Warriors Of The Coast

OOC: Dolgaunts are not particularly difficult to kill if you can get on all sides of one and hack away at it... as they do not wield weapons, they do not wear armor or any sort, and their attack involves grappling someone and then their tendrils burrow into the person's flesh and drain them of bodily fluids (CON drain in addition to normal damage). So they are not adept at fighting a group of opponents because grappling someone then makes them vulnerable.

However... you are not currently in a position to gang up on one, because the chamber is small enough that you'll only be able to fit a single person wielding a melee weapon into the room to attack it. And the opening into the chamber is so narrow that only one other person might be able to be outside to fire a ranged weapon into the room... and even they would be at a -8 to hit due to firing into melee and cover (unless of course it was Jango, as his wand of magic missiles only requires line of sight for an auto-hit).
 

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Despite the cramped space, Khalia manages to give a good approximation of frustrated pacing, as she tries to think of a plan.

"I think we're going to have to risk trying to activate the magic in one of the rooms with Daelkyr runes." She says. "I suggest we try saying 'north' in the north room, first. Ari, I think you're the best melee fighter of our little band, so I'm going to have to recommend that you be the one that actually goes in, in case something goes wrong. I'd further suggest that Jango cover you with the wand he has, and I can give you some tactical advice regarding dolgaunts should it become necessary."
 

Jango nods at Khairi. "I agree, it seems to be the thing that have most sense to try, even if I am not convince that it is the solution, it might help us to understand all that." tells Jango. He draw his wand in his free hand, ligthing the way back to the North room.
 

Seems we have a plan then. Throw pretty boy at the monster. You know, anytime we need a plan, I'll happily default to this one. Skarg says with a wide, tooth filled grin.
 

Ari rolls his eyes, a grim smile on his face. Drawing his sword, he prepares to scrape into the tight room. "I don't like this. If I turn into something green, don't blame me when I kill you all."
 

Ari stands in the center of the small northern chamber with his hand gripping his longsword. His back is to the far wall, so he can see the chamber opening in front of him... where Jango kneels with his wand. If any summoned creature was to appear on or around the runes, it would be between Ari and Jango. He runs through the phonetic wording that Khalia taught him in his head, and then takes a deep breath before saying in a strong voice "Praesotyrric".

A low-pitched hum is immediately heard, and both Ari and Jango stiffen and prepare for the worst. However, no creatures appear out of thin air, but rather... the runes painted on the floor begin to glow green. After about 10 seconds the glow is strong enough to completely illuminate the chamber, and the low hum continues.

You all wait for several minutes but nothing else of note occurs, and no dolgaunts appear here (nor does Skarghash hear anything else from elsewhere in the tunnels). It appears that so far that your efforts have been somewhat successful... but more seems to need to be done.
 

"Let's activate the other rune... wait a second." Jango whispers some arcane words. feeling the magic running through his blood, he starts to feels the magic surroudning him. His eyes focus on the activated runes trying to figure what kind of magic is emanating from teh rune. (OOC: Detect Magic)
 


Jango eyes the glowing rune now and definitely feels that the faint transmutation aura is now the primary magic in effect, although the faint conjuration aura is still there as well (just somewhat buried under the transmutation's effect). When this is told to Khalia, she concurs that this is the opposite of what seemed to be the order of magic she detected before the rune was activated (conjuration was primary, transmutation was secondary).

The low-pitched hum continues, as does the rune's glow.
 

The low hum irritates the hunter. It obviously signifies something unpleasant to come. Seeing the others itching to move on, he waves them ahead. "Go ahead, speak the other rune down there. But we best be careful---might change folks at both locations into green monstrosities. But we need someone to watch this one, just in case."
 

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