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| Sjiggie05-19-07, 08:40 AM | This is an assault MQ for Zodiac to disband the Free Thinkers. This is Zodiac's first fight of the cycle. If you are not Vathelokai or myself please don't post here and leave your comment in the FoTW thread. --Questlog-- Result Surrender Zodiac surrenders since he doesn't find a way he can defeat a medium earth elemental backed up by a rat swarm and locust ghoul. Spell's Used none Item's Used none Ready for MAY 16: Guild Assault vs Free Thinkers [Fight 1] [Free: Intimidate] Zodiac http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/Red.gif Gender and Race: Male Human Size and Type: Medium Humanoid (spellcaster) Height and Weight: 6' 2" 150 lbs. Age: Old (42) Alignment: Neutral Evil ECL: 5 (Wizard: Enchanter) Experience: 13,353/15,000 Guild: The Arcane Order Attributes STR 06 (-2) [1 pts] [9 Base, -3 Age] DEX 06 (-2) [1 pts] [9 Base, -3 Age] CON 12 (+1) [8 pts] [15 Base, -3 Age] INT 24 (+7) [16 pts] [18 Base, +2 Age, +1 Advancement, +3 Enhancement] WIS 14 (+2) [4 pts] [12 Base, +2 Age] CHA 16 (+3) [6 pts] [14 Base, +2 Age] Miscellaneous Statistics Hit Points: 19 [5 HD] [4 (Wizard) + (2.5 (Wizard) x 4) + (5 HD x +1 Con)] Armor Class (Normal): 8 [10 Base, -2 Dex] Armor Class (Touch): 8 [10 Base, -2 Dex] Armor Class (Flat-Footed): 8 [10 Base, -2 Dex] Initiative: -2 [-2 Dex] Base Attack Bonus: +2 [+2 (Wizard)] Grapple: +0 [+2 BAB, -2 Str] Speed (Land): 30 ft [30 Base] Weight Carried: 17.2 lbs, light encumbrance [0-20 (Light), 21-40 (Medium), 41-60 (Heavy)] Saves Fortitude: +2 [+1 Con, +1 (Wizard)] Reflex: -1 [-2 Dex, +1 (Wizard)] Will: +6 [+2 Wis, +4 (Wizard)] Melee Attacks Greataxe -4, 1d12-2, (20/x3), Slashing [-2 Str, +2 BAB, -4 Nonproficient] Ranged Attacks Light Crossbow +1, 1d8, (19-20/x2), Range 80 ft, Piercing [-2 Dex, +2 BAB, +1 MW ammo] Arcane Spells Readied Cantrips [DC 17] Message, Resistance, Resistance, (open slot) Level 1 [DC 18] Cause Fear, Grease, Sleep1, Expiditious Retreat, (open slot), (open slot) Level 2 [DC 19] Blindness/Deafness, Hideous Laughter1, Ghoul Touch, Glitterdust, (open slot) Level 3 [DC 20] Hold Person1, Deep Slumber1, Summon Monster 3, (open slot) 1 Enchantment: +2 to DC and +1 vs. Spell/Power Resistance Spell Levels Available Per Fight: 10 (4 Cantrips) 10 this fight [28 Total Spell Levels / 3, rounded up] Total Spell Levels: 28 [(6 x lv. 1), (5 x lv. 2) (4 x lv 3)] Used Spell Levels this Cycle: 0 [no fights yet] Caster Level: 5 Specialist School: Enchantment Banned Schools: Illusion, Evocation Feats Tatoo Focus: Enchantment Human [+1 to the DC of, and +1 on Spell Resistance Checks with Enchantments] Scribe Scroll Wizard 1 [Scribe scrolls for ((12.5gp x CL x SL))] Spell Focus: Enchantment Lvl 1 [+1 to the DC of Enchantments] Enlarge Spell Lvl 3 [Doubles range of spells, +1 spell level] Craft Wonderous Items Wizard 5 Skills Total Skill Points: 64 [56 (Wizard), 8 (Human) Languages: Human, Draconic, Abyssal, Infernal, Celestial, Gith [1 Racial, +5 Int] Armor Check Penalty: 0 [light Encumberance] Spot: +2/4 [+2 Wis, 0 Ranks] (+2 Familiar Alertness) Listen: +7/9 [+2 Wis, 3 cc Ranks (6 Wizard), +3 (Familar)] (+2 Familiar Alertness) Hide: -2 [-2 Dex, 0 Ranks] Move Silently: -2 [-2 Dex, 0 Ranks] Balance: -2 [-2 Dex, 0 Ranks] Climb: -2 [-2 Str, 0 Ranks] Jump: -2 [-2 Str, 0 Ranks] Swim: -2 [-2 Str, 0 Ranks] Concentration: +9 [+1 Con, 8 Ranks (8 (Wizard)] Craft Poison: +17 [+7 Int, 8 Ranks (8 (Wizard), +2 circumstance] Intimidate: +7 [+3 Cha, 4 cc Ranks (8 (Wizard)] Psicraft: +8 [+7 Int, 1 cc Ranks (2 (Wizard)] Spellcraft: +14 [+7 Int, 7 Ranks (7 (Wizard)] Decipher Script: +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Arcana): +15 [+7 Int, 8 Ranks (8 (Wizard)] Knowledge (Dungeoneering): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Local): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Nature): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Psionics): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Religion): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (The Planes): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Architecture): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Geography): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (History): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Nobility): +8 [+7 Int, 1 Ranks (1 (Wizard)] Prefight Actions Bring Familiar Equipment Worn and Carried Fancy Wizard Robes [Noble Outfit] [0 lbs] [0 gp] Headband of Intellect +3C [4500 gp] [5 credits] 5 [MW] Bolts [0.1 lb each = 1 lbs][.7 gp each = 7 gp] Greataxe [10 lbs][20 gp] Light Crossbow [4 lbs][35 gp] Pearl of Power Lv2C [2000 gp] Expendable Items Max total (ECL 2 x 50) = 1250 gp 1 Vial Drow Poison C (Injury, Fort DC13, unconciousness) [0.1 lb each = .1 lbs][37.5 gp each = 37.5 gp] Scroll of TruestrikeC: Truestrike [CL 1] [0.0 lb each = 0 lbs][12.5gp] Scroll of WebC: Web [CL 3] [0.0 lb each = 0 lbs][75gp] Equipment at Home Spellbook [3 lbs][0 gp] Alchemist (Poison) Lab [40 lbs][500 gp] 2 Trained Hirelings (Slaves - see allies) [2 x 36 gp/year = 72gp] 141 gp Allies Maximum CR per ally: CR 1 (ECL-4, min. 1) Maximum ECL per ally: ECL 2 (ECL-2) Maximum CA of allies per fight: CA 2 (ECL-2) Trained Hireling; purchased for one year for 36 gp. Chadiak is a male halfling scribe. He is proficient with Profession: Scribe and Profession: Lawyer. He has been charmed by red wizards into being a willing and happy slave. Trained Hireling; purchased for one year for 36 gp. Wallio is a male xeph jack of all trades. He runs errands, cleans, etc. He is proficient with Appraise and Profession: Domestic. He has been charmed by red wizards into being a willing and happy slave. Name: Nadir Gender and Race: Male Bat Size and Type: Diminuitive Augmented Magical Beast (familiar) Height and Weight: 6" 5oz. Age: 10 years Alignment: Neutral Evil HD: 5 Attributes STR 1 (-5) [1 Base] DEX 15 (+2) [15 Base] CON 10 (+0) [10 Base] INT 8 (-1) [2 Base, +x familiar] WIS 14 (+2) [14 Base] CHA 4 (-3) [4 Base] Miscellaneous Statistics Hit Points: 9 [5 HD] [1/2 of Master] Armor Class (Normal): 19 [10 Base, +2 Dex, +4 Size, +3 Natural] Armor Class (Touch): 16 [10 Base, +2 Dex, +4 Size] Armor Class (Flat-Footed): 17 [10 Base, +4 Size, +3 Natural] Initiative: +2 [+2 Dex] Base Attack Bonus: +2 [+2 (Wizard)] Grapple: -15 [+2 BAB, -5 Str, -12 Size] Speed (Land): 5 ft [5 Base] Speed (Flight): 40 ft, good maneuverability [40 (good) Base] Weight Carried: 0 lbs, light encumbrance [0-1.5 (Light), 1.5-3 (Medium), 3-5 (Heavy)] Saves Fortitude: +2 [+0 Con, +2 (Animal)] Reflex: +4 [+2 Dex, +2 (Animal)] Will: +6 [+2 Wis, +4 (Familiar)] Melee Attacks Touch +8, 0d0, (20/x2), (bludgeon) [+2 Dex, +2 BAB, +4 Size] Special Attacks and Abilities Blindsense 20 ft. +4 to spot and listen from blindsense Improved Evasion (No dmg. on successful reflex saves, 1/2 dmg. on failed saves) Share Spells (Can recieve personal spells, share spell effects with master) Empathic Link (Up to 1 mile) Deliver Touch Spells (Can serve as toucher for touch ranged spells) Speak with Master (Only master and familiar understand) Feats Alertness Racial (+2 spot and listen) Skills Languages: None [0 Racial] Total Skill Points: ?? [Animal ranks plus ranks from master] Armor Check Penalty: 0 [light encumberance] Spot: +4 [+2 Wis, 0 Ranks, +2 (Alertness)] Listen: +7 [+2 Wis, 3 cc Ranks (6 Wizard), +2 (Alertness)] Hide: +14 [+2 Dex, 0 Ranks, +12 (size)] Move Silently: +6 [+2 Dex, 4 Ranks (Animal)] Concentration: +8 [+0 Con, 8 Ranks (8 (Wizard)] Intimidate: +0 [-4 Cha, 4 cc Ranks (8 (Wizard)] (-4 for each size catagory smaller than opponent) Craft Poison: +6 [-2 Int, 8 Ranks (8 (Wizard)] Psicraft: -1 [-2 Int, 1 cc Ranks (2 (Wizard)] Spellcraft: +5 [-2 Int, 7 Ranks (7 (Wizard)] Decipher Script: -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Arcana): +6 [-2 Int, 8 Ranks (8 (Wizard)] Knowledge (Dungeoneering): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Local): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Nature): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Psionics): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Religion): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (The Planes): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Architecture): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Geography): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Nobility): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (History): -1 [-2 Int, 1 Ranks (1 (Wizard)] Equipment Worn and Carried None Current 3FC Information Time Between Fights: Prebuffs/Ongoing Effects: Items Used: Spells or Powerpoints Used: x/day Abilities Used: Free Activity: Time Between Fights: Prebuffs/Ongoing Effects: Items Used: Spells or Used: x/day Abilities Used: Free Activity: * * Pitlords May Cut Here * * Miscellaneous Information I'm keeping the name Thay from the Red Wizard thing but I'm changing it from the Forgotten Relms. Here, Thay is a concept more than an empire. It has a native and overlaping astral/ethereal city state which is rather small. They think of it as a homeland, a place of origin. But they also think that any relm a red wizard has control of is also part of Thay. They define control as having a base there, so any red wizard in Gladius could claim as much of Gladius as they want (without mentioning to the city unless they felt like it). So most of the time when they refer to Thay, they mean 'all provinces of all red wizards'. On the whole, the red wizards are the same bunch of slaving, politicing, imperialist, nationalist, isolationist bastards that they are in Faerun. The red wizards here are more spread out, and tend to take over small domains. Zodiac is definitely evil. He owns slaves. He's a human supremesist. He wants to use the TAO to his own ends. He's hopefull that he can get a teaching postion so that he can find like minded students and form a 'campus club'. From that pool he will pick the best as his followers once he gets the leadership feat and red wizard circle magic (At ECL 9-10. I put the red wizard info on the sheet; under Misc. info sblock). Zodiac is kind of like a Malfoy (from harry potter), who never had an arch nemesis, so he never developed a habit of risky ventures. He has been sitting on the family inheritence (that he swindled away from his relatives) for 15 or so years, managing the estate. He is very gifted (save DCs of 18 on his 1st lv spells), but only recently has he decided to persue the dedicated study of magic. Zodiac will be disappointed to find out an elf is running the TAO. If he ever finds out that Vandalar has a tattoo focus, Zodiac will vow to hunt down the traitor that gave V the tattoo. Z has come to Gladius on advice from his mentor. They know about the nimbus and use it on occasion for resurections, but they don't want to get drawn into the interplanar war to control the place, so they don't come a'conquering. Z's job is to get his spell levels up and find recruits. When that's done, he will build up a city state of his own. Z's real weakness is that most of his spells only work on humanoids. Undead, clerics, and paladins are his real nemesis. Outsiders and and elementals can be delt with but it's tough. Z takes a direct approach to things. He can't cast illusions (read: invisibility), and wouldn't bother. He wants to find the threat fast and eleminate it with one blow. Then either CDG or poision to finish them off. He is confused by diplomatic tactics, but will play along with bards and such until he gets annoyed. Cantrips: Arcane Mark, Acid Splash, Daze, Detect Magic, Detect Poison, Disrupt Undead, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Touch of Fatigue Level 1: Sleep, Endure Elements, Prot. Evil, Prot. Good, Shield, Truestrike, Grease, Mage Armor, Cause Fear, Enlarge Person, mount, obscuring mist, unseen servant Level 2: Hideous Laughter, Ghoul Touch, See Invisiblity, Blindness/Deafness, Spectral Hand, Alter Self, Fox's Cunning, Resist Energy, Touch of Ideocy, Web, Protection from Arrows, acid arrow, glitterdust, summon swarm Level 3: Hold Person, Deep Slumber, phantom steed, stinking cloud, summon monster 3 Total Pages Available: 100 Total Pages Used: 69 [(15 Cantrips), (13 x lv. 1), (12 x lv. 2), (5 x lv. 3)] Ready for (Month) (Day) [Fight (?)] - (Free Activity) or Ready for (Month) (Day) [Fight (?)] - Miniquest: EL ?, QL (Questlord) or Ready for (Month) (Day) - (Full Activity) or Ready for (Month) (Day) - Quest: EL ?, QL (Questlord) or Ready for (Month) (Day) - Campaign: (Campaign Name) or Ready for (Month) (Day) - (Type) Operation - (Subtype) - (Goal or Target) As a Free Activity, you can use your Intimidate skill to scare one or more allies of your opponent that have an intelligence of 3 or more. Your Intimidate value must be at least as high as (Ally CR + Ally Wisdom + Resistance to fear) to affect him or her (called Courage Value). There are three different effects depending on your Intimidate value relative to the Courage Value: Scared: Your intimidate skill is at least equal to the ally's Courage Value. Your opponent's ally is Shaken for the entire combat. Frightened: Your intimidate value is higher than the Courage Value by 5 or more. Your opponent's ally is Frightened for the first 4 rounds, then is Shaken for the entire combat. Panicked: Your intimidate value is higher than the Courage Value by 10 or more. Your opponent's ally is Panicked and does not appear to the fight. Multiple Allies: If the opponent has more than one ally, you can decide which ally you want to intimidate. After having intimidated the first ally, deduct the the Courage Value from your Intimidate Value. If you have points left, you can intimidate another ally (and so on) but your Intimidate value is decreased after each intimidation. Handle Animal: If you also have a Handle Animal value equal to the CR of an opponent's ally, you may also intimidate animals. If you have a Handle Animal value of CR+5 you can intimidate magical beasts and vermin. Note: If the ally is immune to fear, he is also not subject to Intimidate. If the master has the Aura of Courage (Paladin 3), the ally gains an additional +4 bonus to resist the level check. Red Wizard Requirements Race: Human from Thay Align: Nongood Skills: Spellcraft 8 ranks Feats: Tattoo Focus plus a total of 3 metamagic and item creation feats Spells: Able to cast 3rd lv. spells Class Skills (2+Int mod. per lv.) Bluff [Chr] Concentration [Con] Craft (any) [Int] Intimidate [Chr] Knowledge (any) [Int] Profession (any) [Wis] Spellcraft [Int] Level Att.Bonus Fort Refl Will Special Spells per Day 1st +0 +0 +0 +2 Enhanced Specialization, Specialist Defense +1 +1 level of existing arcane class 2nd +1 +0 +0 +3 Spell Power +1 +1 level of existing arcane class 3rd +1 +1 +1 +3 Specialist Defense +2 +1 level of existing arcane class 4th +2 +1 +1 +4 Spell Power +2 +1 level of existing arcane class 5th +2 +1 +1 +4 Bonus Feat, Circle Leader +1 level of existing arcane class 6th +3 +2 +2 +5 Spell Power +3 +1 level of existing arcane class 7th +3 +2 +2 +5 Scribe Tattoo, Specialist Defense +3 +1 level of existing arcane class 8th +4 +2 +2 +6 Spell Power +4 +1 level of existing arcane class 9th +4 +3 +3 +6 Specialist Defense +4 +1 level of existing arcane class 10th +5 +3 +3 +7 Great Circle Leader, Spell Power +5 +1 level of existing arcane class Level Att.Bonus Fort Refl Will Special Spells per Day Class Features Weapon and Armor: No new proficiency Spells per Day: Gain spells and caster lv. as previous arcane class Enhanced Specialization: Gain a new banned school. You can not learn new spells from that school, but you can still use the spells you already know, and items activated by the spells you already know. Specialist Defense: Gain a bonus on saving throws against against your specialty school. Spell Power: Gain a virtual increase in caster lv for all spells. Bonus Feat: Must be metamagic, item creation, or spell mastery. Circle Leader: Can lead a circle magic ritual and receive spell levels donated from followers (see below). Scribe Tattoo: Can give Tattoo focus's to worthy apprentices Great Circle Leader: Can lead a circle magic ritual with more participants and recieve spell levels donated from followers (see below). Tattoo Focus Prerequisite: Specialist wizard Region: Thay Benefit: Add +1 to the DC of your specialist school. You get a +1 to caster lv. checks to overcome spell resistance with spells of your specialist school. Special: Must have Tatto Focus to participate in circle magic (see below). Circle Magic Participation: You must have the tattoo focus feat (see above). One caster with the circle leader class ability stands at the center of the circle of wizards and is called the circle leader. A circle requires at least two wizards in addition to the leader. Up to five wizards (plus the leader) can participate in a standard circle. A great circle can have up to nine participants in addition to the leader. All participants must be within 10 ft. of the leader. Circle Powers: After one full hour of uninterrupted concentration, the helper wizards cast a spell each. The spells have no effect, and the spell level of all spells cast this way is totaled up and become bonus levels. Each bonus level can be used by the circle leader on the following effects. The circle leader can divide the bonus levels as he sees fit. Increase the caster lv of the circle leader by one by expending one bonus level. Max caster level is 40. This applies to level dependent variables. This lasts 24 hours. Increase the caster lv of the circle leader by one by expending one bonus level. Max caster level is 40. This applies to caster level checks. This lasts 24 hours. Add empower spell, maximize spell, or heighten spell to currently prepared spells. The circle leader does not have to have the feats in order to do this. The spell level can be raised up to level 20, whether the leader has spell slots of that level or not. Each bonus level spent on these virtual feats counts as a substitute spell level for that feats level adjustment. These bonuses last until expended or 24 hours. End of Fight Cycle 1 Scroll of Enhancements (remainder)C: Spectral Hand [CL 3], See Invisible [CL 3], Fox's Cunning [CL 3] [225 gp] [75 x 3 gp = 225 gp] End of Fight Cycle 2 Scroll of Enhancements (remainder)C: See Invisible [CL 3][75 gp] [75] Scroll of Combat (remainder)C: Truestrike [CL 1], Prot. Good [CL 1], Prot. Evil [CL 1] [37.5 gp] [12.5 x 3 gp = 37.5 gp] End of Fight Cycle 4 Scroll of Defense (remainder)C: Grease [CL 2], Protection from Good [CL 2], Protection from Evil [CL 2] [75 gp] [75] Scroll of Offense (remainder)C: Mage Armor [CL 1] [12.5 gp] [12.5] End of Fight Cycle 6 Scroll of EnhancementsC (remainder): Resist Energy [CL 3], Protection from Arrows [CL 3] [150 gp] [150 gp] Pearl of Power Lv1C [500 gp] Pearl of Power Lv1C [500 gp] Bribe to Conmen (see first MQ) - [5 gp] 6 Vial Drow PoisonC [37.5 gp each = 225 gp] 3 ScrollC: Alter Self (Lizardman) [CL 3] [75 gp each = 225 gp] 4 ScrollC: Alter Self (Troglodyte) [CL 4] [100 gp each = 400 gp] 7 ScrollC: Mage Armor [CL 1] [12.5 gp each = 87.5 gp] 2 ScrollC: Fox's Cunning [CL 3] [75 gp each = 150 gp] ScrollC: Shield [CL 1] [12.5 gp each = 12.5 gp] ScrollC: Shield [CL 2] [25 gp each = 25 gp] 5 ScrollC: Truestrike [CL 1] [12.5 gp each = 62.5 gp] 5 ScrollC: Web [CL 3] [75 gp each = 375 gp] ScrollC: See invis [CL 3] [75 gp each = 75 gp] 5 [MW] Bolts [.7 gp each = 3.5 gp] Fight Results Fight Cycle 1 Completed MiniQuest: Smelly Goblin Shoes [Book5] - [900 xp] [900 gp] [Joined TAO] [Remember to Kill those conmen] 4th Place vs Genia [Milov], Ivan [ayyiniwindryder], and Osiris [Iced] [All vs. All] - [325 xp] [325 gp] Lost vs Ilendil Oratith [TelinArtho] [300 xp] [300 gp] Full Activity - Crafting - Scrolls and Poison Fight Cycle 2 Win vs R'ymund [NedTheDestroyer] [900 xp] [900 gp] Lost vs Ventr the Dreamer [Milov] [300 xp] [300 gp] Lost vs Rubicanti [TheMagister] [300 xp] [300 gp] Between Cycles Week 1 - Crafting Scrolls Fight Cycle 3 Win vs Wisp [c00lz3] [1200 xp] [1200 gp] Loss vs Wisp [c00lz3] [400 xp] [400 gp] Loss vs Wisp [c00lz3] [400 xp] [400 gp] Fight Cycle 4 Lost vs Ynotar Mihm Eer [Etiquette_Gnome] [400 xp] [400 gp] Win with the help of The Illustrated Man [McJarvis] vs Maelosh the Breaker [Hrothmund] and Linus Caldwell [UserNamer] [1200 xp] [1200 gp] Lost vs Mithos Durrol [???] [450 xp] [450 gp] Between Cycles Week 1 and Week 2 - Crafting headband of intellect +3, scroll of alter self(trog) x2, mage armor x2, truestrike x2, vial of drow poison Fight Cycle 5 Runner up vs Rubicanti [TheMagister], Reginald Molehusband [hogarth], and Durin [Maraxus] [Hunter] [1083 xp] [1147 gp] Lost vs Rubicanti [TheMagister] [500 xp] [533 gp] Failed Quest: Druidic Circles Sophia (with Kervan [MindWandererB]) [Erithmu] [0 xp] [0 gp] [Link to full thread] Fight Cycle 6 Lost vs Mithos Durol [Zevox] [541 xp] [574 gp] Lost vs Zax Kar Nissex [TelinArtho] [625 xp] [666 gp] Win/ vs Human Wizard (guild assault) [Sjiggie] [1500 xp] [1600 gp] [Link to Full Thread] Fight Cycle 7 Win/Lost vs Someone [Somebody] [0 xp] [0 gp] Win/Lost vs Someone [Somebody] [0 xp] [0 gp] Win/Lost vs Someone [Somebody] [0 xp] [0 gp] Win/Lost vs Somebody [Somebody] [1200/400 xp] [1200/400 gp] (Note : XP and GP added at end of fight cycle) |
| Sjiggie05-19-07, 08:54 AM | After his last succes against the Free Tinkers leader Zodiac gets the honour to disband the group completly by attacking their latest stronghold in the district. He travels through the forest surrounding the district when he is alerted by a kind human who warns him that up ahead the Free Thinkers have set up a road block to gather some more gold for their activities. The road block is occupied by a medium Earth Elemental and A rat swarm and Locust Ghoul. You identify the monsters as discribed above and you're fighting on the forest map. |
| Vathelokai05-19-07, 10:17 PM | Zodiac shakes his head. He thanks the man and walks out into the forest off the edge of the road. He only walks long enough that he can see the roadblock. There he waits, watching to see what moves, or if anyone else comes by and is harrased. He even tries to see through illusions, just in case. Anything to verify the humans story. Upon seeing that it was true that the undead and elementals guard the path, Zodiac snarls. He was just going to have to find another way into the base. I'm going to have to surrender (unless I notice something strange when looking at them). I've gone over this fight in my head a dozen times and I've come to the conclusion I cannot win it. All three creature types are immune to the bulk of my spells, and I only have enough damage dealing stuff to take out two of them. Thanks for the fight setup though. |
| Sjiggie05-20-07, 09:58 AM | I knew it was gonna be a though encouter for you and I also don't see a whay that you can defeat them. I think it is silly that there is a rule where monsters get rerolled when they can't defeat a gladiotor but not a monster reroll when the gladiotor can't defeat the monster. |
| Vathelokai05-20-07, 10:00 AM | Agreed. It's on my list of things to get fixed. |