearest troll
If I can shift
After a moment, he dissapears deeper into the bushes, though his voice can still be heard loud and clear.
If I can shift, I would like to go ten feet south.
Summon Monster III, location noted on the map.
I'm unsure of what to do. I can run back up north and stand next to my web, casting grease on the two northernmost trolls. That seems weak because then they can just stand up and all I've accomplished is at best eating a few move actions.
My other option, as I see it, is to summon a boar and hide behind Vuzi. I don't currently see a way for her to avoid getting charged by it anyway, so this seems better.
Can I begin casting Summon Monster, then shift?
"Okay, Vuzi, time for us to get out of here." Maglin waits for the half-orc to run, then carefully follows her, trying his best to avoid further attacks.
Withdraw
I have arcane bond. I'm honestly really close to just using it on invisibility, but there's got to be a better way.
How about Vuzi runs, provoking AoOs, then I follow with a withdraw action? Vuzi has some hitpoints to spare, right?
Well, I myself need to get out of here, but I think if we can force them to engage S, E, D, and C we'll be in good shape.
I'd like to see the results of those attacks, because my movement is extremely dependent on who is standing.
I'll post in about 11 hours no matter what.
If you can kill two this round and I take the withdraw action, I only provoke one AoO from the one to the left of me.
I think that's probably not super realistic, though. If you can take out just the troll who's at -22 and to your left, and I withdraw, that's two AoOs, one of which is from a blinded opponent, leaving me at okay odds.
Me and Vuzi definitely need to move so that we're in safer positions.
I think I'm going to wait for the results of Cain/Simon/Emily before posting actions.
Agreed, kill the weaker ones first, then exchange resources with the larger ones.
Reflex: 1d20 + 5 ⇒ (17) + 5 = 22
Maglin is smitten by divine fire, nearly falling to his knees. But pain, petty, physical pain, is puny before the might of his mind. He steps away from the new trolls, sending webs across the ground and about their legs, doing his best to give Cain and Simon more time.
5' step, then cast web (DC 19), then shift 5' more, so that I'm next to Vuzi.
Looks like we're just waiting on Cain and then the trolls, yes?
Basically, Cain, Simon, and Dalkk can engage the trolls at an extremely profitable rate, but they deal with them slowly. Now that we have a positional advantage and they can't really attack me or Vuzi, we should be in good shape.
It's also 1/400 that they roll two twenties in a row, I think that's what it takes to crit Dalkk.
Fifteen minute day and all that.
Dalkk isn't really taking much damage right now. Neither are Simon and Cain, and Emily is mostly okay, I think.
Maglin tosses a bomb out at three of the clustered trolls, flames blossoming out to scorch them lightly. He then snaps his fingers, disappearing and reappearing behind Simon, just out of reach of the nearest troll.
Touch Attack+bless: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Oh boy a miss: 1d8 ⇒ 8 Does this mean it hits Dalkk?
Damage+int boost: 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12
And 8 splash damage. Ref save DC 18 to half the splash damage.
Looks like we might end up slaying these guys over the course of another few rounds and then need to find the priest. We're well buffed right now, and could hopefully splat it into the ground if we found it right away, but if it avoids us and comes back in a few hours we could run into trouble. I suppose if I arcane bond out a haste we're probably in reasonable shape, though Dalkk's lack of a mutagen could be problematic.
Anyhow, those paralyzes were nice and it looks like we'll be okay as long as me and Vuzi don't go down.
Copy paste recently stopped working for my computer, it's super irritating.
Also, while I have a passable AC for those AoOs, I only have 17 hp. Which means I'm probably something like 10% to just get knocked out. Let's see here, 40% to get hit, so .16 to get hit twice, and some amount of that time they don't do enough damage. I do get shaken if the first attack hits, which lowers my AC. I think 10% is probably about right.
So what I'm saying is, a heal from Vuzi would be a pretty solid use of an action right now. Not sure what else you'd be doing, so I don't know if it's right or not, but I think it'd be solid.
Did the troll move through the webs? If he did, I think he has to make another save.
Maglin looks around. Trolls are closing in from all sides, reaching out with their hideous claws. His rabbit extending it's front paws out to ward off blows, Maglin takes off to the north, trying to get out of range so he can cast a spell safely.
Moving to the space previously occupied by what I assume is a now dead troll. Believe I take two AoOs as grappled foes cannot AoO.
Rabbit Aid Another: 1d20 + 5 ⇒ (15) + 5 = 20 AC 21 vs one AoO
Rabbit Aid Another: 1d20 + 5 ⇒ (20) + 5 = 25 AC 21 vs second AoO
21 AC from 10+3(dex)+4(armor, mage armor)+2(natural, cognitogen)+2(aid another)
As he runs, ducking blows and trying to avoid dying, Maglin calls out to Dalkk. Step back up this way Dalkk! He then reaches into his spell component pouch, throwing something at the space Dalkk has just left and crying out arcane words.
Casting glitterdust, targeting via map, DC 20 (I forgot spell focus earlier)
Sure, but they're weird because I have no idea how you're doing any of the things you're doing.
"Vuzi, follow me, Cain, Dalkk, watch our backs." Maglin reaches for his spell component pouch, then reaches out with his hands and spreads them apart slowly. "Ulra do hom!" Web twist and curl among the thick vegetation, rapidly growing from every branch and forming many layers of entangling fibre.
Move to the square 5' north of Simon, cast web as shown in the image labeled 'Engage to the north' in discussion thread. DC 19 due to heightened intelligence.
Sounds like we go in with oil and invisibility then. How much oil do we have?
I think we're about ready to go, yes? We all know what spells and suchlike to prep, that is.

Battle plans draft 1.
Dalkk has specified some extracts. This leaves us with four of my own extracts.
I am thinking long arm for Emily, enlarge person for Dalkk (but not to be used unless necessary), shield for Dalkk, and possibly shield for Cain. Does Cain want an extract of shield?
I will prepare as first level spells protection from evil x2, obscuring mist, grease x2, and mage armor. I will prepare as second level spells web x2, glitterdust, and invisibility. I will prepare as third level spells haste and Summon Monster III x3.
Vuzi and Simon don't prepare spells.
Sound good?
Part 1, no matter what
I drink my cognitogen.
I cast mage armor.
Dalkk drinks his mutagen.
Simon casts barkskin and shield companion on Emily.
Dalkk drinks alchemical allocation.
Dalkk drinks heroism and spits it back out.
We quietly and stealthily assemble 250-300 ft away from the den.
Dalkk begins shooting incindiary bolts at any visibile trolls.
Part 2, if they attack
We get two rounds before they reach us.
Round 1
Simon drinks shield.
Can Emily drink an extract of shield? Do we need to put it in a special vessel for her? GM Choon?
Cain drinks Long arm.
Dalkk is shooting.
Maglin readies an action to cast web when they get 150' away. This should delay them by a round and some of them by more than a round.
Vance is a squire.
Vuzi drinks Eagle's Splendour.
Round 2
Maglin casts haste.
Vance is a squire.
Dalkk is shooting.
Simon drinks one of the following: long arm, reduce person, invisibility.
Emily drinks long arm.
Vuzi casts a spell, not sure what. Bless? Boneshaker?
Cain makes his weapon on fire.
Round 3
We figure stuff out.
If, instead, they do not attack, then we have to set their building on fire. The possibility of them not attacking is why we aren't drinking extracts with durations of a few minutes before initiating the action. In this case, we send invisible Simon forward carrying as much oil as possible, which he pours on their roof. When he gets back, if nothing's happened, Dalkk shoots an incindiary bolt to set it on fire. The oil at least will burn a little, and we will hopefully get them to at least try to put out the fire, exposing them to shots by Dalkk. We'll have to improvise a bit and figure things out as we go, but we'll try to keep our distance if possible so we have time to drink extracts. Our ultimate goal is to provoke a fight where we've had two rounds to buff up and are not fighting inside their terrain, which we suspect we can win.
Suggest revisions or assent so we can put this into action.
So when we stand ~250' away, are any trolls visible?
Very well, you've convinced me, Dalkk. Being far away gives us more capacity to make decisions after getting more information, which is good.
GM Choon, how dense are the trees around the den? I want to know because I'm deciding if web is worth preparing if we fight out in the open.
Hmm...if we can't get close without letting them know we're coming, then there might be some real value in setting fire to things. If that causes enough panic to let us get to the tunnels unnoticed, then we're in the tunnels, in which case I think we're in a reasonable position. Do you agree that us being in the tunnels is about as good as we can expect to do?
Alternatively, we could do it the boring way, and just continue to stay outside until they have to go looking for food again. It's pretty hard to hunt as a group of 11, so they'd likely have to use a magical solution or else split up. If they split up, we're in okay shape.

I don't exactly think we'll just charge right into the middle of things. If we hang out in the tunnels they can only come at us one at a time in melee. Our melee damage output is higher than our ranged output, but I'm pretty sure that our ranged output is enough better than theirs that they will be incentivized to try to duke it out.
While web is generally better than create pit, I worry that I can only cast web inside the tunnels, as it requires two anchor points. Maybe I'll just run glitterdust instead, but glitterdust is substantially weaker since they get a save each round and it hits a smaller area and it doesn't stick around.
Any of the tunnels will do if they're all long. I like long tunnels because, if things eventually go south, we can potentially put big Dalkk on one side and Cain/Simon on the other, thus remaining effective even while surrounded.
While we can get AC to be okay, I wonder about our CMD. Reposition is really strong when it's 5 on 11 and the 5 are in a tunnel.
If you're wondering, I was required to choose a different name for this avatar. Uosta means fearless, or if you like without the possibility of fear. Maglin has a trait which makes him shaken if he takes damage, so he's not really fearless, but he's not ever going to be daunted. I don't think he fears death all that much, though it depends on his emotion at the time, of course.
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