Assault MQ "The Killing Fields" [PSI attacks TLT][EL 6] [Archive] - Wizards Community

Post/Author/DateTimePost
Vathelokai

10-12-06, 05:43 AM
This is a guild miniquest for Istima Telarc of PSI to raid the TLT fort.

Only Zevox and Vathelokai may post here.

Failed

Istima attacks the TLT fort under cover of night. He finds the dryads that live nearby are not too happy about it. Once dryad falls but the other takes him captive.

Rewards
XP: 0
GP: 0
Expenditures: 1 use on stone of force screen
Vathelokai

10-12-06, 05:44 AM
Istima Telarc
“Can you keep up with the speed of thought?”
Male Goblin
Small Humanoid (Goblinoid, Psionic)
Lawful Neutral
Nomad 5 [ECL 5]
XP/TNL: 14,362/15,000 [3,200 start + 10,262 fights + 900 quests]
Height 2’8’’, Weight 39 lbs, Age 22
Scholar of the PSIONIC CONSORTIUM
Deity: Oghma (God of Knowledge, Invention, and Inspiration)
http://www.wizards.com/dnd/images/fp_gallery/fp1/Oghma_p53.jpghttp://www.wizards.com/dnd/images/fp_gallery/fp1/Oghma_symbol.jpg
Activities this week: Raiding the Fortress of TLT.
Fight 1
Time Between Fights: hrs
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:
STR...6 [-2]...(0 pts) [8, -2racial]
DEX...16 [+3]...(6 pts) [14, +2racial]
CON...16 [+3]...(10 pts)
INT....20 [+5]...(16 pts) [18, +1 4th level, +1enhancement]
WIS...12 [+1]...(4 pts)
CHA...6 [-2]...(0 pts) [8, -2racial]

Hit Points: 29 [5 HD] [4Psion + (2.5*4)Psion + (3*5)con]
AC 20 [+3dex, +5armor, +1size, +1deflection], Touch 15, Flat 17 [+4 shield Force Screen, +4 cover ride] [+5 armor Mithril Chain Shirt (+1)]
Initiative: +3 [3dex]
BAB/Grap: +2/-4 [+2bab, -2str, -4size]
Speed 30ft [+15 ft Skate]
Mount Speed: 60ft [+15 ft Skate]

Saves:
Fort +5 [1Psi, +3con, +1resistance]
Refl +5 [1Psi, +3dex, +1resistance]
Will +6 [4Psi, +1wis, +1resistance]

Attacks:
Small Quarterstaff +1 melee, 1d4-2 [20/x2]
[2bab, -2str, +1size]
Small Masterwork Light Crossbow +7 ranged, 1d6 [19-20/x2] [80' range]
[2bab, +3dex, +1size, +1MW]
Ranged touch +6, range and damage by power.
[2bab, +3dex, +1size]

Conditional Attack Modifiers
+1 attack (height) melee vs smaller foes when mounted.

Feats:
Mounted Combat [1st lvl]
Psionic Talent [Psion 1]
Psicrystal Affinity [3rd lvl]
Alertness [Psicrystal] [Within arm’s reach only]
Combat Manifestation [Psion 5]

Goblin Racial
Ability Adjustment: -2 Strength, +2 Dexterity, -2 Charisma
Small Size: +1AC, +1 attack, +4 Hide, -4 Grapple, Lift/Carry 3/4 of a medium character.
Base speed 30ft.
Darkvision 60ft.
+4 Racial bonus to Move Silently and Ride.
Favored Class: Rogue

Psion (Nomad) Class
Proficient w/: club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear.
Not proficient w/ armor or shields.
Discipline: Psychoportation (Add Climb, Jump, Ride, Survival, and Swim to class skills, learn Nomad-only powers).
Bonus Feats 1st & 5th level (Psionic, Metapsionic, or Psionic Item Creation)
Special Abilities:
Darkvision 60ft.

Skills (48 Psion):
+3 Balance [0rnks, +3dex]
-2 Climb [0rnks, -2str]
+14 Concentration [8rnks, +3con, +3psicrystal] [8Psi] [+4 manifesting defensively/in grapple]
+13 Craft (Scholarly Texts) [6rnks, +5int, +2circumstance] [6Psi] [Make money: (10+13)*5 = 115 gp]
+7 Hide [0rnks, +3dex, +4size]
-2 Jump [0rnks, -2str]
+7 Knowledge (Arcana) [2rnks, +5int] [2Psi]
+7 Knowledge (Dungeoneering) [2rnks, +5int] [2Psi]
+7 Knowledge (Local) [2rnks, +5int] [2Psi]
+7 Knowledge (Nature) [2rnks, +5int] [2Psi]
+13 Knowledge (Psionics) [8rnks, +5int] [8Psi]
+7 Knowledge (Religion) [2rnks, +5int] [2Psi]
+7 Knowledge (The Planes) [2rnks, +5int] [2Psi]
+3 Listen [0rnks, +1wis, +2alertness(Psicrystal feat)]
+7 Move Silently [0rnks, +3dex, +4racial]
+15 Ride [8rnks, +3dex, +4racial] [8Psi] [+2 to stay in saddle]
+3 Spot [0rnks, +1wis, +2alertness(Psicrystal feat)]
+15 Psicraft [8rnks, +5int, +2synergy] [8Psi] [+2 for Psychoportation powers]
Speaks Common, Goblin, Draconic, Elven, Giant, and Gnoll.
[Change here].

Powers Known: [11] [Power Points: 39; Left: 39; Use: 13]
1: [DC 16] Energy RayA, Crystal ShardA, VigorA, Grease (Psionic), Skate.
2: [DC 17] Recall AgonyA, Energy PushA, Ego WhipA, Dimension SwapA.
3: [DC 18] Energy BoltA, Dispel PsionicsA.

Buffs and Prefight actions:
Gain Psionic Focus.
Powerstones addressed.
Pray to Oghma.
Bring Ingolë & Rinár (CR 1 each, 16.66% rewards adjustment).
Bring Nolë (Psicrystal).
Activate Nolë's self-propulsion.

Equipment:
Small Scholar's Outfit
+1 Small Mithril Chain Shirt [5 lbs][2,100 gp]
Small Cloak of Resistance +1 [1/2 lb][1,000 gp]
Headband of Intellect +1 [0 lbs][1,000 gp][5o]
Ring of Protection +1 [0 lbs][2,000 gp]
Small Quarterstaff [2 lbs][0 gp]
Small Masterwork Light Crossbow [2 lbs][335 gp]
Case with 39 small bolts [.5 lbs per 10][1 gp per 10]
Small Belt Pouch (Powerstones & Miscellaneous Items) [.12 lbs][1 gp]
Wooden Holy Symbol of Oghma [0 lbs][1 gp]

Miscellaneous Items in Belt Pouch:
Cognizance Crystal (1 pp) [1 lb][1,000 gp]

Potions in Belt Pouch:
2x Potion of Protection from Evil [.1 lbs each][50 gp each]
Potion of Protection from Good [.1 lbs][50 gp]

Powerstones in Belt Pouch:
Powerstone of Force Screen (3 uses) [ML 2nd] [0 lbs][50 gp per use]
Powerstone of VigorA [ML 2nd] [0 lbs][50 gp]
Powerstone of VigorA (3 uses) [ML 2nd] [0 lbs][50 gp per use]
Powerstone of Enlarged Entangling Ectoplasm (3 uses) [ML 1st] [0 lbs][25 gp per use]
Powerstone of Specified Energy Adaptaion (2 uses) [ML 3rd] [0 lbs][150 gp per use]
Powerstone of Touchsight [ML 5th] [0 lbs][375 gp]

Expendables: 1,250/1,250 gp

Allies & Equipment
“Nólë”, Psicrystal [Free]
“Ingolë”, Light Warhorse [150 gp]
"Rinár", Light Warhorse (2 custom feats) [350 gp]
Large Chain Barding (on Rinár) [50 lbs][400 gp]
2x Military Saddle (on Ingolë and Rinár) [30 lbs each][20 gp each]

Equipment at Psi Consortium Guild Hall:
Gold: 3,342 gp
Saddlebags [8 lbs][4 gp]
Masterwork Scholar's Spectacles [5 lbs][55 gp]

Miscellaneous Statistics:
Encumbance: 0-15 (light), 16-30 (medium), 31-45 (heavy)
Weight carried: 11.97 lbs
Mount Weight Carried: 30 lbs (80.32 lbs when mounted).

[b]Nólë
Psicrystal
Diminutive Construct (Psionic)
Lawful Neutral

Str…1*[-5], Dex…15*[+2], Con…-, Int…8 [-1], Wis…10 [+0], Cha…10 [+0]

Hit Points: 14 [5 HD] [HD = master’s, hp = 1/2 master’s]
AC 18 [+2dex*, +4size, +2natural], Touch 16, Flat 16
Initiative: +2 [2dex]
Space/Reach: 1ft/0ft
BAB/Grap: +3/-14 [+3bab, -5str, -12size]
Speed 30ft, Climb 20ft* [base 30ft, climb 20ft*]

Saves: (shares w/ master)
Fort +4 [1Psi, +3con]
Refl +4 [1Psi, +3dex] [Improved Evasion]
Will +5 [4Psi, +1wis]

Attacks:
None.

Feats
Alertness [1 HD]
Wild Talent [3 HD]

Special Abilities:
Construct Traits.
Hardness 8
Alertness (Grants feat to owner when within arm’s reach)
Improved Evasion
Personality (Single-minded)
Self-Propulsion
Sighted (“See” out to 40’, regardless of lighting.)
Telepathic Link
Deliver Touch Powers
Telepathic Speech

Power Points: 2 per day, 1 usable.

Skills (shares ranks w/ master, has 4 ranks in Spot, Listen, Move Silently, and Search, only usable skills shown):
+2 Balance [0rnks, +2dex]
+10 Climb* [0rnks, +2dex, +8racial] [Can always take 10]
+8 Concentration [8rnks] [8Psi]
+14 Hide* [0rnks, +2dex, +12size]
+0 Jump [0rnks, no str]
+1 Knowledge (Arcana) [2rnks, -1int] [2Psi]
+1 Knowledge (Dungeoneering) [2rnks, -1int] [2Psi]
+1 Knowledge (Local) [2rnks, -1int] [2Psi]
+1 Knowledge (Nature) [2rnks, -1int] [2Psi]
+7 Knowledge (Psionics) [8rnks, -1int] [8Psi]
+1 Knowledge (Religion) [2rnks, -1int] [2Psi]
+1 Knowledge (The Planes) [2rnks, -1int] [2Psi]
+6 Listen [4rnks, +0wis, +2aletness]
+6 Move Silently* [4rnks, +2dex] [4Psicrystal]
+10 Ride* [8rnks, +2dex] [8Psi] [+2 circumstance to stay in saddle]
+2 Search [4rnks, -2int] [4 Psicrystal]
+6 Spot [4rnks, +0wis, +2alterness] [4Psicrystal]
+9 Psicraft [8rnks, -1int, +2synergy] [8Psi]
Speaks Elven.

*With self-propulsion active. Without self-propulsion Nólë has no Str or Dex score and cannot move on its own.
[b]Ingolë
Light Warhorse (Large Animal)
True Neutral
CR 1

Str…16 [+3], Dex…13 [+1], Con…17 [+3], Int…2 [-5], Wis…13 [+1], Cha…6 [-2]

Hit Points: 22 [3 HD] [(4.5*3)Animal + (3*3)con]
AC 14 [–1 size, +1 Dex, +4 natural], Touch 10, Flat 13
Intiative +1 [1dex]
BaB/Grap: +2/+9 [2bab, +3str, +4size]
Space/Reach: 10ft/5ft
Speed: 60ft

Saves:
Fort +6 [3animal + 3con]
Refl +4 [3animal + 1dex]
Will +2 [1animal + 1wis]

Attacks:
Hoof +4 melee, 1d4+3 [20/x2]
[2bab, +3str, -1size]
Bite -1 melee, 1d3+1 [20/x2]
[2bab, +3str, -1size, -5secondary]
Full Attack: 2 Hooves + Bite

Feats:
Endurance [1HD]
Run [3HD]

[b]Special Abilities
Low-light Vision
Scent

Skills: (6Animal)
+1 Balance [0rnks, +1dex]
+3 Climb [0rnks, +3str]
-3 Hide [0rnks, +1dex, -4size]
+15 Jump [0rnks, +3str, +12speed]
+1 Move Silently [0rnks, +1dex]
+4 Listen [3rnks, +1wis] [3animal]
+4 Spot [3rnks, +1wis] [3animal]

Equipment:
See “Allies & Equipment” section.

Miscellaneous Statistics
Encumbance: 0-230 (light), 231-460 (medium), 460-690 (heavy)
Weight carried: 30 lbs , 75.62 lbs [Mounted]

Tricks
Combat Riding Package (attack, come, defend, down, guard, heel)
Rinár
Light Warhorse (Large Animal)
True Neutral
CR 1

Str…16 [+3], Dex…13 [+1], Con…17 [+3], Int…2 [-5], Wis…13 [+1], Cha…6 [-2]

Hit Points: 22 [3 HD] [(4.5*3)Animal + (3*3)con]
AC 18 [–1 size, +1 Dex, +4 natural, +4armor], Touch 10, Flat 17 [+4 armor Large Chain Barding]
Intiative +1 [1dex]
BaB/Grap: +2/+9 [2bab, +3str, +4size]
Space/Reach: 10ft/5ft
Speed: 60ft [base 60ft]

Saves:
Fort +6 [3animal + 3con]
Refl +4 [3animal + 1dex]
Will +2 [1animal + 1wis]

Attacks:
Hoof +5 melee, 1d4+3 [20/x2]
[2bab, +3str, -1size, +1focus]
Bite +2 melee, 1d3+1 [20/x2]
[2bab, +3str, -1size, -2secondary]
[u]Full Attack: 2 Hooves + Bite

Feats:
Multiattack [1HD]
Weapon Focus (Hoof) [3HD]

Special Abilities: Low-light Vision, Scent

Skills: (6Animal)
-1 Balance [0rnks, +1dex, -2armor]
+1 Climb [0rnks, +3str, -2armor]
-5 Hide [0rnks, +1dex, -4size, -2armor]
+13 Jump [0rnks, +3str, +12speed, -2armor]
-1 Move Silently [0rnks, +1dex, -2armor]
+4 Listen [3rnks, +1wis] [3animal]
+4 Spot [3rnks, +1wis] [3animal]

Equipment:
See “Allies & Equipment” section.

Miscellaneous Statistics
Encumbance: 0-230 (light), 231-460 (medium), 460-690 (heavy)
Weight carried: 88 lbs

Tricks
Combat Riding Package (attack, come, defend, down, guard, heel)
Character Background

Default Tactics
None: Tactics sent individually.

Fights results: (tot. 10,262 xp)
1: Raw, Anaconda: Win [+900 xp] [+900 gold]
- He could not keep up, and he fell all too easily - in more ways than one. This fight was good for a laugh, and a decent way to excercise my powers.
2: Vs Kramer vs Micah Ashald; HuBBaBBuBa, DarthVegan: Win [+1,687 xp] [+1,687 gp]
- A difficult fight, if amusing when the horseman fell from his mount from my mind-push. If only the arena didn't have those blasted rules about not using all my powers much time could have been saved.
3: Vs Aramur vs Anakala; Usurpator, TelinArtho: Loss [+450 xp] [+450 gp]
- Mind-freezing magic... a terrifying thing indeed.
4: Quesis, Dracazar: Win [+1,050 xp] [+1,050 gp]
- Ah, a weak minded foe who fell to her own self-doubt. Such a fun way to practice my powers.
5: Istima => Farig => Krug; TelinArtho, DSugui: Win [+1,500 xp] [+1,500 gp]
- My aim seems to be off. I must be rusty from my long abscence. Even so, the two warriors wore each other out enough that the fight was little challenge.
6: Andurwin Calathos, Zelck: Win [+1,050 xp] [+1,050 gp]
- A good sparring match with a fellow member of the Consortium. It proved most enlightening; my powers seem to be growing.
7: Andurwin Calathos, Zelck: Win [+1,375 xp] [+1,457 gp]
- A rematch so soon? Those arena officials are a strange lot.
8: Faelto, TelinArtho: Win [+2,250 xp] [+2,385 gp]
- A pity we had to fight, but I must complete this task.

Quest Results: (tot. 900 xp)
1: Miniquest: Secrets in the Old Campus (EL 3), lonewolf: Success [+900 xp] [+900 gp]
- A Hell Hound barred my way, but I recovered a Psionic Artifact and was admitted to the Consortium. Now perhaps I can find a teacher who can help me to learn about my powers. And perhaps I will even be permitted to study that artifact.

Past Expenditures (tot. 11,037 gp):
3,000 gp start
+ 900 gp Miniquest: Secrets in the Old Campus
+ 900 gp 1st Fight
+1,687 gp 2nd Fight
+ 450 gp 3rd Fight
+ 1,050 gp 4th Fight
+ 1,500 gp 5th Fight
+ 1,050 gp 6th Fight
+ 1,457 gp 7th Fight
+ 2,385 gp 8th Fight
14,379 gp
Expenses 3/15/2006 (Creation)
- 1,000 gp Small Cloak of Resistance +1
- 0 gp Small Quarterstaff
- 335 gp Small Masterwork Light Crossbow
- 2 gp Case with 20 small bolts
- 1 gp Small Belt Pouch
- 1 gp Wooden Holy Symbol
- 225 gp Powerstone of Protection (3x Inertial Armor [ML 1st], 3x Force Screen [ML 2nd])
- 300 gp Powerstone of VigorA (6 uses) [ML 2nd]
- 50 gp Powerstone of Entangling Ectoplasm (2 uses) [ML 1st] (Refunded)
- 600 gp Powerstone of Specified Energy Adaptation (4 uses) [ML 3rd] (2 uses Refunded)
- 20 gp Military Saddle
- 4 gp Saddlebags
-150 gp Light Warhorse
3/28/2006
- 1,000 gp Cognizance Crystal (1 pp)
4/18/2006
- 3 gp 30 Small Bolts
- 100 gp 2x Potion of Protection from Evil
- 100 gp 2x Potion of Protection from Good (1 Refunded)
- 100 gp 2x Oil of Magic Weapon (Refunded)
- 2,000 gp Ring of Protection +1
- 225 gp Powerstone of Protection (3x Force Screen [ML 2nd], 3x Inertial Armor [ML 1st])
7/6/2006
- 350 gp Light Warhorse (2 custom feats)
- 20 gp Military Saddle
- 400 gp Large Chain Barding
9/1/2006
- 1,000 gp Heaband of Intellect +1
- 1,100 gp Small Mithril Chain Shirt
- 150 gp Powerstone of Force Screen (3 uses) [ML 2nd]
- 200 gp Powerstone of VigorA (4 uses) [ML 2nd]
- 150 gp Powerstone of Specified Energy Adaptation
10/8/2006
- 1,000 gp Enchant Small Mithril Chain Shirt (+1)
- 55 gp Masterwork Scholar's Spectacles
- 375 gp Powerstone of Touchsight [ML 5th]
- 300 gp Powerstone of Specified Energy Adaptation (2 uses) [ML 3rd]
- 150 gp Powerstone of VigorA (3 uses) [ML 2nd]
- 75 gp Powerstone of Enlarged Entanglign Ectoplasm (3 uses) [ML 1st]
Total Difference: 3,342 gp
Miniquest: Secrets in the Old Campus: 1 use of Force Screen [ML 2nd] from powerstone, 1 ue of Inertial Armor [ML 1st] from powerstone, 1 use of VigorA [ML 2nd] from powerstone.
Fight 1: 1 use of Force Screen [ML 2nd] from powerstone, 1 use of Inertial Armor [ML 1st] from powerstone, 4 Small Bolts.
Fight 2: Powerstone of Protection (1x Force Screen [ML 2nd], 1x Inertial Armor [ML 1st]), 3 uses of VigorA [ML 2nd] from powerstone, 7 Small Bolts.
Fight 3: 1 use of Force Screen [ML 2nd] from powerstone, 1 use of Inertial Armor [ML 1st] from powerstone, 1 use of VigorA [ML 2nd] from powerstone.
Fight 4: 1 use of Inertial Armor [ML 1st] and 1 use of Force Screen [ML 2nd] from Powerstone of Protection.
Fight 5: Powerstone of Protection (Inertial Armor [ML 1st], Force Screen [ML 2nd]), Powerstone of VigorA [ML 2nd], 1 use of Specified Energy Adaptation [ML 3rd] from Powerstone.
Fight 6: 2x Powerstone of Specified Energy Adaptation [ML 3rd], 1 use of VigorA [ML 2nd] from Powerstone.
Fight 7: 1 use of VigorA [ML 2nd] from Powerstone.
Fight 8: 1 use of VigorA [ML 2nd] from Powerstone.
Vathelokai

10-12-06, 05:58 AM
Istima had left before dawn, riding out to the foothills southeast of Gladius. She transfered from Ingole to Rinar just before dawn, giving the horse a well needed break. Somewhere in these hills was the druids fort, their new line of defense. High up in the hills Istima could see the outline on the horizon of the Tree fortress. There were no fires burning, no movement.

Istima rode back behind the cover of the trees and kept searching the area. The terrain here was low rolling hills, mostly wide open. There were patches of trees across the landscape but nothing amounting to a forest. Those were further north.

Not soon enough, in his opinion, he found it on a higher hill covered in trees. The fort was well camaflauged, probably build from the trees on the ground it occupied. Istima took note but kept riding. Now that he knew where he could pick his time and place.


Did I get the EL correct? Havn't done an assault/raid yet.

Give me your set up. I'm hoping to do this one quick. I'll be gone most of the weekend.
Zevox

10-12-06, 01:32 PM
EL 6 = correct. Oh, and if you missed it in my title line, I'd like this to be an out-of-cycle MQ. (Istima levels up if he succeeds, and I'd like to take advantage of that increased expendable cap).

Knowing that striking in broad daylight would be a mistake, Istima waited until nightfall to return to the Fort - he saw better in the dark than most humans or Elves would, so hopefully he could avoid being seen for a while. He rode up to it from behind, careful of the lights of the guards, seeking an entrance that would accomodate himself and his mounts.

Yeah, with two horses hiding won't work for long, but meh, Istima's not a Rogue after all. Nole will be mounted on Rinar with me, both for battle support and carrying off loot once this is done.

Edit: Yeah, if you want to finish the fight part real quick, feel free to give me a description of what I'm facing (or the name if I recognize it - plenty of knowledge skills to go around :) ) and I'll toss some general tactics.
Vathelokai

10-13-06, 06:52 AM
Istima spends the day in a shallow valley with a stream. The horses drink, rest, prance around and have a good time. Istima thinks of what to say to random passers by who stop to ask questions. He thinks of how far they can press before he will have to dispose of them. Thankfully, no one wanders by.

After the sun sets he sets out in the direction of the fort. In the moonlight he spots the grove. The fort is surrounded by trees in a 30 ft radius around the low walls. The grove is at the top of a very low hill, not rising more then 10 ft above the fields around it. The area for half a mile around the grove is open fields with grass that is a foot high.

Hoping the moon stays behind the clouds, Istima rides across the field. Almost before he starts he sees movement. He drops down, ordering his horses to lie down as well. He watches as half a dozen horseback riders exit the trees, riding hard in the direction of the druids main tree. Maybe the Habari were doing their own raid. Maybe Raskos had organized a distraction. It was always better to have different arms of an assault unaware of each other, in case one was captured. Either way, Istima was ready to take advantage of the situation.

Waiting until the riders were out of view he moves closer, watching the lights in the fort for some signal of movement. He sees nothing durring the entire approach. About 300 ft from the tree line, he hears Ingole whinny. Looking over his shoulder, he sees that the legs of the horse are wraped up in grass. Rinar begins to jump around under him and looking down Istima sees the grass moving around trying to grab the horse. The more nimble horse manages to move forward, but Ingole is stuck fast.

Instantly Istima thinks Druid, and scans the treeline. He spots what looks like a lady elf just behind a tree watching him. His enhanced darkvision lets him know otherwise. The hair and skin don't look elven; they look more treelike. Her limbs are long and sticklike. She seems nearly naked despite the autumn chill. Fey.

Istima rolled a 20 on the monster lore, so he figures out it's a dryad. As you might guess from the CR, it's actually a pair of custom dryads, but he hasn't spotted the second one yet.

Currently your 300 ft from the woods/dryad and in the middle of an entangle field. Your mount made the save this round, but the auxillary horse didn't.

I'll be online today, but gone most of saturday and sunday. Since the fight is a bit unusual I won't request tactics immediately; but two or three rounds at a time speeds things up.

Are there any special rules for an out of cycle MQ? 1/3rd rule applies, I would assume. Anything else?
Zevox

10-13-06, 08:05 AM
Nothing special. Yes, 1/3 rule applies, of course. Beyond that, all it means is that afterwards he can buy stuff as normal and his next fight is the first of his cycle.

Oh, and Ingole is Istima's mount, Rinar is the backup/meleer. So its actually Istima whos stuck while Nole is free.

Hm... they're out of range of all my powers, I'm stuck, and not particularly high on pp. Well, lets try this:
Istima's mind worked quickly as always, going through what he knew of Fey: guardians of parts of nature, they were gifted with many magical powers, they were quick and intelligent, but were not particularly strong of body - most were considered fragile even. Takin this into account, he selects his next move, palming at the smooth crystal in his pocket and accessing its power to manifest one of his own. A greasy substance forms around Ingole's feet, making it easier for him to escape from the vines. Telepathically he orders Nole after the Fey, and the Psicrystal quickly kicks Rinar into a trot.

Okay, first use the 1 pp in my cognizance crystal to manifest Grease on Ingole, so he can escape artist out of the entangle and get us out of there (+11 vs DC 20 sounds good to me). Use my move action to draw a powerstone of Enlarged Entangling Ectoplasm. Send Nole and Rinar after the one I can see immediately with the intention of melee.

If Ingole still can't get out of the plants, use my next round putting up a vigor from my powerstone (+10 hp).

Once we're out, presuming Nole and Rinar aren't in melee just yet, get to within range (150') and hit the Dryad with an Energy Push (cold). No augmentation, but try to angle it to push it into any nearby object (tree, other Dryad, etc). If I have to, ready to fire it on getting into range so I can do it earlier.

If for some reason Rinar and Nole are already in melee, don't fire the push; I'll come up with something else.

Edit: Hm, wait, can I do that with the Grease? Ingole's not wearing armor or anything... well, if I can't, then keep Nole and Rinar nearby (but out of the entangle radius) and keep trying to escape normally until I do or the duration runs out. If they approach, energy push (cold) one, or energy bolt (cold) if I can get both.
Vathelokai

10-14-06, 02:28 AM
Turns out I had less time than I thought. I guess I'll need some tactics.

Things of note
-dryad's have entangle at will as a spell like ability, so probably the entire area between you and the fort is/will be entangled.
-you will only see one dryad the whole fight (unless something dang strange happens). She will hit you with arrows while you approach.
-when you get close enough, the energy push will knock her back into a tree, but she survives. Then she steps into one of the trees for a long while. The entangle effects continue until you get up to the treeline.
Zevox

10-14-06, 10:26 AM
Ugh... I don't have enough pp for this...

Okay then, forget the Energy Push (not because it didn't kill , but because I need the pp to manifest this next thing). Manifest [i]Dimension Swap and switch steeds with Nole, the ride Rinar out of that first entanglement. If we're caught in another, use my cognizance crystal to grease Rinar's armor to help him get out (hes actually wearing some, so I can do that with him). If we're stuck and arrows are flying, put up force screen and vigor from my powerstones, then use my crossbow until we can get into range for the next power.

Once we get within range, fire off an energy bolt (cold). That ought to deal with the first, and leaves me with just enough for a second when the other Dryad comes out to play (it has to if it wants to stop me and its friend is down, right?).

If the energy bolts don't kill thier targets, use crossbow bolts and try to keep away from thier close-range SLAs.

Always use ride for cover (auto-succeeds) and to negate hits on my mount.

Oh, and Ingole should be trying to escape the whole time under Nole's direction, of course.
Vathelokai

10-16-06, 04:54 AM
Istima [hp 29/29] [pp 13/13] [mounted on Ingole]
Nole-psicrystal [hp 14/14] [mounted on Rinar]
Ingole [300 ft from dryad][hp 22/22] [entangled]
Rinar [300 ft from dryad][hp 22/22]
Dryad 1 [hp 27/27] [cantrips 2/2] [treeshape]
Dryad 2 [hp 21/21] [cantrips 5/5] [spells 5/5]

Round 2
Istima manifests dimention swap with Nole, to remount on the unentangled horse. He draws his xbow.
Rinar prances out of the entangle area.
Ingole is still stuck fast.
The visible Dryad yells for Istima to retreat. Seeing that he does not, she draws a scroll and magic weapons her bow.
The treeshaped dryad casts another entangle.
Rinar jumps and is not entangled.

Istima [hp 29/29] [pp 10/13] [mounted on Rinar]
Nole-psicrystal [hp 14/14] [mounted on Ingole]
Ingole [300 ft from dryad][hp 22/22] [entangled]
Rinar [240 ft from dryad][hp 22/22]
Dryad 1 [hp 27/27] [cantrips 2/2] [treeshape]
Dryad 2 [hp 21/21] [cantrips 5/5] [spells 5/5] [magic weapon ends 12]


Round 3
Rinar moves out of the entangle area.
Istima fires a bolt at the dryad (210 ft) but misses.
Ingole is still stuck fast.
The treeshaped dryad sets up another entangle, but Rinar deftly evades.
The visible dryad fires off an arrow (180 ft) and gets an incredibly lucky shot. Istima takes 3 damage

Istima [hp 26/29] [pp 10/13] [mounted on Rinar]
Nole-psicrystal [hp 14/14] [mounted on Ingole]
Ingole [300 ft from dryad][hp 22/22] [entangled]
Rinar [180 ft from dryad][hp 22/22]
Dryad 1 [hp 27/27] [cantrips 2/2] [treeshape]
Dryad 2 [hp 21/21] [cantrips 5/5] [spells 5/5] [magic weapon ends 12]

Round 4
Rinar deftly double moves out of the entangle.
Ingole effortlessly remains entangled.
Istima draws stone of forcescreen and activates it. Automatic concentration check. Your action takes place in the middle of the mounts move, so you have to wait until next round to fire the energy bolt.
The treeshaped one sends more entangles, and Rinar dances like a butterfly.
The dryad sends more arrows, but the force screen changes her luck.

Istima [hp 26/29] [pp 10/13] [mounted on Rinar] [forcescreen ends 24]
Nole-psicrystal [hp 14/14] [mounted on Ingole]
Ingole [300 ft from dryad][hp 22/22] [entangled]
Rinar [120 ft from dryad][hp 22/22]
Dryad 1 [hp 27/27] [cantrips 2/2] [treeshape]
Dryad 2 [hp 21/21] [cantrips 5/5] [spells 5/5] [magic weapon ends 12]

Round 5
Rinar double moves out of the entangle.
Ingole finally escapes. Since there is a straight line of entangles between him and the dryad, Nole directs him to go to the side.
Isima gets a clear shot and manifests a cold energy bolt at the dryad. concentrate auto
The dryad leaps out of the way, but is still caught by 8 damage. Ouch! That damage roll sucked.
The treeshaped one sends more entangles, and Rinar's luck finally gives out.
The dryad fires another arrow and misses.

Istima [hp 26/29] [pp 5/13] [mounted on Rinar] [forcescreen ends 24]
Nole-psicrystal [hp 14/14] [mounted on Ingole]
Ingole [300 ft from dryad][hp 22/22]
Rinar [60 ft from dryad][hp 22/22] [entangled]
Dryad 1 [hp 27/27] [cantrips 2/2] [treeshape]
Dryad 2 [hp 13/21] [cantrips 5/5] [spells 5/5] [magic weapon ends 12]

Round 6
Rinar remains stuck.
Ingole does a full run along the edge of the entangles. He ends near Rinar.
Istima fires another energy bolt, and Dryad 2 is instantly frozen solid. A tree falls in the woods and no one hears it.
The treeshaped dryad sends another entangle at Ingole. The horse is again stuck fast.

Istima [hp 26/29] [pp 0/13] [mounted on Rinar] [forcescreen ends 24]
Nole-psicrystal [hp 14/14] [mounted on Ingole]
Ingole [60 ft from dryad, 50 from Istima][hp 22/22] [entangled]
Rinar [60 ft from dryad][hp 22/22] [entangled]
Dryad 1 [hp 27/27] [cantrips 2/2] [treeshape]
Dryad 2 [hp -10/21 Dead] [cantrips 5/5] [spells 5/5] [magic weapon ends 12]

Round 7
Istima is comfortable with this range, since getting closer to the woods would make him a target of spell like abilities. He reloads his xbow.
Ingole remains fixed.
Rinar leaps out of the entangle. They move paralel to the forest edge, away from Ingole's entangle field.
The remaining dryad makes rash decision so she can avoid a shootout. She dismisses her treeshape, runs out of the woods at Istima, and uses her spell like deep slumber on him.
Rinar and Istima both fall to the ground asleep. Istima remains straped into her military saddle.

Istima [hp 26/29] [pp 0/13] [mounted on Rinar] [forcescreen ends 24] [deep sleep ends 67]
Nole-psicrystal [hp 14/14] [mounted on Ingole]
Ingole [110 from Istima][hp 22/22] [entangled]
Rinar [40 ft from dryad][hp 22/22] [deep sleep ends 67]
Dryad 1 [hp 27/27] [cantrips 2/2] [treeshape]

Round 8
Ingole and Nole fight, but are stuck and unable to help.
The dryad moves up and gets out some rope.

Round 9
Ingole and Nole fight, but are still stuck and unable to help.
The dryad ties up Istima, and carries him off.







Medium Fey
Hit Dice: 4d6+1d6 (27 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple: +2/+1
Attack: Dagger +7 melee (1d4-1/19–20) or masterwork longbow +8 ranged (1d8-1/x3)
Full Attack: Dagger +7 melee (1d4-1/19–20) or masterwork longbow +8 ranged (1d8-1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, tree dependent, wild empathy, low light vision
Saves: Fort +5, Ref +11, Will +11
Abilities: Str 8, Dex 21, Con 14, Int 14, Wis 20, Cha 22
Skills: Escape Artist +12, Handle Animal +13, Hide +12, Knowledge (nature) +11, Listen +12, Move Silently +12, Ride +7, Spot +12, Survival +9, Use Rope +5 (+7 with bindings), Perform +14bard
Feats: Great Fortitude, Weapon Finesse
Environment: Temperate forests
Organization: Solitary or grove (4–7)
Challenge Rating: 4 (base 3, class lv +1)
Treasure: Standard (3300 gp)
Alignment: chaotic good
Advancement: By character class

Equipment: pipes of sounding, hand of the mage, scroll (ventriloquism, remove fear, disguise self, animal messenger, glitterdust), 50 gp for mundane equipment (spell component pouch, arrows, rope, etc.)

Dryads speak Common, Elven, and Sylvan.

Spell-Like Abilities: At will—entangle (DC 16), speak with plants, tree shape; 3/day— charm person (DC 16), deep slumber (DC 18), tree stride; 1/day—suggestion (DC 18). Caster level 6th. The save DCs are Wisdom-based.

Tree Dependent (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

Bard Abilities: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1

Spells Known: [lv 0 - DC 16] dancing lights, ghost sound, lullaby, read magic

Spells Per day: 2 cantrips


Medium Fey
Hit Dice: 4d6+1d4 (21 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 20 (+6 Dex, +3 natural, +1 armor), touch 16, flat-footed 14
Base Attack/Grapple: +2/+1
Attack: Dagger +8 melee (1d4-1/19–20) or masterwork longbow +9 ranged (1d8-1/x3)
Full Attack: Dagger +8 melee (1d4-1/19–20) or masterwork longbow +9 ranged (1d8-1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, tree dependent, wild empathy, low light vision
Saves: Fort +4, Ref +10, Will +10
Abilities: Str 8, Dex 23, Con 13, Int 14, Wis 18, Cha 23
Skills: Escape Artist +13, Handle Animal +16, Hide +13, Knowledge (nature) +11, Listen +11, Move Silently +13, Ride +8, Spot +11, Survival +9, Use Rope +6 (+8 with bindings), spellcraft +6
Feats: Great Fortitude, Weapon Finesse
Environment: Temperate forests
Organization: Solitary or grove (4–7)
Challenge Rating: 4 (base 3, class lv +1)
Treasure: Standard (3300 gp)
Alignment: chaotic good
Advancement: By character class

Equipment: Bracers of armor 1, pearl of power 1, scroll (alarm, shield, mount x3, magic weapon), scroll (resist energy, see invis, detect thoughts, misdirection, rope trick, darkvision), potion bless weapon, potion pass w/o trace, 100gp for mundane equipment (spell component pouch, arrows, rope, etc.)

Dryads speak Common, Elven, and Sylvan.

Spell-Like Abilities: At will—entangle (DC 15), speak with plants, tree shape; 3/day— charm person (DC 15), deep slumber (DC 17), tree stride; 1/day—suggestion (DC 17). Caster level 6th. The save DCs are Wisdom-based.

Tree Dependent (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

Sorcerer Abilities: arcane spells, familiar (none summoned)

Spells known:
[cantrip DC 16] detect magic, read magic, message, prestidigitation
[1st Lv - DC 17] unseen servant, cause fear

Spells per day: 5 cantrip, 5 first

When adding class levels to a creature, you should give it typical ability scores appropriate for that class. Most creatures are built using the standard array of ability scores: 11, 11, 11, 10, 10, 10, adjusted by racial modifiers. If you give a creature a PC class use the elite array of ability scores before racial adjustments: 15, 14, 13, 12, 10, 8. Creatures with NPC classes use the nonelite array of 13, 12, 11, 10, 9, 8.

Class levels that increase a monster’s existing strengths are known as associated class levels. Each associated class level a monster has increases its CR by 1.
CoCo Monster Fight Quick Reference
Link to Rolls (http://www.hwx.it/wizards.com/dice.php?sid=667)

Dryad Tactics
Both prebuff with treestride.
Dryad 1 will take treeshape and use spell like abilities; entangle until he gets close, sleep after close.
Dryad 2 will take bow shots. Cast magic weapon to counter str minus on damage. If a horse gets close, then cast cause fear on it, preferably from a direction that the horse flees toward Dryad 1.
Both use scrolls as appropriate.
If one is seriously wounded, then they will break LOS with treestride and switch who is the tree shape and who is the archer.
If one dryad goes down, the other will use tree stride to get close enough to use spell likes. The improvisation at the end was based on this line. the dryad's only hope was the SLA. Since treestride wouldn't work, she had to do something to get close.
If a lullaby/sleep combo can be set up, great.
Looking at it, I can see the arguement that Istima was too close to the forest, as per the 'stay away because of SLA' tactic. If you had been at approx 100ft. the dryad would try to entangle until you were stuck, then full run and deep sleep on the next turn. It would give you a shot at poking some holes in her, though the odds are low that you could kill her before she got a chance. If you want me to run it out that way I can. It's your call. I await response before wraping it up.
Zevox

10-16-06, 07:43 AM
Actually, I think theres a couple of bigger problems. I didn't intend on using both energy bolts on the same Dryad! Thats why the the crossbow contingency said "If the energy bolts don't kill thier targets" plural. I guess it wasn't exactly crystal-clear from that wording, but if you could change it to crossbowing and saving the 5 pp for the second Dryad, that would be great.

And shouldn't even an SLA Deep Slumber be a full-round action? And doesn't dismissing the Tree Shape take her standard action anyway?? I think theres a real problem with that round there - even if spell-likes are all standard actions, I'm absolutely sure that dismissing a spell takes a standard action, so Istima should have had the chance to fight back and retreat out of SLA range when she left the Tree Shape.

Edit: Wait a second, these things have DR 5/cold iron?! Blech - nevermind then. I really didn't have a chance here to begin with. 13 pp is not enough to kill those things without them failing all saves and me rolling high damage, and I have no other way to do it.
Vathelokai

10-16-06, 08:26 AM
(D) Dismissible: If the Duration line ends with “(D),” you can dismiss the spell at will. You must be within range of the spell’s effect and must speak words of dismissal, which are usually a modified form of the spell’s verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity. A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn.You're right. I just skimmed that, and saw the 'at will' in the first line and 'does not take an action' in the last line. I didn't know that. However there is a further problem...Tree Shape
Transmutation
Level: Drd 2, Rgr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you.

You can dismiss tree shape as a free action (instead of as a standard action).
A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component. A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.Nope, spell likes become standard actions automaticly.

As for the tactical mistake - I misread that. I can fix it if you like (not sure if you want it, based on the tone of your last post).

As for the dificulty... I've never used dryad's before and didn't realize they were so powerfull. There was some awful rolling on that first energy bolt to boot. Also I didn't think to check over your sheet for cold iron; usually I pick a monster, equip it and write tactics before looking at the characters sheet.

I feel bad and would like to make it up to you. Anything I can do?
Zevox

10-16-06, 10:26 AM
Nah, not that big of a deal. I've been there before myself (Hound Archon for Terminus *wince*). Can't exactly blame you when I do the exact same thing (and my experience with Dryads isn't very high either, so I even missed the DR until when I posted that even when its in the MM stats).

Its just that it really would have been nice to win this and both help out the Guild and level Istima up at the same time, yet to see that my odds were horrid to begin is... frustrating.(Satistically, Istima's facing 48 hp of foes, and his two energy bolts do an average of 45 hp of damage on failed saves, so he needs to roll high right there. If he had saved those other 3 pp for damage, chances improved (presuming that those 3 pp and one energy bolt is enough to take out one and just an energy bolt takes out the other), but any successful save and/or low damage roll still screws him six ways to sunday. All he can do otherwise is shoot crossbow bolts and hope for a critical hit or max damage on his roll.) Oh well, I guess I can take out that frustration by having Istima slaughter someone in the ECL 5 league next week.

And there is one good thing that comes out of this for me: if all SLAs take a standard action unless otherwise specified, Archdevil Asran's Imp friend can use his Commune SLA to give him a hand in particularly difficult fights :plotting: .
Vathelokai

10-17-06, 05:34 AM
Finished the stuff for the first post. Link away.

I recieved a PM from Sauro pointing out an error on my part. The deep slumber would be a full round spell like ability. Turns out I was reading the SRD wrong.A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description.It does indeed say differently in the spell description. For some reason I thought it just said 'in the ability'. You could always prebuff with commune; not quite as handy, but still usefull.
Zevox

10-17-06, 08:29 AM
You could always prebuff with commune; not quite as handy, but still usefull.[/sblock]
Don't know if that would work. It has a casting time of 10 minutes and a duration of 1 round/level. Unless you think I'd be allowed to put in my tactics what questions I'd asked in advance? Hm - might be worth asking about, actually.
Vathelokai

10-17-06, 04:02 PM
The one round/lv refers to how long you can ask questions. Once you have the answers, you keep them. I'd allow you to ask questions in tactics, but running it by the elders might be a good idea.