Take Two...

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Zhym
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Re: Take Two...

#181 Post by Zhym »

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Re: Take Two...

#182 Post by Computer +1 »

Vorsyin curses his choices of offensive attacks knowing that he has chosen for brute force over something he can risk using amongst friendlies. He instead continues to focus on finding Giantsbane as its power could easily tip the scale of any melee.
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Re: Take Two...

#183 Post by Magnus »

Round 5

The party, realizing the battle is all but won, takes the initiative. Gaerys puts down the heavily wounded giant. Hollis and Olaf inflict heavy blows on the other giant. The giant strikes back, landing a light blow on Carl Karstark.

Vorsyin and Ethan continue to search the armory. They find all manner of weapons, craft of bone, iron, and steel, and a few craft of a rather unusual soot-black metal. They also find a small pile of ingots of that metal - it is light but very strong. Indeed, the party finds a single suit craft of this metal, pieced together to form a "Gothic" style harness, with an angular, spiky appearance and ornate and exaggerated plates. The surface of the plates are rippled and their edges are cusped and decorated with points. It is undoubtedly an incredible piece of work...though fearsome in appearance.

The other armor to be found consists of giant-sized breastplates, greaves, and helmets cast of iron and steel.

But no Giantsbane...

Round 6

Now essentially four on 1, even the dim-witted giant knows its time is short. The giant's eyes flicker with fear and Hollis, Marcus, Gaerys, and Karstark converge on it. The giant is chopped to pieces in a manner almost merciful in its swiftness. The battle is won!

The group in the spur catches their breath. Taking a quick look around, they see two large jugs on a shelf on the wall, with two small glass bottles beneath them.

Looking behind them, they see an endless pile of charred hornfoot bottles. Now having the "luxury" of being able to survey the room apart from the tunnel vision of combat, Gaerys spots a familiar hilt poking out from under a pile of charred flesh. Apparently Oorak was not quite clever enough to avoid the fireball. Gaerys cannot help but snap up his lost weapon.

GIANTBANE HAS BEEN RECOVERED!

The wildlings almost instantly begin scavenging for useful items, and tinkering with what they find. The spearwives...apparently able to see in the dark...skuttle silently down the inky black hallway...they whisper back to Lorath that they are going to peek on what lies ahead.

Marcus downs a healing potion. But he and Ethan certainly need attention before the party's next encounter. Would that be with the mysterious Messenger? Or were there still waves of giants to hack through?

HP:
Vorsyin: 38/52
Gaerys: 39/69
Hollis: 41/52
Lorath: 40/40
Ethan: 11/71 [!!]
Marcus: 18/48 [!!]
Olaf: 68/75

Wildlings:
15/15
10/15

SW 15/15
SW 15/15
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Re: Take Two...

#184 Post by Zhym »

Glad to have Giantsbane back, Gaerys gives the sword a triumphant swing in the air. "The Lord Commander will be glad this wasn't lost," he says. "Assuming we can stop the attack on the First and make it out of here alive, that is." With that in mind, he takes a closer look at the jugs and bottles on the wall, hoping that their contents look like the healing potions the party has already seen.

Gaerys offers Olaf the use of Skullsplitter and looks around the armory for a shield that could be used by a human. "That's some fancy looking armor," he says of the ornate and spiky plate. "Suitable perhaps for a Karstark? Or for our priest?"
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Re: Take Two...

#185 Post by saalaria »

Hollie helps to search the bodies then assesses the wounds of his companions.

"I have but one major healing spell remaining for the day as well as two minor. So I think we would be best served by giving you the biggest boost Ethan."

Hollis prepares to cast Cure Critical on the knight.
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Re: Take Two...

#186 Post by drpete »

Ethan submits to the blessing, but observes "I may be too hurt to continue to be useful, unless we can find more healing, as my wounds, and those of Marcus are quite severe. Should we take stock of what the giants had in their stores? They've often had healing potions..."
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
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Re: Take Two...

#187 Post by Magnus »

Date: Autumn, 432 ca., Campaign Day 10
Time: 12:20
Weather: 75 degrees (the armory is warm from the forge)
Location: Steading Dungeon - The ARMORY

************************
Magic in Effect: None
**************************

HP:
Vorsyin: 38/52
Gaerys: 39/69
Hollis: 41/52
Lorath: 40/40
Ethan: 11/71 [!!]
Marcus: 18/48 [!!]
Olaf: 68/75

Wildlings:
15/15
10/15

SW 15/15
SW 15/15

***********************

The party catches its breath and gets a sense for their surroundings.

The two large jugs on a shelf on the wall, and two small glass bottles beneath them catch the party's eye. Gaerys quickly surveys them. The jugs contain a liquid that smells of wet healing mushrooms -- obviously a distilled potion meant to heal giants. There are likely 3-4 human doses in each jug. The smaller bottles are interesting...the party passes them around and Vorsyin quickly concludes that they are WILDFIRE.

Gaerys finds a nice-looking, though ordinary, shield.

Karstark looks over the forge and weapons with an expert's eye. He is apparently a smith. Consumed with intense interest in the strange black metal, he dons the fearsome-looking armor without a word. The then gratefully accepts Skullsplitter. The party surely has a powerful ally.

Hollis prepares to cast Cure Critical on the knight. Need a roll please.

In the meantime, Ethan wisely assesses the party's relative weakness. The party would better serve their cause to retreat were they truly too weakened to fight. Surely the fight must be pressed now, however.

***************************************

Marcus heals from his potion. But the healing effect is not perfect -- Marcus's injuries are so grievous that he is left incapable of combat with giants. Specifically, his collarbone, formally smashed into pieces, seizes up and leaves his shoulder with limited mobility. He needs a Maester and further healing. He would be best set off back to the Fist.

Lorath takes up Marcus's spear, prepared to take a role similar to the young knight in the second rank of the party's formation -- along with a remaining fireball to drop on the giants. He begins to hum a levitate spell in preparation for the final battle.

The wildlings also look unfit -- and unwilling -- to go face to face with giants. They would, at best, watch the party's rear ... and would perhaps even flee the battle. They continue to talk among themselves and search through the room.

The spearwives return from their scouting mission. They report that the giants and whatever else have erected a 15' or so pile of rubble and stones, in the spot marked as "rock pile" :shock: on Tanner's map. Two marsh giants stand guard behind it. The ceiling is about 20' high, leaving about 5' of clearance. The pile could be climbed, but it would take some time/effort for a character in non-magical plate to do so.

The party has time to heal up, determine whether to dismiss their henchman and followers, and plot their assault.

If you drink the healing liquid, please note how many swigs you take and give me a 2d8+6 roll. There are 6-8 doses.
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Re: Take Two...

#188 Post by Zhym »

Gaerys takes one swig of the healing liquid and passes the rest to Ethan. The ranger then downs his minor healing potion.

As everyone else heals their wounds, he speaks. "It's time to take the fight to this 'Messenger,'" he says. He takes Ethan, Hollis, Lorath, and Olaf to the side. "I suggest we either release the wildlings or ask them to stay back on guard. They could raise a shout and run if anything comes at us from behind." He says nothing about Marcus, figuring that it is solely up to Ethan to decide what his squire should do.

"What is our strategy for the attack?" he asks. "If Ethan and Olaf climb over the rock pile in full armor, the giants would no doubt hear and have all the time they could want to ready their defenses. Lorath could perhaps levitate behind and above the rocks and cast a spell, or Vorsyin might use my potion of diminution, climb the rocks, and cast a spell virtually undetected—though the rocks may be hard to climb for someone reduced in size."

Gaerys scratches his beard in thought. "An earth elemental, on the other hand, if it could be controlled—that would make quick work of the rock pile, or it could create a tunnel for us to go around the pile entirely. Vorsyin, what do you think?"

"No doubt I'm overlooking other options," he adds.
Shield added to Gaerys's character sheet; healing potion and Skullsplitter removed.
Healing liquid: [2d8+6] = 13+6 = 19
Potion of healing: [2d4+2] = 5+2 = 7
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Re: Take Two...

#189 Post by drpete »

Ethan instructs Marcus to return to the Fist to seek medical attention, and to wait for for their return.

He then begins drinking the potion:
potion:[2d8+6] = 11+6 = 17
potion:[2d8+6] = 10+6 = 16
potion:[2d8+6] = 3+6 = 9
potion:[2d8+6] = 10+6 = 16

He drinks 4 draughts of the healing potion, waving off Hollis' aid, and restoring himself almost completely. (I make that 69/71, unless there is a side effect to drinking this much?)

"I think I should be able to scale the pile quickly, with the boots, but a plan that doesn't require me to keep them from sounding the alarm would be helpful. Can we silence them? Immobilize them? This might be a good place for lightning, but I seem to remember that being loud..."
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
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Re: Take Two...

#190 Post by Zhym »

"I could join you," Gaerys says. "I am able to climb walls, so climbing rocks shouldn't be a problem. Climbing quietly, however, and quickly dispatching the guards once on the other side—that's another matter. The pile might not be stable. Falling rocks might be all the alarm they need. I wonder if these boots would keep my movements silent even in those conditions?"
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Re: Take Two...

#191 Post by saalaria »

Hollis nods to acknowledge Ethan's wishes.

"Does anyone else need healing before the next assault." he whispers.
He then looks more closely at his companions to see who is injured.
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Re: Take Two...

#192 Post by Computer +1 »

Vorsyin ponders the current situation for a moment. The Earth Elemental is an option. It could travel through the rock and engage the guards while we climb. Moving the pile is a possibility but it would raise the alarm and potentially allow for more guards to arrive. If we send the elemental to fight it will take the focus off of us for a few minutes.

He picks up a jar of wildfire. This has potential for use but it carries a big risk. Carrying one of these and getting hit by a giant could be an awful way to die. Even if thrown properly an area would be unpassable for some time. Perhaps best if we leave them for now..

He looks towards Hollis, I have some minor wounds but perhaps it would be best if I wait on healing.
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Re: Take Two...

#193 Post by Zhym »

"I'm no expert on elementals," says Gaerys, "but don't earth elementals move through earth as easily as we move through air? Why not just follow the elemental through the tunnel it makes in the earth instead of climbing the rock pile?"

Magnus: what are the in-game rules for wildfire?
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Re: Take Two...

#194 Post by Computer +1 »

Vorsyin begins speaking in a scholarly toneThe Earth Elemental moves through the earth the same way we move through the air. It doesn't actually displace the earth it just passes through it. He drones on, Technically speaking the elemental as we see it is a spirit that encases itself in the surrounding land mass and appropriates it while on our plane. When encountered on their own Elemental Plane they appear... he stops himself when he realizes he has been lecturing.
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Re: Take Two...

#195 Post by Zhym »

Is that from a source book? Here's what the OSRIC manual says:
What Earth Elementals lack in speed, they make up for in relentless determination and dedication. They pass through rock and earth without hindrance, as they do along the ground, but they cannot travel through the air nor in or over water unless they remain in contact with the earth.

...

The power of Earth Elementals against ground built structures and fortifications is truly devastating; they are capable of reducing small structures to rubble in a matter of minutes and even the largest will eventually collapse if the Elemental is
free to work against it.
I'd think an earth elemental would be able to move earth quite quickly if it wanted to. Up to Magnus, of course.
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Re: Take Two...

#196 Post by Computer +1 »

Vorsyin's answer is how I have always played elementals, and how DMs have always ruled them in my experience. I dont know where the exact rule interpretation is from.

My feeling is we can have him make a tunnel, which he can definitely do, but it will take time and make noise. Having him move as part of the rock pile and pop up to fight the guards will be much more of a surprise. If he kills the guards we can dig a tunnel then.
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Re: Take Two...

#197 Post by Magnus »

Date: Autumn, 432 ca., Campaign Day 10
Time: 12:30
Weather: 75 degrees (the armory is warm from the forge)
Location: Steading Dungeon - The ARMORY

************************
Magic in Effect: None
**************************

HP:
Vorsyin: 38/52
Gaerys: 65/69
Hollis: 41/52
Lorath: 40/40
Ethan: 69/71
Olaf: 68/75

***********************

Ethan guzzles down one container of healing and takes a swig from the other, which he as earned every right to do. Gaerys hits the bottle as well, and the wounded wildling grabs it out of his hand, taking a swing. Marcus then snatches the jug from the wildling and takes a drink himself. Gaerys drinks another healing potion.

Marcus and the wildlings, having done their duty, "exit stage left." The party members who care can take pride in knowing that four innocent lives have been saved on this day.

The party is reasonably healed, so they begin planning their assault. The party's mage smartly acknowledges that he can call upon a powerful spirit of earth to aid the party.

The debate continues, thankfully in a manner more civil than in days past.

The wildfire bursts out into a 10' radius when smashed, causing 3d6 damage to all within (save halves) and 1d6 per round for 3 rounds to anyone who failed their save due to the continued burn. Otherwise, they are like burning oil flasks in terms of range and the like.

Vorsyin's statements are correct, and I apply the sourcebook cited by Z as written. An elemental would indeed pass through the pile easily and likely surprise (barring some type of magical detection). The "fans" like that plan. :lol:

It could also tear down the rockpile in a couple rounds. That would obviously be noisy.

Ethan could jump over the rockpile, and Gaerys's boots do not make noise when touching the surface of the rockpile -- but if a rock came loose, etc., that would create noise.
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Re: Take Two...

#198 Post by Zhym »

"You're the expert on creatures of the elements, and it's your spell," Gaerys tells Vorsyin. "The choice of attack plan is yours. Just tell me what to kill and how to get to it."
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Re: Take Two...

#199 Post by drpete »

Ethan says "I like the elemental plan, but we saw that the elemental can't fight them quickly... Let's try that, and I'll join in, and Gaerys and Lord Karstark will follow, as they are able, once the element of surprise is gone. Sound good?"
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
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Re: Take Two...

#200 Post by Computer +1 »

Vorsyin nods at Ethan, My thoughts exactly. Let the elemental surprise the guards and begin the fight. Once engaged then you all climb the pile and join in as the need for stealth will have passed. I will need to remain at the bottom of the pile as a stumble could break my control of the elemental.

I would perhaps like someone to stay below with me and watch my back.


If the party agrees with this plan Vorsyin will begin the casting of the spell to summon the elemental.
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