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Plans, surprise and round 1

From: Jason

Subject What behind door #1

You are taking into account that Ragnar gets +5 to all his CLW rolls and +6 to his CMW ones right? Poor Salix and Ran, if so...

If we decide to nuke this giant, Ragnar will cast spirit weapon since he didn't get the chance last battle.



From: Mark

Subject Plan

Yes I did. He rolled poorly for the CLW.

Remember that dwarves get +4 dodge bonus against giants.



From: Kevin

Subject Plan

OOC: That is assuming that it is a giant, which has not yet been confirmed.

I would like to really avoid hand to hand with this thing, at least for "today". I (and Harp) would suggest throwing some distance spells at it (fireball, MM, Call Lightning) today, rest, then "tomorrow" head back in, again toss in a MM or two, maybe a searing light from Ragnar, then enlarge Mund or Ran, and treat this the same way we treated the Gray Render.



From: Karl

Subject Plan

OOC - If we're sure this is the last door we're going to try "today", Salix would probably not be averse to forfeiting the rest of his prayers for SNA of the appropriate level. Assuming he could "cast" unmolested, he could pretty much fill the room with distractions after a few rounds. Is your typical giant smart enough to ignore hippogriff harranguing in order to track down a druid who is across the room? I'm all for having Ally and Salix just start casting away to take advantage of the surprise. Salix would probably have some qualms about attacking unprovoked, even if it's a giant, but they would be less than attacking a creature whose language he spoke, and given his state of mind right now, he's not likely to question much of anything Harp asks him to do.



From: Kevin

Subject Plan

OOC- Once we determine what this is (if we determine what this is) - my guess is 10 ft. tall with a big club will do some huge damage it it hits, it will probably have a large number of HP, and it will have reach. Remember, things have gotten harder as we have moved forward. IF we use spells to start, I hope -expect we will use most of those to weaken this thing enough that a few good hits from the fighter types will take it out. We don't have much healing left for the day. So I say soften it up some today (start with Fireball and MM, the every 1/2 hour or so, pop open the door and toss in another MM or 2 until we are out. Allistair has 7, Kal has 2-3, Salix can add a lightning bolt if he wants. Either way, Allistair can do avg. 80 pts. withi his MM, Kal can do less, but still some, the fireball would do 15-20 pts. We could put a world of hurt on this thing before we rest and then finish it up tomorrow.



From: Derek

Subject Plan

OOC: Most importantly, is this thing too big to fit through the door? If it is, we could cast spells w/ impunity. IC: Allistair quietly tries to get close enough so that he can see what is in the room.



From: Kevin

Subject Plan

OOC: with my brother in charge, you can bet that it can fit through the door. Otherwise, it would be too easy.

Of course, we have done that once before - with the beetles. Maybe it can work.



From: Mark

Subject Plan

The thing can probably fit through the door, but it would be a tight fit and it would have to stoop.

The grey renders description showed that it had very little flexibilty in the neck/back area. This figure does not have that type of problem.



From: Derek

Subject Plan

What doors have we been through that were smaller? Could we lure it to a tight place it couldn't fit through and then pound it with spells?



From: Mark

Subject Plan

All the doors have been the same size.

The beetels had a problem with a hard shell and not much brains.



From: Kevin

Subject Plan

Sounds like my dog, be exchange too much hair for the hard shell.



From: Kevin

Subject Plan

OOC: Mark, from the guys that can see it, does it look so big that it looks like it would have a tough time *fighting* while it made it way through the door?

Guys, it might be worth trying this now, before we rest. If we can hit it a couple times while its back is turned, get it to come after us and work its way into the door way where we can keep peppering it with MM and other spells, maybe get in a melee attack as it works its way through the doorway, then retreat back to the door INTO the manticore room, and do the same thing again, it may be worth a shot.

Comments? Harp still thinks they should close the door now and back away from it so they can talk without letting it hear them.



From: Porter

Subject Plan

Once the door is closed and the group backs away from the door, the entire party discusses what was seen.

Mund likes the idea of doing some damage to the giant before resting for the night. "Of course it's a giant. Did you see how big it is? It's giant."

"Salix, if you could first summon some critters on the other side of it, it might focus on them while the other magickers spell the crap out if it."



From: Mark

Subject Plan

The guys who can see it have no idea of what it is. For all they know this thing could be made of silly putty and be able to slither through the door with no problem.



From: Karl

Subject Plan

OOC - I say Harp just gives the order (quietly) to the magic users to let fly. Let Salix plunk a hippogriff or two in there and see what happens. We can probably slam the door closed if it comes right for us dontchathink?



From: Jason

Subject Plan

Ragnar's all for nuking the giant with all our remaining spells. I expect he probably would go for the hippogriffs rather than charge us, and we can always close the door if we're wrong.

Just out of curiosity, can Salix summon a monster to appear in a place he can't see? IE, Summon hippogriff 20 feet that way, in the room with the giant?



From: Kevin

Subject Plan

Harp hears Salix's suggestion as they all talk. He thinks for a few minutes and finally says

"All right, no guts, no glory. If you are all willing, lets give this a try. Mund, you will open the door. Allistair, you throw your fireball at it. After it goes off, Salix, you summon some of those hippogriffs we are so fond of to surround that thing. While they distract it, Salix you back up and let Kal and Allistair hit it wiht some mage arrows. You two keep at it until you think it is coming after you, then back up and Mund closes the door. We can wait a while and see if it leaves the area by the door, and maybe we can hit it again."

Sound good?"

OOC: If all agree, they will set it up. We want fireball first, hippogriffs second (so as to not get them caught in the flame). Salix retreats, Kal steps up, and MM until they think the thing is going to charge them.



From: Porter

Subject Plan

"I suggest having the hippogriffs go in first. If the giant is turned away from us dealing with the hippogriffs, it might not even see the fireball coming and won't be able to dodge it."

OOC: Can you get a reflex save on a fireball if you don't know it's there?



From: Mark

Subject Plan

I think so, you just do not get your DEX bonus to the REF save.

If Salix is going to summon animals, I need to know grid squares where he wants them. Remember HIppogriffs are large creatures. I would also need to know the grid intersection where the fireball is to go off.



From: Derek

Subject Plan

One more option I want to ask. Could Allistair cast Enlarge on the giant to make it too big to fit through the door?



From: Kevin

Subject Plan

Harp looks at Allistair and Salix, a questioning look on his face. He was more concerned with the hippogriffs getting hit by the fireball. He will let those two work out the tactics.



From: Mark

Subject plan

As far as I am concerned Salix needs to see the target location where the creatures appear. He also needs to give them commands. He does not need to keep seeing them after that.

Here is how I am going to run the first round or two.

I need to know who is going to open the door. I will use that persons move silent to see how much noise is being made. I will apply a circumstance bonus to this roll. Assuming that you get surprise, which is likely, I will have Salix summon hippogriffs and Ally throw a fireball. I will then run inititive for round 1. I assume Salix will clear out and Kal will move up. Kal and Ally will both throw MM. This depends on Initiative. I need to know what those in the lead will do if they do not get the initiative.



From: Porter

Subject Plan

OOC: Let me remind you that while nowhere near as good as our trusty halfling, Mund has a decent move silent score.



From: Derek

Subject Plan

Shouldn't we be able to shoot spells through our side of the door without entering the room?

If we don't get initiative, I assume we hope someone with initiative can get us out and get the door closed before the giant pummels us.



From: Mark

Subject Plan

The guys at the door opening can shoot spells about anywhere in the room. Those behind them have limited visibility into the room.

If there are three hippogriffs and another large creature in there, those things will take up alot of room.



From: Jason

Subject Plan

Ragnar will toss off his spirit weapon as well; he can cast it even if he can't actually see the giant at the time, then later have it move once he can. Ideally, though, he'll be in a position to see it right off the bat.



From: Mark

Subject Plan

Range is 40 feet and the creature is further than that. It would also get a FORT save.



From: Mark

Subject Surprise, round 1

At Harp's gesture Surin quietly closes the door. The 1/2 orc motions the other to follow him. He leads them back out to the hallway outside of the room where the manitcores were. "This should be far enough" he says. He quickly describes what they saw to the rest of the party. After some discussion, Harp makes his decision. "Salix and Allistair will be next to Mund. He will open the door when we think the thing is at the other corner again. Allistair will cast a fire ball and Salix will summon some of those wonderful hippogriffs to attack the thing. Then Kal and Salix will switch position. Allistair and Kal will then use those mage arrows to hurt the thing until it notices us or finishes off the hippogriffs. Hopefully we will be able to tell before it charges us and Mund can close the door."

He looks around, and the rest of the party nods understanding. "Folks, as big as this thing is, if it hits anyone, but especially Allistair, it will likely kill that person. That club looked like it could crush rock. Let's try to be conservative on this." Harp does not mention any names, but his stare is focused on Kal. "Surin, why don't you take up a spot next to the door on this side. If the thing does chase us you might be able to get an attack at this things back as it comes through the door." The halfling nods, a little hesitantly.

The party moves back into the other room, taking their time so that they make as little noise as possible. They can still hear the thing banging away so they move towards the door, Mund leading the way. Mund, Salix, Surin and Allistair take up positions next to the door. Mund looks at the other two and takes a deep breath and quietly opens the door (Move Silent, 16+6=22, listen check, 11+3=14, fail). The door swings open giving Salix and Allistair their first view of the creature. From the back it takes Salix a few seconds to recognize what the thing is (Knowledge: Nature, DC20, 13+11=24, success). "Hill Giant" he whispers to those around him. "Really strong, fairly stupid."

As the two watch the giant takes another swing at something in the corner. Salix nods at Allistair and the mage starts his chanting. Salix follows just a few seconds behind, already prayer to Obad Hai for some hippogriffs to come to his aid. The mage's spell goes off first, with a burning ember flying out towards the giant, expanding into a large ball of fire. The figure is engulfed in flames, but as the flames die down, it is obvious that little damage has been done (REF save, DC16, 15+3=18, save, damage 6)

A second later a hippogriff pops into existence right next to the giant and attacks. It's claws strike at the things back, but skitter harmlessly off the hide armor (AC20,1+6=7,miss)

Round 1

Initiative: Allistair (15), Mund (11), Salix (11), Kal (8), Hippogriffs (4), Giant (3).

Allistair quickly follows up his fireball with his mage arrow spell. A quick chant and three bolts of energy fly at the giant and strike it square in the back (Damage 13).

Mund watches and waits, making sure that if the thing charges he can get to the door and get it closed before it pounds on his little brother.

Salix is disappointed that he was only able to summon one hippogriff. He knew that the giant would make quick work of one, so he chants again, asking for help again, and this time two more of the creatures appear. He than backs out of the way, making room for Kal.

Kal moves his way up and gets his first glimpse of the giant. It is surrounded by winged creatures but he can still see it towering over them. He chants his spell and three bolts of force fly from the tip of his rapier (damage 11) and strike the giant in the back as well.

The first hippogriff(green) attacks with a flurry of claw and beak. The two claws catch the giant across the skull (AC20, 17+6=23, hit, 14+6=20,hit, 9+1=10,miss, damage 15). The other two each attack with claws and beaks (AC20, 8+6=14,miss, 16+6=22, hit, 3+1=4,miss, 6+6=12,miss, 19+6=25,hit, 17+1=18,miss, damage 13). The giant is suddenly covered in bloody scratches and cuts.

The giant finally realizes that it is being attacked and responds with devastating force. The club arcs down and smashes the first hippogriff on the spine (AC15, 4+16=20, hit, damage 21). The party can hear the spine snap even from this distance and the hippogriff collapses at the giants feet. The giant's arms bulge as it swings to its right, catching another hippogriff in the chest (AC15, 7+11=18, hit, damage 19). the great club smashes the chest bones into a bloody pulp and a second hippogriff collapses at the giants feet.

OODM: End of round 1. Allistair and Kal are at the doorway. One hippogriff is still uninjured and attacking. It does not look like the party has been spotted yet. The giant is in blue and the hippogriff is in red.

I need round 2 actions.