Alright, this will be a hard fight, but moat gives me a good chance. Dodge Kol and don't forget the Leech is shaken.
Al'Tiar will start with Gan on shoulder and a bow and scroll of mage armour in hand. Round 1, use scroll, sharing with Gan and move out towards the water. Next, cast mirror image, sharing with Gan, and jump into the water and swim towards the other side. Then cast reistance as I try to get up the stairs. Finally, cast chill touch for Gan. From there, shoot Leech and then Kol from in the tower, taking as much cover as possible.
If I meet him before I get to the tower, finish the buffing underwater for protection and then engage in melee as quickly as possible. Use rapier and have Gan attack whenever I am in melee, targetting killing Leech.
If he is in tower, engage in melee, using stairs if possible.
Refresh mirror image at any time it runs out unless Gan is using his chill touch in melee, then wait to cast mirror image when he is done.
If Leech is dead and I am in melee, grapple Kol for damage as Gan attacks. If I am lower than half hp, then don't bother and just attack in melee with rapier.
If at 10 hp or lower, take cover underwater and shoot him with my bow.
Gan will use touch attack when attacking as opposed to straight attacks as long as he has chill touch.
Addendum: Cast protection from evil from scroll after casting shield.
Thanks for pitlording. I have to say, if Mirror Image is not the most frustrating spell in CoCo, PfE is. Sigh.
Start mounted, front corner.
Plan: Use Entangle, SNAIII 1d3 hippos, flaming sphere, produce flame on leech (attack with bite trying to attach and flames as rider), produce flame on self (thrown), magic stones
Tactics:
If he's spotted at start
--immediately cast entangle on him (with the bulk of the spell in front of him, ie between him and the castle). Move towards him.
--ride towards him and cast SNAIII for 1d3 hippogriffs
--then produce flame on leech's bite and rapid dismount, send Leech in
--then cast flaming sphere. While directing flaming sphere, use actions to cast produce flame on self and throw flames
--engage with produce flame x2, then recall x2 w/ pops, then magic stones, then regular stones, then melee
--on round 11 drop delay poison for SNA hippogriff
If he's not spotted at start, buff until he's spotted with produce flame on leech, produce flame on self, magic stones, while riding in.
If he's not spotted continue making for center parapets, and go up behind the parapets if there's time, but priority is engaging as noted
Always ride for cover if applicable, share beneficial spells, roll well, etc
[Prefight Locations and Initiative] Kol starts in area 1 at (3,43), mounted on Leech. Initiative 24 Al'tiar starts in area 2 at (44,44) with Gan on his shoulder and a scroll of mage armor in hand. Initiative 13
Al'tiar uses intimidate on Leech and Leech is shaken for the entire combat.
[Round 1] Kol spots Al'tiar immediately and casts Entangle, centered at (40,40) [Reflex 20 (Al'tiar), 8+1 (Gan) vs DC15, Gan fails] and moves to (11,43) Al'tiar double moves to (40,40), leaving Gan behind, entangled. {Tactics don't deal with entangle, but getting to the water is the primary objective if found before done buffing. I don't feel comfortable trying a DC16 Concentration check when Al'tiar has no ranks in concentration. If he gets caught up though in a future round, he may have to risk it} Gan tries to escape [6-2 vs DC20, fail] but can't get out.
[Round 2] [Reflex 6! vs DC15, fail; Al'tiar is entangled] Kol starts casting Summon Nature's Ally III, dropping Poison. While casting Leech moves to (19,43) Al'tiar attempts to cast Mage armor from the scroll [Concentration 23! vs DC15+1, success] and draws a scroll of Protection from Evil (CL1) Gan tries to escape [15-2 vs DC20, fail]
[Round 3] [No new targets to entangle] Kol finishes casting and [1d3=1] 1 hippogriff appears at (20,44,6) Kol casts produce flame on Leech's bite and dismounts [Rapid Dismount 16 vs DC20, fail] Leech moves to (28,42) Hippogriff dives at Al'tiar (38,42,1)[10! vs AC16+4-2, miss] Al'tiar is in a really bad situation now, but attempts to cast the protective spell defensively [5 vs DC15+1, fail] but is too distracted by the hippogriff. Gan tries to escape [9-2 vs DC20, fail]
[Round 4] [No new targets to entangle] Kol moves to (23,43) and casts flaming sphere at (40,40) and attacks Al'tiar with it [Reflex 22 vs DC16, success] Leech moves to (37,40) Hippogriff full attacks Al'tiar [10,15,4 vs AC16+4-2, miss] and then takes a 5ft step to the ground. Al'tiar attempts to cast mirror image to protect himself, but the vines are too constricting [11 vs DC15+1, fail] Gan tries to escape [16-2 vs DC20, fail]
[Round 5] [Reflex 8 (Hippogriff), 15-2 (Leech) vs DC15, Hippogriff and Leech are entangled.] Kol casts produce flames and then directs the flaming sphere into Al'tiar again [Reflex 10 vs DC16, fail; Dmg 2d6=6] Leech moves to (39,40) and attacks Al'tiar [8-2 vs AC16+4-2, miss] Leech tries to escape [15 vs DC20, fail] Hippogriff full attacks Al'tiar [14,21,18 vs AC16+4-2, 2 hits; Dmg 1d4+4=5; 1d8+2=9] Al'tiar sees that casting while entangled is not working, so he tries to escape [9 vs DC20, fail]
[Round 6] [No new targets to entangle] Kol redirects the flaming sphere into Al'tiar [15 vs DC16, fail; Dmg 2d6=11] and throws a flame at Al'tiar [14 vs AC14+4+1, miss] Leech tries to escape [14 vs DC20, fail] Hippogriff full attacks [18,22,13 vs AC16+4-2, 2 hits; Dmg 1d4+4=6,7] and Al'tiar falls.
Oh dear.... this could be interesting. Start in front corner of my area withwand in hand, using it for protection from electricity first round. Then draw potion of protection from evil. Move out, readying to use potion on sight of any foe. Once potion is used, create flame-lash and approach using full combat expertise. Move towards Vallygar at any possible time and move to cause approaching foes to provoke AoO from approaching, attacking anything in reach along the way. I'm hoping the cheetah and yeth hounds kill themselves with AoO. Attack Vallygar at any time possible with following priorities being (in this order) Vallygar, Turon, gith, cheetah, yeth hound.
I'm hoping the +5 touch ac from CE helps enough. If below 20 hp, use rage and outburst and just kill the heck out of Vallygar with all out assault.
Well, Jerod is a tough cookie but he has a glass jaw - that pitiful Will save. Now as long as you don't roll too well for him, I should be all set.
Start off with entourage around me. Everyone moves with me - Turon and Yeth hounds and cheetah in the lead; Githzerai to my sides and behind. Githzerai use their bows as soon as he's spotted; Turon will have his sword in hand and will engage once told. Cheetah and yeth hounds wait for the attack order as well.
Get into range for enlarge hideous laughter (or if applicable - just the unenlarged one). If it works - everyone converge and beat on Jerod until he's dead. If it doesn't work - repeat with the other one. If that doesn't work, recall and recast the second level one. Hopefully at least one will work.
If the laughter runs out and he's still alive, cast another if I haven't already used three castings.
While laughing, Vallgar will move to melee and use bestow curse from memory (-4 to saves, attack rolls and ability checks), shocking grasp from memory (up to twice, spellcraft from resist energy in case he has it up) and then chill touch. Recall a shocking grasp if I don't think he has resist energy up or chill touch if I think he does.
Hopefully his saves will suck and I'll win the day.
Jerod acts first, in box 4, holding wand and Vallgar acts second, in box 1, with entourage around
Round 1: Jerod uses wand for protection from electricity, stows it Vallgar moves out in formation (moves 30’ to all stay together; just showing 1 person moving on the map for ease; moves south as there’s not much buffing for either party for pitlord ease)
Round 2: Jerod draws potion of PfE and moves out, readying to use on sight of any foe Vallgar continues closing
Round 3: Jerod moves and readies Vallgar continues closing (stops with 5’ move left to deal w/ river next round); at very end of move triggers Jerod’s ready – Jerod drinks PfE
Jerod 57/57 AC 25 (+PfE; Will +5) | Resist Energy (long), PfE 13 Vallgar 33/33 AC 17 | Mage Armor (long)
Round 4: Jerod creates a fire lash, attacks the air around him with combat expertise (5) and approaches Vallgar can’t quite see Jerod, though some of his minions spot the pyrokineticist. 3 Githzerai skeletons move to fire at Jerod (+5, vs AC 25+5CE+2PfE) – all missing Vallgar, seeing where the skeletons are shooting, sidles over and spots Jerod across the stream; he casts enlarged hideous laughter at Jerod – Jerod thinks the joke is the funniest, funniest thing he’s ever heard, without a doubt, and doubles over laughing. Vallgar orders the troops in. Cheetah balances across; Yeth fly across and fly to position to charge/dive next round (map shows approx position, if can’t dive/charge from here, they’re slightly south – just pictured for convenience); Turon tries to balance, falls into water (prone), stands (move), and finishes moving within the stream.
Jerod 57/57 AC 25 (+PfE; Will +5) | Resist Energy (long), PfE 13, Prone/Laughing (ends end of 11) Vallgar 33/33 AC 17 | Mage Armor (long)
Round 5: Jerod giggles at the looming yeth hounds. Githzerai shoot (+5 vs AC 25+2PfE+4Prone) Vallgar moves to melee Yeth Hounds dive/charge (+4, +2 charge, +1 higher ground, vs AC 25+2PfE-4 Prone) – one hits, for 6; they end flanking, on ground. Cheetah moves and attacks, missing Turon moves along the floor and closes
Jerod 51/57 AC 25 (+PfE; Will +5) | Resist Energy (long), PfE 13, Prone/Laughing (ends end of 11) Vallgar 33/33 AC 17 | Mage Armor (long)
Round 6: Jerod giggles at the skeletal menagerie, thinking that crazy Vallgar is a real funny guy Githzerai shoot (+5 vs AC25+2PfE+4Prone, -4 penalty into a melee) – one hits for 5 (not confirmed) Vallgar moves to get in on the action and casts Bestow Curse, missing Yeth hounds, flanking, attack – one hits for 9 Cheetah attacks Turon moves to further surround and flank (can’t attack this round, just double moves)
Jerod 37/57 AC 25 (+PfE; Will +5) | Resist Energy (long), PfE 13, Prone/Laughing (ends end of 11) Vallgar 33/33 AC 17 | Mage Armor (long)
(Map positions are approximate, as Vallgar and Turon are the key attackers and should have flanking, but with Yeth hound flying it’s pretty easy to squeeze everyone except Cheetah into flanking position)
Round 7: Jerod bellows, just for a change. Githzerai shoot (need a 20), Cheetah attacks (+4 vs AC23 – he’s the only one w/o flanking), Yeth attack (+6 vs AC23 flanking), Turon attacks (+10 vs AC23 flanking) – Turon hits for 16 Vallgar touches again, hitting with Bestow Curse, but Jerod resists, thinking it’s too funny to curse.
Jerod 21/57 AC 25 (+PfE; Will +5) | Resist Energy (long), PfE 13, Prone/Laughing (ends end of 11) Vallgar 33/33 AC 17 | Mage Armor (long)
Round 8: Jerod chuckles at the failed curse, sticking his tongue out at Vallgar and thinking it’s just hilarious Skeletal Armada launches assault – Gith hits (not confirmed) for 6, Cheetah hits for 4, Yeth hits for 5, Vallgar casts shocking grasp and touches, barely hitting the metal armored, prone, laughing Jerod, for 14-10 damage – recognizes Resist Energy is up
Jerod 2/57 AC 25 (+PfE; Will +5) | Resist Energy (long), PfE 13, Prone/Laughing (ends end of 11) Vallgar 33/33 AC 17 | Mage Armor (long)
Round 9: Jerod snickers Skeletal Strike Force bombards him once more – Gith hits (not confirmed) for 8, Turon hits for 12, and Jerod dies with a smile on his face.
This is going to be a tough fight, but let's see how we do...
Start off at (4,31) or equivalent with a scroll of shocking grasp (CL3) in hand.
Round 1 - double move to (12,27) or equivalent and hide. Round 2 - cast protection from good and move to (12,21) and hide. Round 3 - ready to cast doom on sight.
Once ready triggers, cast and move away for as long as able.
After doom (Will DC15), cast color spray (if in range, Will DC16), blindness (if not in range of color spray or if color spray didn't work, Fort DC18), then shocking grasp.
If color spray works, get into melee and attack with shocking grasp. Use scroll first, then one from memory and a third from a scroll if needed.
If Color spray is not used (due to range) and blindness works, engage at range with arrows (attack first, then move to hide position) until she negates the blindness (with synesthete). At that point, continue to fire arrows until melee is forced - then switch to color spray and then shocking grasp.
If that is not enough to take her down, follow up with chill touch from memory. If I need still more offense, attack with bow if able to safely (withdraw if not).
Once melee is engaged, Azariel will 5ft step into Kyra's space and attack.
Round 1 Kira manifests vigor for massive health as Ellia moves out.
Kira 39/24 HP, 16 AC Ellia 17/17 HP, 18 AC
Round 2 Kira manifests force screen and continues out as Ellia moves out and casts protection from good.
Kira 39/24 HP, 20 AC Ellia 17/17 HP, 20 AC
Round 3 Kira uses her wand and stows it. Ellia readies to call down dark doom on the paragon of virtue.
Kira 39/24 HP, 20 AC Ellia 17/17 HP, 20 AC
Round 4 Kira moves out, drawing her greatsword and downing her potion.
Kira 39/24 HP, 22 AC Ellia 17/17 HP, 20 AC
Round 5 Kira moves around the corner only to be blasted by Ellia. However, her divine grace protects her from the dark energies and she closes in. Ellia shifts away and cast colour spray, but again, Kira’s divine grace holds her.
Kira 39/24 HP, 22 AC Ellia 17/17 HP, 20 AC
Round 6 Kira shift in to smite Ellia, but the guck in the sewer clings to her leg and she falls flat on her face. Ellia smiles and blasts Kira, but grimaces as, once again, Kira resists.
Kira 39/24 HP, 22 AC Ellia 17/17 HP, 20 AC
Round 7 Kira again fails to strike Ellia, and Ellia catches the stumbling paladin on the arm with her own shocking grasp for 9 damage.
Kira 30/24 HP, 22 AC Ellia 17/17 HP, 20 AC
Round 8 Kira finally lands a solid blow which nearly decapitates Ellia. Ellia returns with a touch attack, but her spell fumbles as she tries to cast without injury. (Note, not sure whether to cast defensvivley or provoke here, so I rolled on it. If this is an issue, let me know.)
Kira 30/24 HP, 22 AC Ellia 3/17 HP, 20 AC
Round 9 Kira misses again as Ellia shifts back and shoots her for 3 damage.
Kira 27/24 HP, 22 AC Ellia 3/17 HP, 20 AC
Round 10 Kira decapitates Ellia with a critical hit for 27 damage.
Ellia loses and gains 400 xp and 400 gp Time Between Fights: 1 hours Prebuffs/Ongoing Effects: None Items Used: 1 scroll shocking grasp Spells or Powerpoints Used: 4 PP (blindness, colour spray, chill touch) Abilities Used: None Free Activity: Craft
Kira Wins and gains 1200 xp and 1297.6gp Time Between Fights: 1 hours Prebuffs/Ongoing Effects: None Items Used: Potion of Protection from Evil, 1 charge wand divine favour Spells or Powerpoints Used:3 PP Abilities Used: None Free Activity: Intimidate
Delilah loses and gains 500 xp and 533 gp Time Between Fights: 1 hours Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: 5 SL (shield of Faith, Summon monster 3) Abilities Used: None Free Activity: guard
Well this is probably going to get bloody. Hopefully that dragon won't be too much of a problem.
Start off at 4,64 or equivalent with rod of repeat spell in hand. Shadow-smoke will start at (3,63) or equivalent. He will not be producing smoke to start with.
Round 1 - activate my bead of karma for +4 CL for 10 minutes. Round 2 - SMVII for a bone devil. Round 3 - SMVI (use rod of repeat) for a chain devil, drop the rod.
I'm figuring by this point I'll be discovered. If not, cast invisibility purge. Then ready to cast dispel magic on the dragon. If the dragon has mirror images up, use dispel magic to target mirror images.
If interrupted in the first three rounds and Ashtin and the dragon are both within 40ft (or I can move to be within 40ft), cast Blasphemy. Ashtin is dazed for 1 round, weakened for 2d6 str damage for 2d4 rounds and paralyzed for 1d10 minutes. The dragon, if it is 18 HD - is unaffected; if it is 17HD, it is dazed for 1 round. No saving throw, but there is a SR check.
From there - we have to be flexible. If subjected to a breath weapon for elemental damage, use Resist Energy on self to protect from it.
For attacking, use unholy blight (if I took fire damage), flame strike (if I don't), blade barrier.
Shadow-smoke engages once blasphemy has been cast and will CDG Ashtin and then attack the dragon. At this point, it will use the smoke to give the dragon trouble seeing and to hopefully get it to choke.
If the bone devil has time, it will use fly and invisibility (and move out of the range of invisibility purge if possible) and engage with wall of ice (in order to block the dragon from getting to Kraegin and melee full attacks. It will not move out to engage the dragon - let the dragon come to us.
The chain devils should always be at least 30ft from Kraegin and full attacking with chains from up to 20ft away from the target. Don't forget to check the unnerving gaze.
If no one is coming within 60ft (40ft+20ft move) of Kraegin, and engaging from afar - Kraegin can close in with Shadow-smoke leading the way.
1. Shadow-smoke should rage once Ashtin is dead and engaging the dragon.
2. The chain devils don't care about protection from evil spells; the bone devil might have a problem with it (check SR), but hopefully won't. If it does, it will make use of wall of ice to what effect it can and hopefully Kraegin can dispel it. I think that's it. Dragon is a huge wildcard here - wish I had spent more on knowledge...
Well, this is interesting. I need to minimize his summoning time. Fortunatley, it sounds as though my ally will help considerably...
Start mounted on the dragon with a potion of protecton from evil in hand. Use the potion and then have the dragon fly to the next starting area or towards Kraegin if he is heard. 300' per round will help alot here. Once he is found, he should only have a few allies. The dragon wil dive attack him and Ashtin wil dismount and deep impact/full power attack him. 1d10+16+3d8+19 should take him down pretty quickly and stop him spellcasting. From then, just full attack Kraegin while the dragon and I flank if possible. We can take a few hits to do this.
Prioity is to get to Kraegin. If I have to attack something to reach him, attack a quadroped if possible. Avoid attacking demons and devils at all cost unless I have lost my protection from evil. I think we have enough meat on us to take some blows, and I have a good AC for this. Also, hold person is compulson, so protection from evil makes me thankfully immune.
Dodge any biped aside from Kraegin or the nightmare if no bipeds are present.
Ashtin and Dragon act first, in box 2, with potion in hand, Ashtin on Dragon (shield activated, psionically focused, mindblade formed in bastard sword, psychic strike charged, Collision enhancement) Kraegin acts second, in box 4, with rod of repeat, with Shadowsmoke nearby
Round 1: Ashtin drinks potion of PfE Dragon flies out (to next starting area = 3; note movement includes rising 20’ to go over tops of buildings, and moved around towers to avoid potential debate over whether 10’ dragon + medium person going over 40’ structure would violate 50’ ceiling) Kraegin activates bead of Karma
Round 2: Ashtin rides Dragon flies (10’ cost to turn 90deg W, then flies, then 5’ cost to turn SW, then descends to 10’ elevation) to 5,4 Kraegin, interrupted and with foes in range, casts Blasphemy – Ashtin no save; Dragon SR19 - overcomes (CL 13+1Evil+4Karma = 18, Ashtin is ECL11 = CL -5, Paralyzed, Weakened, and Dazed; Dragon is HD17 = CL -1, Weakened and Dazed – loses 5 Str for 2 rounds, Dazed 1 round) Ashtin is paralyzed and falls 10’ to ground for 3 damage Shadowsmoke creates smoke as a free action (Dragon resists) Shadowsmoke uses full action to CdG Ashtin – triggers AoO from Dragon, who bites, but misses due to smoke (Dragon is Dazed) Shadowsmoke CdG’s Ashtin, and Ashtin falls
Round 3: Dragon is dazed – falls 10’ to the ground (2 dmg) Kraegin (Pitlord interpretation: wanted to summons, but also has many clauses after interrupted-blasphemy about engaging with spells; however, Kraegin always wants to summon, but summons take a long time to cast. Could make an argument for Dispel on Dragon, or the sequence “unholy blight (if I took fire damage), flame strike (if I don't), blade barrier”, but Kraegin almost certainly wants summons out) starts casting SMVII for a Bone Devil Shadowsmoke 5’ steps to position between Kraegin and Dragon, Rages, and engages dragon with full attack and smoke (Dragon saves), hits with one hoof for 21-5DR = 16
Round 4: Dragon (Pitlord interpretation: “priority is to get to Kraegin. If I have to attack something to reach him, attack a quadroped if possible.” Cannot get to Kraegin without going through Shadowsmoke however) full attacks Shadowsmoke (Bite +23 -2Str, 2 Claws / 2 Wing / 1 Tail +22 -2Str -2secondary vs AC28 rage + concealment) – hits with bite, claw, wing, tail (all hit through smoke) for 35. This triggers Frightful Presence Shadowsmoke is shaken (forgot rage bonus in roller) Kraegin finishes casting SMVII for a Bone Devil (Pitlord interpretation: it doesn’t “have time” for invis/dive) and puts it behind the dragon for flanking (10’ reach means out of smoke) Bone Devil full attacks dragon (Bite +16, 2 Claws +14, Sting +14), hits with bite and 2 claws (forgot flanking in roller) for 13-5, 6-5, 4-5 = 9 damage Dragon Weakness ends Kraegin begins casting SMVI for a Chain Devil (repeat) Shadowsmoke smokes (resisted), attacks (Rage, Flanking, Shaken: 2 Hooves +12+2+2-2 melee (2d6+8+1d4 fire) and Bite +7+2+2-2 melee (1d8+5)), hits with one hoof for 12-5 = 7
Round 5: Dragon full attacks Shadowsmoke (Bite +23, 2 Claws / 2 Wing / 1 Tail +22-2secondary vs AC28 rage + concealment) Hits with bite, claw, claw, wing, tail; wing gets lost in concealment, hitting for 37 (Bone Devil resists frightful presence) Bone Devil full attacks (hits with bite, claw, sting for 10 after DR; dragon resists poison) Shadowsmoke smokes (Dragon fails, takes -2 on attacks and damage), full attacks (hits with 1 hoof for 13 after DR) Kraegin finishes summoning a Chain Devil (repeat round 6) Chain Devil makes face look like Ashtin; Dragon is unmoved at the face of a recently lost loved one – easy come, easy go, apparently. Chain Devil animates Chains to attack (unnerving gaze resisted by dragon) – hits twice for 6 after DR Kraegin (Pitlord interpretation: “For attacking, use unholy blight (if I took fire damage), flame strike (if I don't), blade barrier” – have not taken fire damage, so casts flame strike) – overcomes SR, Dragon saves, takes 60/2 = 30
Round 6: Dragon bites Shadowsmoke for 5 (trying to bite then move to base Kraegin; forgot -2 from smoke to damage and attacks), and failing to destroy it instead full attacks, hitting with claw, wing, tail; wing misses to concealment; hits for another 11, knocking Shadowsmoke out. ChainDevil1 fails frightful presence, is shaken. Summons delay for Kraegin to act first Kraegin casts Blade Barrier on Dragon (Pitlord interpretation: it’s listed as “attacking,” not as a defense, thus on Dragon not between the two); Dragon saves for 28 (note: if wouldn’t take damage this round, would next round) Bone Devil creates a Wall of Ice from 2,4 to 2,1 (out of range of Dragon blocking it’s formation) to cut off Kraegin from Dragon full attacks Chain Devil1 tries to unnerve dragon and attacks with 2 chains (shaken -2, no flanking, augmented summons) - misses Repeat Spell pops Chain Devil2, who also tries to unnerve dragon and attack with 2 chains – hits for 6 after DR
Round 7: Dragon walks towards wall of ice, drawing an AoO from BoneDevil (missing), and attacks wall of Ice with max power attack (Wall is CL12, 12 inches, 36 hp), destroying it in one bite (ChainDevil2 is frightened), taking 18 cold damage while walking through and basing Kraegin Kraegin waits to see if Chain Devils can finish the Dragon ChainDevil1 (shaken, cover) attacks ChainDevil2 (shaken) attacks, hitting twice for 11 once for 6 (attacking through blade barrier) after DR Kraegin defensively casts Unholy Blight (Pitlord note: last option specified in tactics) for 17 damage + sickened BoneDevil (Pitlord decision: Dragon is adjacent to Kraegin, and has high likelihood of saving vs. another wall of ice, which would leave Kraegin open to full attack; Dragon is clearly sorely wounded; Devil tries to end the fight) charges, trying to end the dragon… it dives through the blade barrier (failing to resist, but saving for half – 23 damage) and attacks; missing.
Round 8: Dragon full attacks Kraegin (-2 smoke, -2 sickened, vs AC24: Bite +19, Claw/Claw/Wing/Wing/Tail +16 each); hits with bite, claw, wing, tail for 10-3, 6-3, 3-3, 11-3DR = 18 ChainDevil1 (shaken, cover/ through blade barrier) attacks – missing (accidentally did cover twice in roller) ChainDevil2 (shaken, through blade barrier) attacks – missing BoneDevil full attacks – hits with claw, claw, tail, for 4 after DR, Dragon resists poison (bite misses as Kraegin has no melee weapon and is not threatening) Kraegin (Pitlord Improvisation: no other spells specified) draws his flail and full attacks (flanking with Bone Devil) - missing
Round 9: Dragon full attacks Kraegin, hitting with bite, claw, wing, wing, tail (not confirmed) – for 17 damage after DR Bone Devil full attacks, downing the dragon.
I’m sure there are mistakes, with all the fear, aura, smoke, shaken, flanking, strength damage, etc; hopefully minor.
@Uknits – Blasphemy was literally a fight changing killer, clearly; totally agree with closing ASAP, but Dragon may have done better with some contingency tactics, having lots of abilities that went totally underutilized.
@Telin- and that pitiful DR of the Dragon really seemed to interfere w/ the summons damage!
Duggles will drop Giant Vermin for SNAIV for 3 Dire Wolves (if possible all around Gulgar)
Nessie moves into position and readies to attack Gulgar – and more importantly block the entrance
Fayne gives Rumpled Tan bag (drop/pickup) and Fayne will ready to cast Slow on Gulgar
Rumpled throws Tan bag (if can’t throw it this round b/c of picking it up, throw Rust this round and Tan next) towards the front to be near Nessie
Round 2:
Duggles will cast Produce Flame and engage with produce flame
Dire Wolves will attack Gulgar, shifting to get to flanking positions and aiming to trip
Nessie again stays in position to attack
Rumpled will throw Tan bag/other bag (ideally to flanking) to attack Gulgar
Fayne will: Slow Gulgar if not cast already; Haste all allies and self (summons lowest priority) if Slow cast
Round 3:
Duggles continues produce flaming (repeat, then from scroll again if needed)
Nessie attacks
Summons attack
Rumpled will engage w/ Scorching Ray (if the Tan bag dies, Rumpled will replenish)
Fayne will Dispel Gulgar if summons are unable to attack (from Wand), or Haste if that’s not been cast yet
Round 4+:
All continue their thing
Fayne will re-try dispelling Gulgar as long as it seems PfE is up; once PfE is down, Fayne will Haste allies (just once; if that’s already done, skip this); then will Inspire Courage (note +2), then will Grease Gulgar’s weapon (repeat x1 if fails), then will Ray of Enfeeblement Gulgar, then will engage with Wand of MM – if this fails, try Sonic Produce Flame Scroll; if that’s not working, Fayne will take over bags from Rumpled and make sure bags of tricks replenished, and will make sure Inspire is kept up, and will engage with bow and arrows
Notes:
--If Gulgar has PfE up, Fayne will dispel with wand
--If Fayne is Grappled, everything attack Gulgar while grappling, Fayne take total defense; if bags of tricks are unable to hit, Rumpled will take the wand of dispel magic and UMD wand until bags can hurt him, and then Rumpled will start CLW wanding Fayne to keep her alive in the grapple
This is going to be a tough fight, but I was able to wade through the masses for the most part last time, so I am hopeful I can do the same this time.
Start off at the corner closest to the center of the cavern with my heavy flail in hand and a potion of Fly. Drink the potion and move out along the ground (walking). If I have heard anything (with my nice listen check), by the time it is my turn to act, immediately double move in that direction. If not, move once and either move again towards my opponent (if I have new information on their location) or tap a tattoo of force screen (if not).
Get into melee quickly. If I can move to base/attack Lady Fayne, do so, but only fly to her if I cannot do so along the ground. Accept any and all AoO in order to get to her. If she cannot be seen, draw and drink a potion of Protection from evil (to hedge out bag creatures and summons), lay waste to any regular ally, any created ally, and then start listening and try to pinpoint her location for further smashing.
Attacks against anything (two exceptions) are always to trip and then follow up for damage. The only exceptions is if a rhinoceros is present - just attack that to kill - or if Rumpled is my target - also just attack to kill
Round 0 Gulgar goes last in square 3, Fayne and Co in square 1.
Round 1 Fayne readies to slow Gulgar, Duggles brgins summoning, Rummples pulls out a horse, and The dino move to block the entrance. Gulgar drink the potion of fly and moves out.
Round 2 As the wolves are made in fornt of Gulgar, Fayune readies again as does dino. Dugles casts produce flames as a boar is pulled by rumples. Gulgar, seeing the entrance blocked off, drinks a potion of protection from evil.
Round 3 Fayne readies again, as does dino and Duggles to fire. Rumples flies out and readies to use scorching ray. The dogs learn they cannot bite Gulgar. Gulgar moves on, trgiggering several readies. 1. Rumples uses his wand, and it turns into a figure of a brass dragon. 2. Fayne casts slow, but it is resisted. 3. Duggles throws flames, hitting for 9. 4. Dino attacks, hitting for 19 damage.
Gulgar 40/68 HP, 25 AC
Round 4 Fayne dispels protection from evil. Duggles throws, missing. The dino also misses. The wolves charge in, hitting for 17 damage. Gulgar flubs his AoO completely. Rumples uses his bow for 4 damage. The b oar is kinda useless, but tries his darndest. Gulgar somehow trips a huge dinosaur and crushes it for 22. The thing is mildly erked.
Gulgar 19/68 HP, 25 AC
Round 5 Duggles chucks another flame for 10 damage. The dino gets up and is struck, but he ignores it and bites Gulgar for 16, finishing him and disproving the theory that the elasmosaurus is a vegetarian.
Gulgar loses and gains 1125 xp and 1875 gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: Potion fly and potion protection from evil Spells or Powerpoints Used: He’s an ogre barbarian. Abilities Used: None Free Activity: guard
Fayne Wins and gains 3051xp and 5390.1gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: Wand of scorching ray unusable (but much more stylish) Items Used: 1 arrow Spells or Powerpoints Used: 5 SL Duggles (1 SL 4, Produce Flame), 6 SL Fayne (2 level 3’s) Abilities Used: None Free Activity: Perform 305.1
So I'm up against the bane of casters and manifesters everywhere...a monk. Still, I might be able to salvage things.
He's probably going for grapple, and if he does grapple I've pretty much lost (even taking 15 won't give me success on the concentration check to manifest, and Psionic Grease still allows him a better-than-even chance), so I'd better take him out before he's able to close. So there's no point in trying to boost my durability in that case. A bit in case he's using his bow might be a good idea, though.
Begin in the front center of my box, with a powerstone of crystal shard and one of vigor in hand. First round, use the stone of vigor. Second, 5' toward the center if I don't see him, and ready to manifest a 3pp Cold missile on Ven as soon as I see him and he's in range (or manifest immediately if I do see him and he's in range). Continue readying until I manifest. After that, manifest another 3pp cold missile, and if he's still alive move away (try to get it so he can't charge me, can't single move to base, and preferably can't double move or run to base either.) Then manifest my last pp on another cold missile, and if he's still not down use my stone of crystal shard (or, if he's not in range, ready to do so when he is), and keep using them until one of us is down.
If I can see that he's disabled, go up to him and begin attacking unarmed; as long as my vigor is up, he can't one-shot me, and anything else will make him lose.
If he begins using his bow, take cover, use a powerstone of Force Screen, and then replace Vigor from a stone (up to 3 stones total) whenever he gets a hit. Offense works as described above, but if it reaches the crystal shard point I'm going to have to go to him.
His strength and hp are awful straight off, but vigor will help him. The real debate is do I rush in for a grapple or shoot him with a bow... I think 21 AC and 14 hp is too much to hope for with bow and I can survive one blast.
Start in front center of my area and run to the nearest area. goal is to close while he is getting up his 2 buffs. Once detected, close in to grapple as fast as possible. Use flurry or charge when able, but goal is to grapple as soon as possible. Grapple to death.
Quick fight, all depends on how much he can do before grappled.
[Prefight Locations and Initiative] Nelion starts in area 2 at (55,32) with a powerstone of crystal shard (ML2) and a powerstone of vigor (ML2) in hand. Initiative 17 Ven starts in area 1 at (31,55) with nothing in hand. Initiative 21
[Round 1] Ven sees Nelion straight off, so he runs to (52,33) Nelion manifests vigor from the powerstone and moves to (56,26)
[Round 2] Ven moves to (56,27) and tries to start a grapple [8! vs AC13, miss] Nelion steps away and manifests a 3pp Energy Missile (Cold) [Fort 14 vs DC18, fail; Dmg 3d6+3=18]
Nelion 4/4, Vigor (+10 temp hp, ends 21) Ven 2/20
[Round 3] Ven steps forward and tries to start a grapple while flurrying [24-2 vs AC13, hit; Opposed 10-2 vs 11, fail; 2nd attempt 12 vs AC13, miss] Nelion breathes a huge sigh of relief and steps away and manifests another 3pp Energy Missile (Cold) [Fort 6 vs DC18, fail; Dmg 3d6+3=14] and Ven falls.