A Drop of Blood, Reprise (EL9) [Archive] - Wizards Community

Post/Author/DateTimePost
TelinArtho

06-13-07, 10:54 AM
This is a miniquest for Ephraim to join the Celestial Expeditionary Forces. If you are not Erithmu or myself, please do not post here until the quest's completion.

Questlog: A drop of Blood, Reprise (EL9) [Success!]

Ephraim gains 2700xp / 4500gp.
Resources Used:
Time Between Fight: 4 hrs
Prebuffs/Ongoing Effects: None.
Items Used: None.
Spells or Powerpoints Used: Ephraim: 9pp (Vigor (3), Energy Missile (6)); Marcus: 24pp (Touchsight (7), Dispel Psionics x2 (7,5), Energy Wall (5))
x/day Abilities Used: none
Free Activity: N/A
TelinArtho

06-13-07, 10:55 AM
http://www.wizards.com/dnd/images/cpsi_gallery/96387.jpg
Ephraim
Female Human Wilder 4/PW 2/Elocator 3/Paladin of Freedom 0
Age 25 Height 5' 6" Weight 125lbs
42880xp/45000xp [ECL 9]
CG

Week1:
Ephraim 20pp (enervated to go over limit)
Marcus 18 pp
Ongoing: Marcus IA +4 just under 7 hrs

STR...16 [+3]...(06 pts) +2 item
DEX...16 [+3]...(06 pts) +2 item
CON...14 [+2]...(06 pts)
INT...10 [+0]...(02 pts)
WIS...14 [+2]...(06 pts)
CHA...20 [+5]...(10 pts) +2 lvl 4,8 +2 item

Hit Points: 54 [6 + 6* 3.5 + 2*4.5 + 18 con]
AC 19, Touch 19, Flat 16 [+5 Armor, +3dex +5 Cha(Touch) + 1 Insight]
--- +4 Shield [Force Screen]
--- +1 Dodge (Single Target)
--- -2 Expansion (-1 size -1 dex)
--- +4 Dodge: vs Charge, vs movement AoO's
--- -1 If sword not wielded
Initiative: +3 [3dex]
BAB/Grap: +6/+9 [+6bab, +3str]
Speed 50 [60 when focused] 30 base + 5 Quickness + 15 Boots

Saves:
Fort +7 [3 PW + 1wil +1Eloc +2con]
Refl +7 [0 PW + 1wil +3Eloc +3dex]
Will +9 [0 PW + 4wil +3Eloc +2wis]
-- +1 Insight when Sword Wielded/Held

Attacks:
+10/+5: +1 Parrying Deep Crystal Greatsword 2d6+5 19-20/x2 +2d6 DC charge
+10/+5 MW Comp Longbow 1d8+2 20/x3 110ft
+8 Ranged Touch (Vary by Powers)

Expansion Attacks:
+10/+5 +1 Parrying Deep Crystal Greatsword 3d6+7 19-20/x2 +2d6 DC charge
+8/+3 MW Comp Longbow 2d6+2 20/x3 110ft
+6 Ranged Touch (Vary by Powers)

Psionic Powers:
PP: 33/53 Use: 16 (1 PW +2 Wis +35 Wil +15 Cha)
Wilder Powers (ML 6)
(DC 16) 1 - Vigor, Crystal Shard
(DC 17) 2 - Ego Whip, Energy Missile
(DC 18) 3 - Dispel Psionics
PW Powers (ML 2)
1 - Force Screen, Expansion

1/1 Dimension Step (520ft)

Feats:
H1 - Dodge
C1 - Mobility
P1 - Speed of Thought
C3 - Up the Walls
C6 - Leadership (15 = 9HD+5Cha+1 Special Power)
P2 - Spring Attack
E1 - Sidestep Charge
C9 - EK (Energy Missile)

Skills (5*7 Wilder + 6 PW + 21 Eloc):
+08 Bluff ..................... [03, +5cha][3wil]
+14 Concentration.............. [11, +2con][2wil+6PW+4Eloc]
+10 Perform (dance)............ [05, +5cha][5Eloc]
+01 Psicraft................... [01, +0int][1wil]
+13 Listen..................... [10, +2wis][8wil+2Eloc]
+07 Sense Motive............... [05, +2wis][5wil]
+13 Spot....................... [10, +2wis][8wil+2Eloc]
+14 Tumble..................... [11, +3dex][8wil+3Eloc]
+08 Move Silently.............. [5, +3dex][5Eloc]
+03 Hide....................... [0, +3dex]
+03 Climb...................... [0, +3str] Defer to Up the Walls
+05 Balance.................... [0, +3dex +2synergy] Defer to Scorn Earth
+17 Jump....................... [0, +3str +12Land speed +2synergy]
Speaks Common
Human
+1 skill point per level
Bonus Feat

Wilder
Powers
Wild Surge +2
Psychic Enervation
Elude Touch
Surging Euphoria +1

PW
Bonus Feats
Powers

Elocator (Special Power)
Sidestep Charge
Scorn Earth
Opportunistic Strike +2
Dimension Step
Buffs and Prefight actions:
Ephraim Focused
Powerstones Addresed
Bring Marcus
Bring Tok
Marcus Focused
Marcus Focuses psicrystal
Ongoing: Marcus IA +4 7hrs

Equipment:
+1 Mithril Chain shirt of Quickness and Landing (+2 equiv + Landing) 8100gp
+1 Parrying Deep Crystal Greatsword (+1 equiv + Parrying) 11050gp
MW Composite Longbow 600gp
40 Arrows 2gp
Cloak: Cloak of Charisma +2 4000gp
Gloves: Gloves of Dexterity +2 4000gp
Belt: Belt of Giant Strength +2 4000gp + 5o
Boots: Boots of Skate 7000gp

Expendable Items: [Cap: 4050gp]
Stone: Skate[1] 25gp
Stone: Body Equilibrium [3]150gp

Allies:Male Human Kineticist 7
CG

STR...08 [-1]...(00 pts)
DEX...12 [+1]...(04 pts)
CON...14 [+2]...(06 pts)
INT...20 [+5]...(13 pts) (+1 lvl 4 +2 Item)
WIS...10 [+0]...(02 pts)
CHA...08 [-1]...(00 pts)

HP 41 (7*2.5+14con +10 feat)
AC 11 Touch 11 FF 10
-- +X IA
-- +4 Force Screen
Init +1
Bab/Grap +3/+2
Speed 30 (45 Skate)

Saves:
Fort +6 2psi+2con+2Crystal
Rflx +3 2psi+1dex
Will +5 5psi+0wis

Feats:
H Psi Crystal Affinity (Hero)
1 Psionic Body
3 Psi Crystal Containment
5 Overchannel
6 Talented

Powers: (ML 7) pp 45/63 use: 24 (46 class 17 int)
1 [DC16] - Vigor, Skate, Precog Def., Inertial Armor, Force screen
2 [DC17] - Energy Missle, Ego Whip, Concussion Blast, Concealing Amorphia
3 [DC18] - Telekinetic Thrust, Touchsight, Dispel Psionics, Energy Wall
4 [DC19] - Energy Adaptation, Energy Ball

Skills: 6*6 + 7*4
+11 Autohypnosis.......... [9, +0wis +2 Synergy]
+12 Concentration......... [10, +2con]
+10 Disable Device........ [9, +1dex]
+11 Knowledge (Arcana).... [6, +5int]
+14 Knowledge (Planes).... [9, +5int]
+14 Knowledge (Religion).. [9, +5int]
+09 Knowledge (Dungeon)... [4, +5int]
+12 Psicraft ............. [9, +5int]
+00 Listen................ [0, +0wis]
+00 Spot.................. [0, +0wis]
+01 Hide.................. [0, +1dex]
+01 Move Silently......... [0, +1dex]
+01 Balance............... [0, +1dex]
-01 Climb................. [0, -1str]
-01 Jump.................. [0, -1str]
Speaks: Common, Abyssal, Infernal, Celestial

Gear:
Headband of Intellect +2 4000gp
Tok - Hero Psi Crystal
Size and Type: Diminutive Construct

Attributes
STR 01 (-5) [01 Default] (w/o self-propulsion: 0 (-5))
DEX 16 (+3) [15 Default, +1 lvl 4] (w/o self-propulsion: 0 (-5))
CON -- (+-) [N/A]
INT 09 (-1) [06 Default, +3 Psi 7]
WIS 10 (+0) [10 Default]
CHA 10 (+0) [10 Default]

Miscellaneous Statistics
Hit Points: 21 [7 HD] [1/2 Master's]
Armor Class: 20, Touch 17, Flat 17 [10 Base, 4 Size, 3 Dex, 3 Natural]
Initiative: +3 [3 Dex]
Base Attack Bonus: +4; Grapple: -13 [4 Construct BAB, -5 Str, -12 Size]
Speed (Land): 30 ft [30 Base] (w/o self-propulsion: 0 ft)
Speed (Climb): 20 ft [20 Base] (w/o self-propulsion: 0 ft)
Weight Carried: .15 lbs, light encumbrance [0-1.5 (Light), 2-3 (Medium), 3.5-5 (Heavy)]
Damage Reduction: Hardness 8

Saves (As Marcus)
Fortitude: +04
Reflex: +03 Improved Evasion
Will: +05

Feats
Alertness

Skills
Total Skill Points: 16 [Special rules for Psicrystal]
Armor Check Penalty: -0
Climb: +11 [3 Dex, 0 Ranks, 8 Racial] (Can always take 10)
Concentration: +09 [0 Con, 9 Master's Ranks]
Hide: +17 [3 Dex, 12 Size]
Listen: +06* [0 Wis, 4 Ranks, 2 Feat]
Move Silently: +7 [3 Dex, 4 Ranks]
Psicraft: +9 [-1 Int, 10 Master's Ranks]
Search: +3 [-1 Int, 4 Ranks]
Spot: +06* [0 Wis, 4 Ranks, 2 Feat]
* Sighted: Can only perceive things within 40 feet, but ignores natural and magical darkness and silence.

Abilities
Alertness (Ex): Grants master the feat when within 5'
Self-Propulsion (Su): As a standard action, master can will the psicrystal to become mobile for 24 hours
Share Powers (Su): Owner can have any power he manifests on himself affect the psicrystal as well, or can manifest personal range powers on the psicrystal
Telepathic Link (Su): Can communicate as per mindlink, with a range of 1 mile
Telepathic Speech (Su):Can communicate with any creature within 30 feet that has a languagePitlords Snip here and below

Equipment at home:
Gold: 300gp

Adventuring gear
Backpack 2gp
- Necklace w/ Continual light cast upon it 110gp
- 100 ft of Rope 2gp
- G hook 1gp

Stationed in Promethia the Demon Hunters are more as a distraction and as a training tool within the walls of Promethia. With the recent troubles in Achos there was a need to prepare the paladins for the possible assault. Ephraim hopes that she and Marcus will be able to have the paladins ready to defend Promethia or other local towns from invasions as well as informing them what to look for.

Results:
25280xp/21065gp - The Liberation of Achos (ECL 3 -> ECL 8)
00000xp/00000gp - Free Mind, Free Soul
07200xp/10200gp - Free Mind, Free Soul: Act 2 - Cohort
07200xp/10200gp - Believe in Me - Followers
Character Change
00000xp/00000gp - [post=12701947]A Drop of Beauty, a Drop of Blood[/thread]
Liberation:
Used: Stone: Skate [1], Potion: 3*CLW (175gp)
Purchased: +1 For Greatsword, Boots of Skate, Cloak of charisma +2, +1 Mithril Chain Shirt (15100gp)
Sold: Chain Shirt (50gp)
Free Mind: None
Purchased: Headband of Int +2, Gloves of Dex +2, Quickness for armor (11000gp)
Believe in Me: None
Purchased: Add Landing to Armor, Add Parrying to Greatsword (12000gp)
Blood: None
TelinArtho

06-13-07, 05:21 PM
Returning from her state of petrification on return to Gladius, Ephraim was pleased to see Marcus before her. He must've successfully escaped the medusa - and for that she owed him her life.

Careful there - you are still weak from the magic returning you to human form. Take it easy.

Marcus offers her a chair and it is then that she starts to look about. The building they are in is clearly in Gladius - the colliseum is within view of a window to her right - but the building itself is foreign to her. As if in answer to her unspoken confusion, Marcus speaks up.

We're back in the city - but I had to hide in here. That medusa gave me quite the chase down and when I got here, there were some unsavory sorts down the road. A kindly woman allowed me entrance when she saw the plight I was in, so I took her up on the offer. She left not too long ago though.

While you've been in stone, I've been able to go through some more of this text here. I sent a runner ahead to CEF for Rhengarvin's input and he seems to agree with my assessment. There appears to be an ogre mage to the south who was once in league with the succubus. Although it is unclear from the text on whether he still lives, it seems that the ogre was well rewarded for several acts in the name of Ysma.

From the records that Rhengarvin has, this ogre might be the same ogre who is living in the foothills to the south, east of Promethia. It sounds to me as good a place to start as anywhere.

Perhaps a little better than trying to track down that medusa too...
Erithmu

06-13-07, 05:34 PM
Ephraim dusted whatever remained of the stone in the form of dead skin. "Well at least I don't have to take a bath anymore. Lets see what we can do, and don't let me turn into stone again. What do you remember about Ogre Mages?"

"They have some minor spell abilities as well as the ability to change form."

"Change form? You mean like into human form ... like human female form?"
TelinArtho

06-13-07, 05:41 PM
[Paranoid are we?]

I suppose yes - human female form would be a possibility...

Marcus thinks on the matter for a bit and dismisses it with a shrug.

Anyway - the ogre is supposed to live somewhere near the outskirts of the Kingdom of Promethia - so if this is a route you think is worthwhile - we best get going - because its a bit of a walk...

Haven't yet decided on the map for this fight, but I'm thinking the arena with a flavor of mountains should work. If you have a preference, let me know.
Erithmu

06-13-07, 05:50 PM
"Always practical..."


Ephraim and Marcus traveled south to Promethia. When they arrived they quickly visited the Demon Hunters and made sure that everything was still in order. Many of the young knights were still naive but making honest mistakes but nothing that pushed them to the point of atonement. With much energy going in the right direction they had a meal and made what they could to sleep for the night. Setting out in the morning they traveled to where the ogre mage was supposed to be.

Just a little, I did it to someone else.

I was thinking a nice western town and we would wear cowboy hats. 10 gallon minimum.
TelinArtho

06-14-07, 12:13 PM
The Demon Hunters were invaluable it turns out, as they were able to point out a location where the ogre mage had been spotted not two days previous. At the crest of a hill, where Ephraim and Marcus were led to, the duo finds a small cavern entrance that leaked smoke out into the open air.

In front of the entrance there was a sign written in a language neither one could read. Marcus took a moment to jot down the strange script to translate it later in case it meant more than "Stay out or die."

Entering the cave, they travelled for a while until they came to a massive underground cavern. With stalagtites and stalagmites all over, Ephraim and Marcus could only gasp at the massive structure.

Just at that moment, a booming voice descends from an unseen spot. Who dares enter my sanctum? Face the wrath of Ysma's most powerful ally - Gantor the Blue if ye dare to continue.

[Arena map - you enter at area 1 with whatever you like.

You triggered a silent alarm spell on entering (plot device to start the encounter...). You do not see your opponent and the voice came from the other side of the pillars in the center of the arena.

Initiative: Ogre Mage, Marcus, Ephraim. Ogre Mage acts but you do not hear or see anything.]
Erithmu

06-14-07, 12:30 PM
Marcus expands his senses to see what cannot be seen Ephraim draws her sword and protects from the impeding attack. "A former Hunter. Same job, different prey"

Marcus: Touchsight +2 augment (7pp -> 70ft)
Ephraim 3pp + 2 surge vigor

Basic plan, Ephraim will stay 'near' Marcus (within 10 ft)

Marcus readies a targeted Dispel Psionics (7pp) on sensing the ogre. Ephraim will ready to EM fire 6pp+2 surge on spell casting, expecting the Cone of Cold
TelinArtho

06-14-07, 12:39 PM
Where in your starting area do you want to be?

Hunter eh? I'm afraid you have stumbled into the wrong prey's nest madam. Last chance to get out. The voice is cool and mocking.


[Round 1]
Ogre Mage ???
Marcus manifests Touchsight (7pp - augmented, 70ft radius)
Ephraim manifests a surged Vigor (3pp, Enervation 43% vs 11%, success)

[Round 2]
Ogre Mage ???
Marcus and Ephraim ???

(If you don't have any more buffing and just want to wait for your triggers to activate, let me know).
Erithmu

06-14-07, 12:45 PM
Doesn't matter, basically move out in tandem I'm expecting the ogre to be invisible, I'll change tactics if he is not.
TelinArtho

06-14-07, 01:10 PM
The duo prepare themselves and move out slowly - looking for the ogre mage. Soon, Marcus feels the giant enter his field of mental vision and he instantly sends off a powerful anti-psionic burst at the giant. Ephraim cannot see the giant - but from direction of Marcus knows where he is.

Dispel failed versus the invisibility, but succeeded on the other two buffs. Ephraim's ready didn't trigger since the giant didn't activate a spell-like ability or spell - just moved.

http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,30,62,30 ,56,27,51;b=Name,M,32,62,32,56,29,51;c=N ame,L,23,24,20,31,20,39,23,46;n=Effect,2 9,50,14;style=s;opacity=50


[Round 2]
Ogre Mage ???
Marcus moves and readies
Ephraim moves and readies

[Round 3]
Ogre Mage ??? and moves
Marcus moves and readies
Ephraim moves and readies

[Round 4]
Ogre Mage double moves - triggers ready action of Marcus
Marcus dispels the Ogre Mage [Dispel 13,30,23 vs DC16,DC14,DC16]
Ogre Mage finishes moving.
Ephraim ?? (can't see - but knows location).
Erithmu

06-14-07, 01:22 PM
Ephraim continues to ready, Marcus will throw another 5 pp dispel, I think he goes before the OM now.
TelinArtho

06-14-07, 01:36 PM
Ephraim holds her concentration until she can get the ogre well. Marcus tries once again to make the ogre visible and the giant suddenly appears. With a target in sight - Ephraim smiles and dares the ogre to make a move.

The ogre seems to concentrate for a moment, which gives Ephraim the opportunity - sending a blast of psionic fire into the ogre. Too surprised to move, the ogre is badly burned by the blast. Concentration lost, the ogre regroups by moving out of sight.

Nice SR roll, bad Reflex save by the ogre, nice damage roll (even with the right dice this time...).
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,27,51;b= Name,M,29,51;c=Name,L,23,46,18,47;n=Effe ct,29,50,14


[Round 4]
Ogre Mage double moves - triggers ready action of Marcus
Marcus dispels the Ogre Mage [Dispel 13,30,23 vs DC16,DC14,DC16]
Ogre Mage finishes moving.
Ephraim continues readying.

[Round 5]
Marcus dispels the Ogre Mage [Dispel 21 vs DC16, success]
Ogre starts to activate SLA for Cone of Cold. This triggers Ephraim's ready.
Ephraim manifests Energy Missile for Fire [ML check 28 vs SR19, success; Reflex save 6 vs DC??, fail; Dmg 8d6+8=31. Concentration for Cone of Cold - autofail; Enervation 95% vs 11%, success]
Ogre finishes his action by moving out of LOS.

[Round 6]
Marcus ???
Ephraim ???
Erithmu

06-14-07, 03:56 PM
Marcus will move to break cover and try to get a wall of fire around the Ogre Mage, Ephraim will drop sword, move draw bow and shoot with an arrow
TelinArtho

06-14-07, 04:12 PM
Marcus moves to get the ogre in sight again and focuses his mind once more. The stones beneath the ogre burst aflame and surround the ogre with such an intensity, even Marcus can feel it 30ft away. The ogre is consumed by the flames quickly and falls to the ground - dead and smoldering.

Marcus keeps the flames going for a little longer before letting his concentration on them wane - just in case the ogre wasn't completely dead.

[Nice job. Almost too easy when you make your SR checks... :)


Phrenic OGRE MAGE
Large Giant
Hit Dice: 5d8+15 (37 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 19 (–1 size, +5 natural, +4 chain shirt, +1 deflection), touch 10, flat-footed 19
Base Attack/Grapple: +3/+13
Attack: Greatsword +9 melee (3d6+10/19–20) or longbow +2 ranged (2d6/x3)
Full Attack: Greatsword +9 melee (3d6+10/19–20) or longbow +2 ranged (2d6/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, Psi-like abilities
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19
Saves: Fort +8, Ref +2, Will +5
Abilities: Str 23, Dex 10, Con 17, Int 16, Wis 16, Cha 21
Skills: Concentration +11, Listen +10, Spellcraft +10, Spot +10
Feats: Combat Expertise, Improved Initiative
Environment: Cold hills
Organization: Solitary, pair, or troupe (1–2 plus 2–4 ogres)
Challenge Rating: 9
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +7

The ogre mage is a more intelligent and dangerous variety of its mundane cousin.
An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.
Ogre mages speak Giant and Common.
Combat
Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.
Spell-Like Abilities: At will—darkness, invisibility; 1/day— charm person (DC 16), cone of cold (DC 20), gaseous form, polymorph, sleep (DC 16). Caster level 9th. The save DCs are Charisma-based.
Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.
Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.
An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.
Naturally Psionic: A phrenic creature gains 1 bonus power point.
Power Resistance (Ex): A phrenic creature has power resistance equal to its Hit Dice +10.
Psi-like Abilities: Defensive Precognition (3/day), Force Screen (1/day), Empty Mind (3/day), Mind Thrust (3/day), Body Adjustment (1/day), Brain Lock (1/day); Cha-Based

12k gp
Upgrade sword to +1 (2300gp)
Cloak of Resistance +1 (1000gp)
Potion of Resist Energy 10 (Fire) (300gp)
Potion of Resist Energy 10 (Acid) (300gp)
Potion of Blur (300gp)
Potion of Eagle's Splendor (300gp)
Gauntlets of Ogre Strength +2 (4000gp)
Ring of Protection +1 (2000gp)
Silver Greatsword (460gp)
Cold Iron Greatsword (200gp)
40 arrows
20 cold iron arrows (4gp)
20 silver arrows (82gp)

Round 1- Invisibility
Round 2- drink potion of Eagle's Splendor
Round 3- defensive precognition
Round 4- double move
Round 5- cone of cold (failed due to interruption) - move away


Upgrade sword to +1 (2300gp)
Add Frost to sword (6000gp)
Cloak of Resistance +2 (4000gp)
Potion of Resist Energy 10 (Fire) (300gp)
Potion of Resist Energy 10 (Acid) (300gp)
Potion of Blur (300gp)
Ring of Protection +1 (2000gp)
Gauntlets of Ogre Strength +2 (4000gp)
Upgrade chain shirt to +1 (1150gp)
Add Light Fortification to chain shirt (3000gp)
40 arrows