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Giant defense
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<blockquote data-quote="James McMurray" data-source="post: 54170" data-attributes="member: 743"><p>Ok, I meant to update the tactics before posting that last message. Sorry about that. Here's the current version.</p><p></p><p>The Cleric will summon an Osyluth via Lesser Planar Ally. She will also use divination to determine if the party will be flying up or teleporting in. The Osyluth will cast fly on all of the defenders, and animate dead on the fallen giants. </p><p></p><p>Previously cast spells:</p><p> fly on all combatants</p><p> endurance x _ on cleric and fire giants (depends on </p><p> how many free slots the cleric has)</p><p> 3rd level pro-elements (lightning) on cleric and __ giants</p><p> (again depends on number of free slots)</p><p> bless</p><p> silence on two trolls</p><p></p><p>The 5 surviving fire giants (4 plus cleric) will hurl boulder nets at the party on their ascent up. Ranged touch attack, grapple check if it hits. The giants will use their BAB, the nets will be considered large, and have a +4 strength mod. I may use double the amount the giant beats the touch AC by as the BAB for the grapple check though. If you're successfully grappled, you plummet. 670' in the first round, the remainder of the distance to the ground in the second. Nets have hardness and hp as per thick rope, and count as grappled.</p><p></p><p>Once the party is near the top, the giants move inside the tower, and head up the stairs. Meanwhile, the invisible Osyluth creates illusions of them fleeing towards the para-elemental's room, in order to hopefully lure them into freeing it and having to fight it. The illusion will show the sealed doors slamming shut (complete with sound). If the party messes with the doors, they'll release the para-elemental.</p><p></p><p>While the party tries to break down the door to the upstairs or come in another route, the giants will head upstairs. They'll prepare the boulder trap then, and wait until the party gets near the top.</p><p></p><p>Once its sprung, they'll head to the top of their lair, where the Trolls will be ready to attack the party and try to grapple / jump them off the ledge. The Zombies will also be here, and will attempt to grab and drag away the "blond guy in chainmail." If they can grab him, they'll move to jump off ot the cliff.</p><p></p><p>If the party flees again, the giants will summon another Osyluth (or other Lesser Planar Ally, I'll have to look and see what's available). The current one has been contracted to help defend the lair for one month, and will be leaving on Planting 14 (27 days from the battle's date), taking the cleric with him for one month's service in hell.</p><p></p><p>Total combatants available:</p><p> Cleric: Will do whatever she can to ensure that people </p><p> die as rapidly as possible. This will generally involve </p><p> using her huge greatsword to smack people as her </p><p> ofensive spells were very ineffective the last time </p><p> they fought. She does have a keen greatsword and </p><p> improved crit, so she can deal some massive </p><p> damage.</p><p> 4 Fire Giants: Two will disarm the paladin and bull rush </p><p> him away from the weapon.</p><p> One will ready attacks at the sorceror (charging if </p><p> necessary)</p><p> One will either attack the cleric, or ready attacks </p><p> against him (charging if necessary)</p><p> If any giant is dropped below 30 ht points but </p><p> survives, he will attempt to grab whoever is </p><p> closest and run off the cliff with that person. </p><p> The party has already shown that they don't</p><p> allow giants to flee, so running wouldn't do </p><p> any good.</p><p> 7 Large Zombies: will try to grapple the cleric and leap </p><p> off the cliff with him. Probably won't be </p><p> successful, but will certainly distract him.</p><p> 6 Trolls: will try to grapple the party members (two on </p><p> each) and leap off the cliff with them. Silenced </p><p> trolls will focus on the sorceror and cleric.</p><p> Osyluth: will remain invisible, using walls of ice to divide </p><p> and conquer, and dimensional anchor to </p><p> prevent escape. If someone gets disarmed, he </p><p> will try to move to get teh weapon if possible.</p></blockquote><p></p>
[QUOTE="James McMurray, post: 54170, member: 743"] Ok, I meant to update the tactics before posting that last message. Sorry about that. Here's the current version. The Cleric will summon an Osyluth via Lesser Planar Ally. She will also use divination to determine if the party will be flying up or teleporting in. The Osyluth will cast fly on all of the defenders, and animate dead on the fallen giants. Previously cast spells: fly on all combatants endurance x _ on cleric and fire giants (depends on how many free slots the cleric has) 3rd level pro-elements (lightning) on cleric and __ giants (again depends on number of free slots) bless silence on two trolls The 5 surviving fire giants (4 plus cleric) will hurl boulder nets at the party on their ascent up. Ranged touch attack, grapple check if it hits. The giants will use their BAB, the nets will be considered large, and have a +4 strength mod. I may use double the amount the giant beats the touch AC by as the BAB for the grapple check though. If you're successfully grappled, you plummet. 670' in the first round, the remainder of the distance to the ground in the second. Nets have hardness and hp as per thick rope, and count as grappled. Once the party is near the top, the giants move inside the tower, and head up the stairs. Meanwhile, the invisible Osyluth creates illusions of them fleeing towards the para-elemental's room, in order to hopefully lure them into freeing it and having to fight it. The illusion will show the sealed doors slamming shut (complete with sound). If the party messes with the doors, they'll release the para-elemental. While the party tries to break down the door to the upstairs or come in another route, the giants will head upstairs. They'll prepare the boulder trap then, and wait until the party gets near the top. Once its sprung, they'll head to the top of their lair, where the Trolls will be ready to attack the party and try to grapple / jump them off the ledge. The Zombies will also be here, and will attempt to grab and drag away the "blond guy in chainmail." If they can grab him, they'll move to jump off ot the cliff. If the party flees again, the giants will summon another Osyluth (or other Lesser Planar Ally, I'll have to look and see what's available). The current one has been contracted to help defend the lair for one month, and will be leaving on Planting 14 (27 days from the battle's date), taking the cleric with him for one month's service in hell. Total combatants available: Cleric: Will do whatever she can to ensure that people die as rapidly as possible. This will generally involve using her huge greatsword to smack people as her ofensive spells were very ineffective the last time they fought. She does have a keen greatsword and improved crit, so she can deal some massive damage. 4 Fire Giants: Two will disarm the paladin and bull rush him away from the weapon. One will ready attacks at the sorceror (charging if necessary) One will either attack the cleric, or ready attacks against him (charging if necessary) If any giant is dropped below 30 ht points but survives, he will attempt to grab whoever is closest and run off the cliff with that person. The party has already shown that they don't allow giants to flee, so running wouldn't do any good. 7 Large Zombies: will try to grapple the cleric and leap off the cliff with him. Probably won't be successful, but will certainly distract him. 6 Trolls: will try to grapple the party members (two on each) and leap off the cliff with them. Silenced trolls will focus on the sorceror and cleric. Osyluth: will remain invisible, using walls of ice to divide and conquer, and dimensional anchor to prevent escape. If someone gets disarmed, he will try to move to get teh weapon if possible. [/QUOTE]
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