MiniQuest ECL8 PSI Guild Entry "A most unusual bag" [Archive] - Wizards Community

Post/Author/DateTimePost
SauroGrenom

10-19-06, 02:31 PM
This is a guild entry quest for Walden who wants to join PSI. If you are not SauroGrenom or Zelck or Stormwind, then don't post here.

Goals: Steal a strange bag.

Used: 26 arrows, 1 charge dorje chameleon, 1 stone ML2 vigor

Rewards: 2400xp 3400 gp

Hours Between Fights:
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used: None
Free Activity:
Hours Between Fights:
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:

Walden, the Unseen
"Where's Walden?"
"The good fighters of old first put themselves beyond the possibility of defeat, and then waited for an opportunity of defeating the enemy." –Sun Tzu, The Art of War
Male Forest Gnome Ghost
Small Undead (Augmented Humanoid), Psionic
Height: 3'0'', Weight: -- lbs
Age: 78
True Neutral
Ranger 1/Psychic Warrior 2 [ECL 8]
XP/L: 29000/36000 [29000 start + 0 earned]

STR...12 [+2]...[6 pts][14base -2race]
DEX...16 [+3]...[10 pts][16base]
CON...-- [--]...[0 pts][8base +2race]
INT....12 [+1]...[4 pts][12base]
WIS...16 [+3]...[10 pts][16base]
CHA...18 [+4]...[6 pts][14base +4race]

Vital Statistics:
HP: 25 [3 HD] [12 undead + (6.5*2) undead]

Manifested AC: 18 [+3dex +4deflect +1size]
Manifested Touch AC: 14 [+3dex +1size +4deflect]
Manifested Flat-Footed AC: 13 [+1size +4deflect]
Ethereal AC: 16 [+3dex +1armor +1enh +1size]
Ethereal Touch AC: 14 [+3dex +1size]
Ethereal Flat-Footed AC: 13 [+1armor +1enh +1size]

Initiative: +3 [3dex]
BAB: +2 [+1ranger +1psiwar]
Grapple: +0 [+2bab, +2str, -4size]
Fly Speed: 30 (Perfect) [30base]
Weight carried: 16.5 lbs [Light]
Small Encumbance: 32.25 (Light), 64.5 (Medium), 97.5 (Heavy)
Tiny (Compression) Encumbance: 16.5 (Light), 33 (Medium), 50 (Heavy)

Saves:
Fort +5 [2ranger, +3psiwar]
Refl +5 [2ranger, +0psiwar, +3dex]
Will +3/5 [0ranger, +0psiwar, +3wis] +2 vs. Illusions

Attacks:
Darkwood Ghost Touch Longbow +1: +7 ranged, 1d6+1 [x3] [100' range] [+2bab +3dex +1enh +1size]
+1 attack vs. kobolds, goblinoids, orcs, and reptilian humanoids; +1 attack and damage Point Blank Shot; +2 damage vs. undead; +2d6 damage Psionic Shot
Telekinesis (Violent Thrust): +7 ranged [cast range 880’, will save DC19, 300 lbs, throw range 120’, 1d4 round cooldown] [+2bab +4cha +1size]
+1 attack vs. kobolds, goblinoids, orcs, and reptilian humanoids; +1 attack and damage Point Blank Shot; +2 damage vs. undead; +2d6 damage Psionic Shot

Draining Touch: +5 or +6 melee touch, 1d4 ability damage [+5 HP] [+2bab +2str/+3dex +1size]
+1 attack vs. kobolds, goblinoids, orcs, and reptilian humanoids; +2 damage vs. undead
Spiked Gauntlet: +5 or +6 melee, 1d3 [x2] [+2bab +2str/+3dex +1size]
+1 attack vs. kobolds, goblinoids, orcs, and reptilian humanoids; +2 damage vs. undead
Gauntlet: +5 or +6 melee, 1d2 [x2] [+2bab +2str/+3dex +1size]
+1 attack vs. kobolds, goblinoids, orcs, and reptilian humanoids; +2 damage vs. undead

Special Abilities:
Favored Enemy: Undead (+2 Bluff, Listen, Sense Motive, Spot, Survival, weapon damage)
Pass Without Trace (Su): Free action, self only with CL equal to the gnome’s class levels
Spell-like Abilities: 1/day (DC15) – dancing lights, ghost sound, prestidigitation

Psion Powers: (Superscript numbers indicate level taken)
ML 1, Power Points: 4/4 [1psiwar +3wis]
1: [DC 16] Compression2, Offensive Precognition1

Feats:
Point Blank Shot [Lvl 1]
Track [Ranger 1]
Psionic Shot [PsiWar 1]
Psicrystal Affinity (Coward) [PsiWar 2]
Alertness [Psicrystal]
Flyby Attack [Lvl 3]

Skills (28 Ranger, 6 PsiWar):
+3 Balance [0rnk +3dex]
+0 Climb [0rnk +1str]
+38 Hide [6rnk +3dex +4size +4race +8race +3psicrystal +10competence] [4ranger 4psiwarcc] +4 in a wooded area
+0 Jump [0rnk +1str]
+17 Listen [4rnk +3wis +2race +8race] [4ranger] +2 Alertness; +2 Inside Objects; +2 vs. Undead
+Infinity Move Silently [0rnk +4dex +(infinity)incorporeal]
+15 Spot [4rnk +3wis +8race] [4ranger] +2 Alertness; +2 vs. Undead

+10 Concentration [6rnk +4cha] [4ranger 2psiwar]
+5 Knowledge (Dungeoneering) [4rnk +1int] [4ranger]
+2 Knowledge (Nature) [1rnk +1int] [2rangercc]
+2 Knowledge (Religion) [1rnk +1int] [2rangercc]
+2 Knowledge (The Planes) [1rnk +1int] [2rangercc]
+2 Psicraft [1rnk +1int] [2rangercc]
+3 Search [0rnk +1int +2racial]


Prefight Actions:
Begin the fight unmanifested, in the Ethereal plane. Unless explicitly stated in sent tactics, the first round should be spent moving into the ground and manifesting.
Bring Woof (psicrystal), resting in a pocket (full cover and total concealment). **Unless explicitly stated in sent tactics, please share all shareable spells with psicrystal**
Activate psicrystal self-propulsion.
Gain psionic focus.
Address power stones.
Gauntlets are worn.
Place any Powerstones of Synesthete in a distinctive location I can easily find even while blinded.

Carried Equipment: ($’s are for visual clarity)
Free Weightless Explorer’s Outfit [0 lbs][$0 gp]
Padded Armor +1 of Improved Shadow [5 lbs][$16155 gp]
Darkwood Ghost Touch Longbow +1 [.75 lbs][$8395 gp]
Spiked Gauntlet [.5 lbs][$5 gp]
Gauntlet [.5 lbs][$2 gp]
Quiver of Ehlonna [2 lbs][$1800 gp]
Dorje of Chameleon [ML1] (50 Charges) [.25 lbs][$750 gp]
100 Arrows [7.5 lbs][$5 gp]

Ammunition: (in Quiver of Ehlonna)
Note: An object 1 size smaller has 1/8 the volume; an object 2 sizes smaller has 1/64 the volume. Thus, the javelin compartment can hold up to 144 arrows, and the lance compartment can hold up to 216 arrows.
60 Arrows (Main Compartment) [- lbs][$3 gp]
140 Arrows (Javelin Compartment) [- lbs][$7 gp]
200 Cold Iron Arrows (Lance Compartment) [- lbs][$40 gp]

Expendables: 200/3200
4x Power Stone of Vigor (10 HP) [ML2] [0 lbs][$200 gp][/color]

At Home:
Gold: 518 gp
2000 Arrows [150 lbs][$100 gp]
100 Cold Iron Arrows [7.5 lbs][$20 gp]

Woof (Coward Psicrystal)
Size/Type: Diminutive Construct
12 HP (3 HD)
Initiative: +2
Speed: 30 ft., climb 20 ft.*
BAB/Grapple/Touch: +2/-15/-3
Armor Class: 16 (+4 size, +0 natural, +2 Dex*), touch 14/16, flat-footed 14
Space/Reach: 1 ft./0 ft.
Special Qualities: Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link)
Saves: Fort +5 [+2ranger +3psiwar], Ref +4 [+2ranger +0psiwar +2dex], Will +0 [+0ranger +0psiwar]
Abilities: Str 1* [-5], Dex 15* [+2], Con - [+0], Int 6 [-2], Wis 10 [+0], Cha 10 [+0]
Skills [Ranks]: Concentration +6 [6], Hide +18 [6], Listen +9 [4], Move Silently +8 [6], Knowledge (Dungeoneering) +2 [4], Knowledge (Nature) -1 [1], Knowledge (The Planes) -1 [1], Psicraft -1 [1], Search +2 [4], Spot +6 [4], Survival +2 [2]
Feats: Alertness, Skill Focus (Listen)
Speaks Elven

Note: Full cover grants +4 AC and +2 Reflex saves

Forest Gnome Racial:
-2 Strength, +2 Constitution
Small Size
Low-light vision
Weapon Familiarity: gnome hooked hammers
+1 racial bonus on attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids
+4 dodge bonus to AC against giants
+2 racial bonus on saving throws against illusions
+1 DC on illusion spells
+2 racial bonus on Listen and Craft (Alchemy) checks
+4 racial bonus on Hide checks, which improves to +8 in a wooded area
Pass Without Trace (Su): Free action, self only with CL equal to the gnome’s class levels
Spell-like Abilities: 1/day – dancing lights, ghost sound, prestidigitation
Favored Class: Bard
Languages: Animal, Common, Elven, Gnome, Sylvan

Ghost Racial:
Type: Undead (Incorporeal)
No Constitution score, +4 Charisma
All current and future Hit Dice become d12
Fly speed 30’ (perfect)
Charisma modifier to deflection AC when manifested
Draining Touch (Su)
Telekinesis (Su)
Manifestation (Su)
+4 turn resistance
+8 racial bonus on Hide, Listen, Search, and Spot
LA +5

Undead Type:
No Constitution Score
Darkvision 60'
Immunity to all mind-affecting effects
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects
Not subject to critical hits, nonlethal damage, ability drain, energy drain, and fatigue/exhaustion
Immune to damage to physical ability scores
Immunity to any effect that requires a Fortitude save unless the effect also works on objects or is harmless
Uses its Charisma modifier for Concentration checks
Not at risk of death from massive damage, but when reduced to 0 hit points is immediately destroyed
Undead do not breathe, eat, or sleep

Ranger Class:
Proficient with all simple and martial weapons, and with light armor and shields (except tower shields)
Favored Enemy: Undead (+2)
Track
Wild Empathy 1d20+5

Psychic Warrior Class:
Proficient with all simple and martial weapons, and with armor and shields (except tower shields)
Bonus Feats at levels 1, 2, 5, 8, 11, 14, 17, and 20.

**Unless explicitly stated in sent tactics, please share all shareable spells with psicrystal**
Start ethereal. First round: move into the ground and use Manifestation.
Stay at a range to auto-succeed sniping hide checks. Use Dorje of Chameleon if necessary.
Snipe with bow and Psionic Shot. Regain psionic focus after every shot.



[u]Accounting
Earnings:
28,000 gp Creation


Expenses 10/10/06 (Creation):
-16155 gp Padded Armor +1 of Improved Shadow
-8395 gp Darkwood Ghost Touch Longbow +1
-1800 gp Quiver of Ehlonna
-5 gp Spiked Gauntlet
-2 gp Gauntlet
-750 gp Dorje of Chameleon [ML1] (50 Charges)
-115 gp 2300 Arrows
-60 gp 300 Cold Iron Arrows
-200 gp 4x Power Stone of Vigor (10 HP) [ML2]

28,000 - 17482 = 518



Walden was born in the kingdom of Aptari, just west of the Habari Desert (region 23). The jungle kingdom of Aptari is the home of many elves and gnomes. Due to its location, it enjoyed many lucrative trading agreements with the Habari Sultanate. Aptari had been ruled for almost a century by an old high elf wizard named Hatheran Virliathe (Wiz 17). Due to the not-so-occasional threats coming from the Habari Desert, the kingdom has a strong defense force. In addition to its regular army, the kingdom also employs an elite guard called The Unwavering as well as a top-notch assassin/spy/scout network called The Unseen.

Early in his career, Walden worked as a guard-for-hire for trade caravans. While he was comfortable in any environment, he especially enjoyed the forest. Being able to speak to animals, he made many friends with forest creatures. At age 70, however, he began to show signs of psionic talent. The Unseen took notice and drafted him into their ranks. He began training as a spy and assassin.

A few years after his entry into the Unseen, the caravans to the Habari Sultanate stopped. Walden had noticed before that the number of caravans had been decreasing, although he didn’t mind too much because it allowed him to spend more time in the forest. Still, the stoppage caught everyone by surprise. Hatheran blamed the Habari for obstructing the flow of trade, and prepared retaliatory actions.

During one of his training exercises, Walden accidentally stumbled upon a secret meeting. He recognized one voice as being the voice of Hatheran. Driven by curiosity, he continued to listen. During the course of the conversation, Walden realized that the other voice was Hatheran’s master!

In actuality, the real power behind the kingdom of Aptari is Morthon, an Unbodied Grey Elf Thrallherd (Unbodied 4 Telepath 1 Thrallherd 10, ECL19). He wanted to greatly expand his influence by gaining control of the rich and cosmopolitan trading port. Unsuccessful in installing a ruler directly in the Sultanate, he’d stirred up hostilities in Habari towards Aptari, which resulted in an embargo. Morthon hoped this would incite the two countries to war and capture the port city through force.

Walden stayed too long, and he was discovered. Morthon was none too pleased at being found out, and Hatheran sent elite Unseen trackers after the interloper. Walden tried to run, but hiding against the elite forces was impossible. Along with many of his forest friends made a last stand with him, but their deaths were swift.

Unlike most, however, Walden and his forest friends’ spirits did not move on to the afterlife. Angered at the betrayal, Walden remained in the world as a ghost. Hoping to aid Walden, the spirits of the forest animals embedded themselves into Walden’s psicrystal. Unfortunately, not only did this cause some problems with the psicrystal, it also rendered the animals mostly useless. Walden had heard of the great city of Gladius and its coliseum. So, he set off in that direction, hoping to find someone who can give the animal friends a more useful form, and improve himself to where he can overthrow Morthon.
Stormwind

10-19-06, 07:59 PM
Cyra motions for the ghost to follow her as she walks out of the PSI consortium and proceeds directly up the walls of the building where she walks in through an attic window.

Walden follows her and then looks around. The entire room is bare stone except for one corner which contains a mattress, a writing desk, and piles upon piles of books and papers.

A small, slight woman is sitting at the desk and she turns as Cyra approaches. The woman's face is shockingly scarred, as if it has been seared away and her left eye socket is empty.

Cyra introduces the woman as Lyn, and explains what they are looking for. "Lyn, our translucent companion here is searching for something a bit out of the ordinary, a container that has been transposed from the material plane to the ethereal. Are you able to locate such an item?"

Lyn concentrates for a few moment, and frowns. Her brows become furrowed as she focuses her attention single-mindedly on something beyond Walden's perceptions. Then suddenly, she relaxes ands speaks "There is one such item relatively close, however it will not be easy to obtain. If you travel to the district of Mersia and locate the building where the guild of the watchful EYE has based their headquarters. Then travel fully to the ethereal plane and descend into the sewers beneath this building, you should locate an old vault. The vault is present in both the material and the ethereal planes and it is old, perhaps dating back to before the reconstruction of Gladius. What you want is within that vault. A word of caution however. I sensed something down there but cannot be sure what it was, save that it is dangerous."

Cyra adds one last comment to Walden before dissappearing out the window through which she entered, "Heh, I like the audacity of this, stealing under the very noses of the EYE. If you can do this, then I am sure that we can use your services."
Zelck

10-19-06, 08:24 PM
"I'll retrieve it."

With that and a half-bow to Lyn, Walden floats out the building.


I have a feeling this is going to be easy or very very hard...
SauroGrenom

10-20-06, 08:19 PM
Heh, usually encounters for ghosts are too easy or too hard.

Walden travels unmolested to the indicated place in the district of Merissa. The ethereal plane is quiet here, and no threats are visible. As he drifts downward his vision into the material plane is blocked by presence of stone and earth and layers upon layers of the building of races over history. Two levels below the street, Waldren discovers what he is looking for.

A small and utterly dark chamber 20' square is the home of a large iron box. From the ethereal Waldren can see that leather sack lies inside the box, but the faint glimmers of a force effect are present. Pilfering the bag won't be so easy as simply taking it. There must be a way to deactivate the force from the material plane.
Zelck

10-20-06, 10:04 PM
Interesting... I wonder what the secret to this little box is. Walden takes out 12 arrows from his quiver and moves himself into the material world. Hiding inside the wall, he scouts around the edges of the room. Finishing his scouting, he fortifies himself with his Dorje and a Powerstone. Then, hoping to see what's around, he puts away the arrows, goes to the edge of the box, draws his bow, shoots an arrow at the chest.

Go to the edge of a wall, draw 12 arrows, and manifest. Then, take single-moves around the wall, readying to Telekinetic Thrust the 12 arrows if I sense anything in an adjacent square. Use Flyby Attack and move away afterwards if possible. After I've scouted the edges of the walls, return the arrows to the quiver and Chameleon and Vigor up. Finally, go to the edge of the wall as far from the chest as possible, look around, and if I don't see anything unusual, snipe the chest with an arrow, and see what happens.
SauroGrenom

10-23-06, 12:05 AM
Minor issue with the tactics... How do you intend to sense anything in the adjacent square if you are inside of a wall? The wall blocks LOS and LOE out of your square. You certianly cannot see into the next square. And you cannot hear unless something's moving or doing something else to make noise. You're very likely to miss anything unless you also put your head through the wall and look. If you do that you could be spotted. DOes that modify your tactic in any way?
Zelck

10-23-06, 12:46 AM
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
I want to pass by every square around the wall.
Edit to add:
Seems like we may be short on time, so I'll give some general tactics. If the guardian is ethereal, just keep throwing arrows at it and fly-by attacking to keep Walden hidden. If it's material, keep away from it and snipe from the walls. Basically, start from halfway in the wall getting improved cover and hiding. Next turn, snipe, hide, and then 5' step into the wall. Refocus and then 5' step halfway out of the wall. Next turn, snipe, 5' step into the wall. Refocus, then 5' step halfway out of the wall. Rinse, repeat. Try to stay away from the guardian as much as possible. Rebuff Chameleon when it goes down, and rebuff Vigor once when its duration is up. If it doesn't see me through the two Vigors, I'll assume it's not going to see me and save the rest. If it does, keep Vigor up as much as possible.
SauroGrenom

10-24-06, 12:26 AM
Waldren cautiously travels around inside the wall, and discoveres that some creature is in the room lying adjacent to the wall. He manifests and uses Telikenetic thrust to strike at the creature usinfg fly bye attack (3 round recharge). A total of 12 arrows fly forward and 6 strike the creature (18hp). You catch sight of what it is... A dragon or medium size and Brass color.

I didn't look at the sheet at all till just now. I see you are using psionic focus and psionic shot and all the typical archer feats on your spell like ability... I'll let you get away with it now, but it's kind of ummm a streach. It's a spell that manipulates objects. You aren't making ranged touch attacks. You aren't making ranged attacks at all. They are simply spell attacks, kind of like how psionic weapon probably wouldn't apply to black tentacles or a force weapon. I don't think I've seen this kind of streach before. I wonder if the others in CoCO could have a problem with it. There is also the issue of tossing ethereal arrows into the material plane. If you were shooting them from a ghost touch bow, then no problem... but as a spell effect using telikinesis, it's another streatch. There is nothing to facilitate the crossover into the material plane.
Zelck

10-24-06, 01:04 AM
Oops, I thought Telekinesis worked kind of like rays or throwing stuff, in that it works with Point Blank Shot and Psionic Shot. If it doesn't, no worries, I don't need it to work like that. I don't plan on telekinesising my arrows against material opponents, of course ;). That doesn't work too well. Telekinesis will be reserved against other ghosts, and perhaps other fun stuff :D. I guess the confusion was because I wasn't clear enough. I was thinking of using TK against a possible opponent in the wall itself, in which case it's probably ethereal so the arrows would hit.
Is the dragon ethereal or material? If ethereal, keep TKing arrows at it. If it's material, buff with Chameleon and Vigor and use the hide, snipe, and move into the walls strategy detailed in my last post, since the ethereal arrows can't touch it (might need to change that round). Try to stay as far away as possible.
SauroGrenom

10-24-06, 04:32 PM
Rolls (http://www.hwx.it/wizards.com/dice.php?sid=718).

Walren considers for only a moment to identify the weakness of his material foe. He prepares himself with a couple effects while safely within the wall before moving to another position and sniping at the dragon. His snipe attack misses...

The dragon cannot spot the source of the attack.

Waldren recovers psionic focus and repeats his strategy from another place in the room...

The strategy is efective for several minutes untill the dragon simply flee's. Or at least it appears to flee, since Waldren attempts to snipe the creature but cannot find it.

Even without chameleon, your hide check cannot fail. If you roll a 1 and he rolls a 20, he still won't spot you... I'll just roll a bunch of attack rolls... You will eventually win by attrition. I rolled out to round 15, and quit when the dragon was down to 30% HP.

The dragon has nothing to defeat the snipe attacks. If you tried to attack in the open, then a BW would have a chance of effecting you. ALso if he could pinpoint you, then it could target you with magic missiles. But the dragon has no ability to become ethereal. I'll give this one to you... Nothing the dragon can do and such creatures are smart enough to flee when loosing. Perhaps this dragon will come back to haunt you another day.
Zelck

10-24-06, 04:35 PM
That wasn't too difficult... With the guardian gone, Walden cautiously and sneakily approaches the iron box and tries to find a way to open it.
SauroGrenom

10-24-06, 04:38 PM
With it's guardian apparently fled, Waldren examines the chest at his leasure. It is finely crafted of steel. Thin rules are scribed about it, and there is an obvious opening mechanism consisting of a wheel that is turned. Being a ghost Waldren can also see that there is an ethereal latch as well. Using his telekinetic powers he is able to simultaniously hold the catch open and spin the wheel thus opening the safe. He quickly claims the small sack as his own. As his manifest self fades from the material plane, so the bag moves with him to the ethereal. Safely in the ethereal plane, Waldren returns to his haunts and examines the bag at his leasure.
Zelck

10-24-06, 04:47 PM
Alright! Hopefully this will do the trick. The psicrystal's colors whirled with excitement. He quickly takes the bag back to Lyn, hoping she can perform the transference.

I'll take this back to the guild thread. Thanks for running another guild membership quest for me! :)
Zelck

11-01-06, 08:40 PM
By the way, Sauro, could you please put this into the questlog? Many thanks :)