necromancers on 03/18/2019 07:34 AM CDT
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Could someone please take a look at tomb troll necromancers and their use of 716?

These have always been a challenging creature to hunt for their level but since the defensive version of 716 came out they've become significantly more so, esp now that we also have to be on the look-out for "gifted" critters in the area. It doesn't help at all that they seem to be much more proficient with the spell then player characters are. I've never observed my level 82 sorcerer inflicting multiple bleeding wounds on critters even when it's triggered by critters well below his level, yet my ranger in the example below is only 2 levels below necromancers and ended up with an 8 round stun and was bleeding for a total of 17/round from a combination of chest, abdomen, and back wounds.

Failing an adjustment to necromancers, could the spell be changed to show the warding roll when the defensive version of 716 is triggered so we can at least see just how badly we're failing it?

>prep 616
>stanc off
You come out of hiding.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>cast nec
You are now in an offensive stance.
>hide
[script done]
You gesture at a tomb troll necromancer.

Dozens of long thorns suddenly grow out from the ground underneath a tomb troll necromancer! Several of the thorns jab into the necromancer!
... hits for 25 points of damage!
... 20 points of damage!
Strike pierces thigh!
It is knocked to the ground!
... hits for 17 points of damage!
... 25 points of damage!
Strike just below the jaw, nice shot to the neck!
The troll necromancer is stunned!
CS: +260 - TD: +221 + CvA: +2 + d100: +95 - -5 == +141
Warding failed!

A virulent green mist seeps out of a tomb troll necromancer's lips toward you, instantly infecting you. You convulse violently!
... 40 points of damage!
Well-focused strike generates a clean, round hole straight through you!
You are stunned for 8 rounds!
Cast Roundtime 3 Seconds.
!S>
You are still stunned.
!S>
A tomb troll necromancer's flesh wounds regenerate some.
A tomb troll necromancer's left leg regenerates and looks fully healed.

!S>l
[Marsh Keep, Dungeon Hallway]
Three torches placed on the curving wall of the hallway provide ample light for passage between walls built of mostly roughly-hewn granite, and near the floor, smooth black stones. Scattered across the floor are rotting heaps of skin, removed from their possessors by some unknown instrument, and left to decay. Insects swarm over the flesh, chewing up from underneath to crawl across the surface, the repulsive sight not enough to distract from the stench. You also see a long thorny vine and a tomb troll necromancer that appears stunned.
Obvious exits: southwest, northwest
!S>amb nec
You are still stunned.
!S>
Painful, pus-filled bumps begin to appear on you causing 9 points of damage!
... 5 points of damage!
Surface of right leg etched to little effect.
!S>
The long thorny vine lashes out violently at a tomb troll necromancer, entangling it!
... 35 points of damage!
Hard blow to chest knocks the troll necromancer back and winds her.

You notice a number of the vine's nettles scrape into the troll necromancer's skin. The troll necromancer suddenly looks very weak!
!S>
Boils rupture all over your body causing 7 points of damage!
... 12 points of damage!
Flesh removed, forming a long gash across abdomen!
!S>
A tomb troll necromancer's flesh wounds regenerate some.
A tomb troll necromancer's chest regenerates and looks fully healed.

A tomb troll necromancer rolls to her feet, grinning wildly.
!S>
The long thorny vine lashes out violently at a tomb troll necromancer, dragging it to the ground!
... 20 points of damage!
Chest grapple, decent grip.
The troll necromancer is stunned!
!S>hide
You are still stunned.
!S>
Your skin hardens into a black rot and begins to crumble causing 4 points of damage!
... 5 points of damage!
Flesh painfully vaporized from side!
!S>l
[Marsh Keep, Dungeon Hallway]
Three torches placed on the curving wall of the hallway provide ample light for passage between walls built of mostly roughly-hewn granite, and near the floor, smooth black stones. Scattered across the floor are rotting heaps of skin, removed from their possessors by some unknown instrument, and left to decay. Insects swarm over the flesh, chewing up from underneath to crawl across the surface, the repulsive sight not enough to distract from the stench. You also see a long thorny vine and a tomb troll necromancer that appears stunned.
Obvious exits: southwest, northwest
!S>
A flesh golem ambles in while adjusting a piece of hanging skin.
!S>
A tomb troll necromancer's flesh wounds regenerate some.
A tomb troll necromancer's neck regenerates and looks much better.

A tomb troll necromancer rolls to her feet, grinning wildly.
!S>
Boils rupture all over your body causing 2 points of damage!
... 5 points of damage!
Flesh painfully vaporized from side!
The virulent green mist surrounding you disperses.


Starchitin, the OG

A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
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