CLIMATE/TERRAIN: Temperate/Forest, subterranean
ACTIVITY CYCLE: Night (but see below)
INTELLIGENCE: Low (5-7)
ALIGNMENT: Chaotic neutral
NO. APPEARING: 40-400
ARMOR CLASS: 10
HIT DICE: 1
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 (weapon)
SPECIAL ATTACKS: Mass assault
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: S-M (4'-5' tall)
MORALE: Irregular (5)
XP VALUE: 35
They come screaming, jabbering, and howling out of the night. Dozens, maybe hundreds, of hunchbacked, naked humanoids swarm unceasingly forward, brandishing short swords. They have no thought of safety, subtlety, or strategy, leaving others with no hope of stopping their mass assault. And then, having come and killed, the gibberlings move on randomly back into the night.
The first impression of gibberlings is of a writhing mass of fur and flesh in the distant moonlit darkness. The pandemonium is actually a mass of pale, hunchbacked humanoids, with pointed canine ears, black manes surrounding their hideous, grinning faces. Their eyes are black, and shine with a maniacal gleam. They carry short swords in their overly long arms as they lope ever faster forward.
Combat: Gibberlings attack in great numbers, uttering ghastly howls, clicks, shrieks, and insane chattering noises which cause even the boldest hirelings to check morale each round. PCs need only make a morale check if it is appropriate to their character. The screaming mob is completely disorganized in form, and random in direction.
The gibberlings attack with common swords, but such is their skill and practice in using these weapons that they are +1 to hit. Their forward motion slows only long enough to kill anything moving, then continues forward, their bloodlust apparently unabated. They always fight to the death. All food in their path is devoured, including the fallen among their own number, and any unfortified building or objects are generally wrecked. The only true hope of survival, should a herd of gibberlings be encountered, is to take strategic advantage of their fear and detestation of bright light. The gibberlings generally frequent only dense forests and subterranean passages, loathing bright light of all kinds, and are particularly afraid of fire. Although their mass attacks would quickly overwhelm someone wielding a torch, a bright bonfire or magical light of sufficient intensity will hold them at bay or deflect their path.
Habitat/Society: It is difficult to imagine a gibberling social structure. It can be roughly compared to the social structure of lemmings throwing themselves into the sea, or of a school of pirhana in a feeding frenzy. There is no sense, no organization, and no individuality. Though they clearly have a primitive means of communicating among themselves, they have no discernable language.
Gibberlings traveling above-ground invariably burrow into the ground to hide during the daytime, and it is at such time that they are most vulnerable. They can easily be tracked by the path of chaos and destruction they leave, and can be quickly dispatched while they lie dormant just beneath the surface of the ground. If uncovered, they awake, but generally cower in fear at the bright light surrounding them, and so are easy prey. Subterranean gibberlings may burrow into the ground, or may simply lie down in a curled, fetal posture at times of rest. They awake suddenly, as a group, and burst in unison out of the ground, howling and gibbering in a most frightful way.
If captured, these strange creatures speak only their own incomprehensible gibberish, and show neither the patience nor the inclination to learn other languages or communicate whatsoever with their captors. Instead, they beat against their cages and fling themselves at barred windows and doorways in pitiful attempts to escape their captivity.
It is unclear how or when or even if gibberlings procreate.
Ecology: Attempts to find the gibberlings' lairs have inevitably led back to subterranean passages, where the trail is eventually lost in the deepest rock-floored recesses of the caverns.
Gibberlings require a prodigious amount of food to support their manic nocturnal existence, stripping to the bone anyone or anything that should fall in their path. Their fur is commonly infested with lice and other pests picked up during their burrowed slumber. Their hides are vile and worthless. Gibberlings carry no treasure or other useful items.Their swords are of the commonest variety, with no markings or decoration, and are often pitted and dull. In short, gibberlings serve no purpose and no known master, save random death in the night.
We should act fast and bowl them over with Fire Balls!!!
Posted on 2016-01-27 at 18:48:05.
Edited on 2016-01-27 at 18:50:42 by Odyson
Well, Lothor would have no trouble killing them swing by swing, but it seems that the big problem is simply getting overwhelmed by numbers. I'm not sure if a ring of free action would help him not be overwhelmed by sheer mass, but he still can't do anything but be a meat shield for those with more fire-power.
If these are gibberlings, which seems reasonably likely, then fire can be used to deflect their attack or keep them at bay. So while fireballs can destroy the rearguard, that is only useful if the front guard doesn't overwhelm us. Perhaps we form a wedge with the big guy at point and fire slingers in the middle? Is there a good way to form a big fire right in front of us while fireballing a bit further back? What about a wall of fire?
And a thought for once we get out of this mess (See how much confidence I have in you guys!) - fireballs flying in the night just might give away our presence even if landing at the islands only beach didn't do so.
Roan has a Sanctuary Spell, but I am not quite sure what that entails and whether or not it would be useful in this situation ???
I will be unable to Post during the Month of February, so during that time of Real Life Obligation Absence I will make a decision as to whether or not I will have to bow out of this game on a permanent basis.
A couple of the Clerics have this spell and could be used maybe to turn the horde. The Fighter can hold off those that through. Also a wall of force could back them. Maybe the hemisphere of force around us and the light out front. We might be able to hold them off until dawn.
Level: 3 Sphere: Elemental (Earth) [Alteration]
Range: Touch Components: V, S, M
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 9 cu. ft. + 1 cu. ft./level Saving Throw: None
This spell is similar to a light spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a dispel magic spell. Creatures with penalties in bright light suffer them in this spell's area of effect. As with the light spell, this can be cast into the air, onto an object, or at a creature. In the third case, the continual light affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the continual light is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature's visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed.
Continual light brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of a continual light spell against a similar or weaker magical darkness cancels both.
This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years.
The reverse spell, continual darkness, causes complete absence of light (pitch blackness), similar to the darkness spell but of greater duration and area.
The big danger is simply being overrun by numbers. Individually they are not a threat. So something would seem to be needed to stop the stampede.
Perhaps Lothor and others in arms stand at the front to break the assault if needed. A couple of continual light spells above the front ranks to stop the assault. Mages then lob fireballs at their discretion to thin the ranks.
Meatshields may be able to protect spellcasters if the light can't stop the initial assault.
Light prevents getting overwhelmed.
Fireballs pick them off as they cower.
We just need to be careful if they start coming around at the back (assuming the light is at the front) - the spehere is probably big enough to help, but it bears watching.
Since we are outside, Siréne can Call Lightning. With the spell she can call 12 consecutive lightning bolts. Her area of affect would be 20ft radius with (2d8 + 12d x 2 damage. If they are afraid of light giant flashed of light falling from the sky would probably weaken the knees, and if they aren't it's sure to thin out the ranks. Thoughts?
I think those are all great spells. I think we need a continual light or two to hold back the horde. The danger is getting overwhelmed by sheer numbers. As long as they are held at bay in some way the danger isn't really that big. If allowed to swarm it is deadly.
So a couple continual lights and then blast away with your spell of choice. Lothor will take point and try to prevent spell casters from getting trampled. I'll post in a few minutes.
The wall of force might slow them but I just read that it will likely block our spells too.
This horde won't be scared off by fire balls and such. They will keep coming to the last. So if no one has an idea on how to escape we have a massive battle at hand. We have to fight until we wipe them out or the sun rises. Even with the continual light there may be those that push through. So if Cor casts the light then Roan could cast if it start to fade. Unless you think we need two spells to increase the size of lit area.
Ulthok can slow the front with burning hands and the other mages can start laying fire ball through the horde. Lothor will do his hack-n-slash and Rayne and Roan can back him up.