Miniquest: A Vivid Dream, Different Perspective [EL10] [Archive] - Wizards Community

Post/Author/DateTimePost
TelinArtho

08-08-07, 10:37 AM
This is a miniquest for Auburn in Twilight. If you are not Vathelokai or myself, please do not post here until the quest's completion. As always, you can post concerns, questions or comments in the appropriate FotW thread, the tavern or by sending a PM to myself or Vathelokai. Auburn is trying to be readmitted to the Arcane Order

Questlog: A Vivid Dream, Different Perspective (EL10) [Failure]
Time Between Fight: 5 hrs
Prebuffs/Ongoing Effects: Ext. Mage Armor (15 hours),
Items Used: Scroll of Greater Invisibility (CL7), 8 charges from a Wand of Magic Missile (CL9)
Spells or Powerpoints Used: 25SLs (Baleful Polymorph, Telekinesis, SMV, Stinking Cloud, Dispel Magic, Web, Scorching Ray)
x/day Abilities Used: none.
Free Activity: none

Half-Fiend SAHUAGIN Mutant Cleric of Darkness and Evil 7
Medium Outsider (Native, Aquatic)
Hit Dice: 2d8+7d8+27 (67 hp)
Initiative: +4
Speed: 35 ft. (6 squares), swim 65 ft, fly 35ft (avg)
Armor Class: 25 (+4 Dex, +6 natural, +5 armor), touch 14, flat-footed 21
Base Attack/Grapple: +7/+13
Attack: Talon +13 melee (1d4+6) or Javelin +11 ranged (1d6+6)
Full Attack: 4 talons +13 melee (1d4+6) and bite +11 melee (1d6+3); or Javelin +7 ranged (1d6+6) and 3 Javelins +7 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood frenzy, rake 1d4+3, Spell-like abilities, Smite Good (+9 dmg for 1 attack/day)
Special Qualities: Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent, Immune to Poison, Resistance 10 (Acid, Cold, Electricity, Fire), DR 5/magic, SR19
Saves: Fort +12, Ref +11, Will +15
Abilities: Str 22, Dex 18, Con 16, Int 16, Wis 20, Cha 10
Skills: Concentration +10, Handle Animal +5*, Hide +9*, Listen +10*, Profession (hunter) +10*, Ride +9, Spot +17*, Survival +10*, Knowledge (Arcana) +12.5, Knowledge (Religion) +12.5, Knowledge (The Planes) +5.5, Spellcraft +5.5
Feats: Great Fortitude, MultiattackB, Blindfighting (Darkness bonus), Multiweapon-fighting (3rd), Blindsight 5ft radius (6th), Quickdraw (9th)
Environment: Warm aquatic
Organization: Solitary, pair, team (5–8), patrol (11–20 plus 1 3rd-level lieutenant and 1–2 sharks), band (20–80 plus 100% noncombatants plus 1 3rd-level lieutenant and 1 4th-level chieftain per 20 adults plus 1–2 sharks), or tribe (70–160 plus 100% noncombatants plus 1 3rd-level lieutenant per 20 adults, 1 4th-level chieftain per 40 adults, 9 4th-level guards, 1–4 underpriestesses of 3rd–6th level, 1 7th-level priestess, and 1 baron of 6th–8th level plus 5–8 sharks)
Challenge Rating: 2+1 (Cleric 2)+2 (Half-fiend) + 5 (Cleric 3-7)
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 3–5 HD (Medium), 6–10 HD (Large), or by character class
Level Adjustment: +2 (+3 if four-armed)
Most sahuagin feature green coloration, darker along the back and lighter on the belly. Many have dark stripes, bands, or spots, but these tend to fade with age. An adult male sahuagin stands roughly 6 feet tall and weighs about 200 pounds.
Sahuagin are the natural enemy of aquatic elves. The two cannot coexist peacefully: Wars between them are prolonged, bloody affairs that sometimes interfere with shipping and maritime trade. Sahuagin have an only slightly less vehement hatred for tritons.
Sahuagin speak their own language, Sahuagin. Thanks to their high Intelligence scores, most sahuagin also speak two bonus languages, usually Common and Aquan.
COMBAT
Sahuagin are savage fighters, asking for and giving no quarter. When swimming, a sahuagin tears with its feet as it strikes with its talons or a weapon. About half of any group of sahuagin are also armed with nets.
Blindsense (Ex): A sahuagin can locate creatures underwater within a 30-foot radius. This ability works only when the sahuagin is underwater.
Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a –2 penalty to Armor Class. A sahuagin cannot end its frenzy voluntarily.
Rake (Ex): Attack bonus +2 melee, damage 1d4+1. A sahuagin also gains two rake attacks when it attacks while swimming.
Freshwater Sensitivity (Ex): A sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright light.
Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Sahuagin can use the Handle Animal skill to befriend and train sharks.
Water Dependent (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master ’s Guide).
Skills: A sahuagin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks.
*A sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of its home.
*A sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks.
SAHUAGIN MUTANTS
About one in two hundred sahuagin has four arms. Such creatures can make four claw attacks or use extra weapons, in addition to the claw and bite attacks.

Spells: 6 6+1 4+1 3+1 2+1 (* Evil (+1 CL), ~ Necromancy (+1 DC)); DC15+SL
0th: Resistance, Cure Minor Wounds, Detect Magic (x2), Read Magic (x2)
1st: Protection from Good* (domain), Doom~ (x2), Sanctuary (x2), Entropic Shield, Shield of Faith
2nd: Blindness~ (domain), Resist Energy, Silence, Aid, Darkness
3rd: Blacklight (domain), Dispel Magic, Bestow Curse~, Invisibility Purge
4th: Armor of Darkness (domain), Spell Immunity, Poison

Spell-like abilities (DC10+SL)
Darkness (3/day), Desecrate, Unholy Blight, Poison (3/day)

Equipment (16k)
Chain Shirt +1 of Quickness (4150gp)
Periapt of Wisdom +2 (4000gp)
20 Javelins (40gp)
Cloak of Resistance +2 (4000gp)
Potion of CSW (750gp)
Potion of Bull's Strength (300gp)
2 Silver Holy Symbols
TelinArtho

08-08-07, 10:39 AM
Ready for Aug 8 MINIQUEST QL=TelinArtho

Auburn in Twilight
http://i14.photobucket.com/albums/a327/Vathelokai/fairydust-reduced.jpg

Gender and Race: Female Air Gnome
Size and Type: Small Humanoid (spellcaster)
Height and Weight: 3'0" 35 lbs.
Age: Young (no modifier)
Alignment: Neutral Good
ECL: 10 [7 Conjurer (rapid summoner), 3 Loremaster]
Experience: 47,000/??,000

Guild: Founding member of The Arcane Order

Attributes
STR 8 (+0) [2 pts] [10 Base, -2 Race]
DEX 16 (+3) [4 pts] [12 Base, +2 Race, +2 Enhancement]
CON 16 (+3) [6 pts] [14 Base, +2 Enhancement]
INT 24 (+7) [16 pts] [18 Base, +2 Advancement, +4 Enhancement]
WIS 10 (+0) [2 pts] [10 Base]
CHA 14 (+2) [6 pts] [14 Base]

Miscellaneous Statistics
Hit Points: 56 [10 HD] [4 (Wizard) + (2.5 (Wizard) x 6) + (2.5 (Loremaster) x 3) + (10 HD x 3 Con)]
Armor Class (Normal): 18 [10 Base, +3 dex, +1 Size, +4 Armor] (+4 dodge vs earth creatures)
Armor Class (Touch): 14 [10 Base, +3 dex, +1 Size]
Armor Class (Flat-Footed): 15 [10 Base, +1 Size, +4 Armor]
Initiative: +3 [+3 dex]
Base Attack Bonus: +4 [+3 (Wizard), +1 (Lore)]
Grapple: -1 [+4 BAB, -1 Str, -4 Size] [Escape Artist +3]
Speed (Land): 20 ft [20 Base]
Weight Carried: 14 lbs, light encumbrance
[0-19.5 (Light), 19.51-39.75 (Medium), 39.76-60 (Heavy)]

Saves
Fortitude: +7 +2 (wizard), +0 (lore), +3 con, +2 resistance [-2 vs earth subtype]
Reflex: +7 +2 (wizard), +0 (lore), +3 dex, +2 resistance [-2 vs earth subtype]
Will: +10 +5 (wizard), +3 (lore), +0 wis, +2 resistance [+2 vs Illusions][-2 vs earth subtype]

Melee Attacks (+1 to hit earth creatures)
Touch +4 (20/x2) [-1 Str, +4 BAB, +1 Size]

Ranged Attacks (+1 to hit earth creatures)
Ranged Touch +8 (20/x2) [+3 dex, +4 BAB, +1 Size]
Telekenisis Colossal Arrows +11, 3d6 each, (20/x2) [+7 Int, +4 BAB]

Arcane Spells Readied
Cantrip [DC 17] dancing lights, read magic, det. magic, light, message
Level 1 [DC 18] grease*, grease*, protection from evil, obscuring mist, shield, magic missile, silent image*
Level 2 [DC 19] web*, resist energy, mirror image, scorching ray, summon monster 2^, glitterdust*, extended mage armor
Level 3 [DC 20] summon monster 3^, summon monster 3^, haste, dispel, stinking cloud*, blacklight
Level 4 [DC 21] black tentacles, dimension door, rainbow pattern*, summon monster 4^, stoneskin
Level 5 [DC 22] baleful polymorph*, telekinesis*, cloudkill*, summon monster 5^
* +1 to DC of transmutations, conjurations, and illusions
^ Augmented, rapid summoned creatures
Strikethrough spells are prebuffs

Spell Levels Available Per Fight: 27 (4 Cantrips) [Total Spell Levels / 3, rounded up]
Total Spell Levels: 79 [(7 x 1), (7 x 2), (6 x 3), (5 x 4), (4 x 5)]
Banned Schools: Enchantment and Necromancy
Arcane Spell Failure: 0% [0% Shield]
Caster Level: 10


Special Attacks & Abilities
Spell-like abilities [CL 1] (1/day each)
Ghost Sound [Illusion (figment), 1 round, 25 ft range, Will DC 12]
Dancing Lights [Evocation (light), 10 rounds, 110 ft range, up to 4 lights in 10 ft radius of each other]
Prestidigitation [Universal, 1 hour, 10 ft range]
Speak with Animals (burrowing only) [10 rounds]
Rapid Summoner Conjurer (Unearthed Arcana)
All summon monster spells take a standard action instead of a full round action to cast
Summoned creatures may only take a standard action (instead of a full round) on the round they are summoned
Rapid summoners cannot acquire a familiar
Air Gnome (variant race, not bloodline; Unearthed Arcana)
+2 dex, -2 str (replaces normal gnome modifiers)
+1 to hit creatures with the earth subtype; Losses the bonus to attack vs goblinoids and kobolds
-2 to saves vs spells and effects of the earth subtype or spells and effects used by creatures with the earth subtype
Does not have to breath; immune to suffocation and effects that require inhalation
+4 dodge vs creatures with the earth subtype; Losses dodge vs giants
Loremaster
Secret: Instant mastery (4 ranks in one skill)
Lore (as bardic knowledge)
Secret: bonus feat



Feats
Scribe Scroll Wizard 1 Craft scrolls for (12.5 gp x CL x SL)
Extend Spell Lvl 1 Double duration of spell, +1 to the spells level
Spell Focus: Transmutation Lvl 3 +1 to the save DC of transmutations
Craft wondrous Item Wizard 5 Craft items from the wondrous list at 1/2 market price
Skill Focus: Knowledge Planes Lvl 6 +3 to this skill
Spell Focus: Conjuration Lvl 9 +1 to the save DC of conjuration/summons
Augment Summons Lore 3 +4 to Str and Con of all summoned creatures


Skills
Total Skill Points: 81 [60 (Wizard), 21 Lore]
Languages: Common, Gnome, Draconic, Giant, Elf, Dwarf, Auran, Terran, Celestial, Abyssal, Infernal
Armor Check Penalty: 0 [0 Shield]

Spot: +0 [+0 wis]
Listen: +2 [+0 wis, +2 Race]
Hide: +11 [+3 dex, +4 Racial, +4 Size]
Move Silently: +3 [+3 dex]

Balance: +5 [+3 dex, +2 synergy (tumble)]
Jump: -5 [-1 str, +2 synergy (tumble), -6 speed (land 20)]
Climb: -1 [-1 str]
Swim: -1 [-1 str]
Tumble: +8 [+3 dex, 5.5 Ranks (4 Instant Mastery, 3 Lorecc)]

Concentration: +16 [+3 con, +13 Ranks (10 Wiz, 3 Lore)]
Spellcraft: +22 [+7 Int, 13 Ranks (10 Wiz, 3 Lore), +2 Synergy (Know: Arcana)]
Diplomacy: +8 [+2 cha, +6 Ranks (10 Wizcc, 3 Lorecc)]

Knowledge (Arcana): +20 [+7 Int, 13 Ranks (10 Wiz, 3 Lore)]
Knowledge (The Planes): +23 [+7 Int, 13 Rank (10 Wiz, 3 Lore), +3 Feat]
Knowledge (History): +12 [+7 Int, 5 Rank (5 Wiz)]
Lore (as bardic knowledge): +12 [+7 Int, +3 Lore, +2 Synergy (Know: History)]
Speak Language [2 Race, 4 Int, 5.5 Rank (5 Wizcc, 3 Lore)]

Conditional Modifiers
None

Prefight Actions
Cast extended mage armor (20 hours remaining)

Equipment Worn and Carried
Starting gold at ECL 10 = 51,000
Monk Outfit [0 lbs] [0 gp]
Cloak of Resistance +2c [0 lbs] [2000 gp]
Handy Haversackc [5 lbs] [1000 gp]
Spell Component Pouch [2 lbs][5 gp]
Spare Spell Component Pouch [2 lbs][5 gp][In Haversack]
Boccob's Blessed Bookc [1 lbs][6250 + 5550(spells) gp][In Haversack]
Headband of Intellect +4c [0 lbs][8000 gp]
Amulet of Health +2c [0 lbs][2000 gp]
Gloves of Dexterity +2c [0 lbs][2000 gp]
Winged Bootsc [3 uses per day] [0 lbs][8000 gp]
Wand Magic Missile [CL9] [0 lbs][6,750 gp]
Secret Chest [Holds 1 ft3 per CL][5000 gp]
Replica Secret Chest [1 lb][50 gp][In Haversack]
Amulet of Divine Rejuvenation [In Secret Chest][Quest Item]
Borgo's Ale [Present from Ashur]
10 colossal arrows (in 1 quiver) [24 lbs][8 gp][In Haversack]
10 colossal arrows [silver] (in 1 quiver) [24 lbs][28 gp][In Haversack]
10 colossal arrows [cold iron] (in 1 quiver) [24 lbs][16 gp][In Haversack]
Diamond Dust [0 lbs][500 gp][In Spell Component Pouch]
Gold Coins [.75 lbs][38 gp][In Haversack]

Expendable Items Max total (ECL2 x 50): 3800/5000 gp

Scrollc of Home: Break Enchantment [cl9], Secure Shelter [cl7], Protection from Arrows [cl3], Arcane Sight [cl5] [562.5 + 350 + 75 + 187.5 = 1175gp]

Scrollc of Attack: Stoneskin [cl7], Greater Invisibility [cl7], Ventriliquism [600 + 350 + 12.5 = 962.5gp]

Scrollc of Caution: Solid Fog [cl7], Magic Circle vs. Good [cl5], Haste [cl5], Glitterdust [cl3], Glitterdust [cl3], Fox's Cunning [cl3] [350 + 187.5 + 187.5 + 75 + 75 + 75 = 950gp]

Scrollc of Diversion: Invisibility [cl3], Obscuring Mist [cl1], Expiditious Retreat [cl1], Web [cl3] [75 + 12.5 + 12.5 + 75 = 175gp]

Scrollc of Enhancement: See Invisibility [cl3], Bear's Endurance [cl3], Bear's Endurance [cl3], Obscuring Mist [cl1], Web [cl3], Resist Energy [cl3] [75 + 75 + 75 + 12.5 + 75 + 75 = 387.5gp]

Scrollc of Defense: See Invisibility [cl3], Shield [cl2], Shield [cl2], Truestrike [cl1], Truestrike [cl1] [cl1] [75 + 25 + 25 + 12.5 + 12.5 = 150gp]

Equipment at Home
None

Allies
Maximum CR per ally: CR 6 (ECL-4, min. 1)
Maximum ECL per ally: ECL 8 (ECL-2)
Maximum CA of allies per fight: CA 8 (ECL-2)

* * Pitlords may cut here * *

Miscellaneous Information
Tactics will be sent.

Auburn is a career wizard. She studied from a young age, and went to the Emerald Star Academy as soon as she could. After graduation, she was called to Gladius by a member of The Arcane Order. Auburn holds a reverence for Boccob, despite not being particularly religious. She has recently developed a dislike for the followers of Denth. Auburn's most powerful skill is summoning and conjuration, but her passion lies in studying temporal effects and the Nimbus.

Cantrips: resistance, acid splash, det. poison, det. magic, read magic, dancing lights, flare, light, ray of frost, ghost sound, mage hand, mending, message, open/close, arcane mark, prestidigitation

Lv. 1 - grease, mage armor, summon monster 1, prot. evil, prot. good, shield, true strike, magic missile, ventriloquism, obscuring mist, silent image, expid retreat

Lv. 2 - summon monster 2, web, resist energy, glitterdust, fox cunning, prot arrows, summon swarm, see invis, scorching ray, blur, invis, mirror image, bears, bulls, cats, eagles, owls, rope trick

Lv. 3 - stinking cloud, summon monster 3, dispel magic, secret page, fly, magic circle good, magic circle evil, nondetection, arcane sight, tongues, invis sphere, haste, shrink item, blacklight

Lv. 4 - summon monster 4, dimension door, black tentacles, stoneskin, dimensional anchor, secure shelter, solid fog, greater invis, rainbow pattern, polymorph

Lv. 5 - summon monster 5, lesser planar binding, dismissal, telekinesis, break enchantment, cloudkill, secret chest, wall of force, baleful polymorph

Total Pages Available: 1000
Total Pages Used: 191
Total Cost: 5550 gp
[(16 Cantrips), (12 x 1), (18 x 2), (14 x 3), (11 x 4), (9 x 5)]
[Blue spells are free from leveling]



LV Class Feature Stat Feat

11 lore language
12 lore 2nd lv spell Int spellcraft focus
13 arch spell like
14 arch shaping
15 arch spell power Quicken
16 arch spell like Int
17 arch arcane fire
18 conj Persistant
19 conj
20 conj bonus feat Int



Previously Owned







Fight Cycle Information

Time Before Fights:
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:


Time Between Fight:
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:



Fight Results
TelinArtho

08-08-07, 05:42 PM
If you don't mind - I'd like to take this from the point of when the original Auburn dies to the point when she is reborn. The flames reference here is the Flame Strike from the encounter where she died.

Flames.

All around her - flames. Burning her.

Then nothing.

Auburn did not know when, but soon she found herself in an ocean, a dark sea of nothingness. She called out to her sister for direction, but she could not see her, could not hear her.

Where was she?

Nothing to give her any clue, it was only a startling occurence to notice she had no problem breathing underwater. Not that she breathed water - but rather she didn't need to breathe. Curious.

She'd have to research that later.

All of a sudden a vision of her sister - not 20ft away. Drowning.

And then a shark - an evil creature with red scales and insectile limbs ending in crab claws tears Sdentch to so much blood and death.

Auburn screamed and was startled to hear herself. Startled more still to see the shark refocus on her.

The creature turned fully towards Auburn, she noticing a second pair of arms of it that were before hidden from view.

Like Sdentch's mission, treat this as a dreamscape - so the description is highly morphic (also for you). The worse it seems to be going, the more dire it will seem - the better, the more hopeful.

Your knowledge check is enough to know this thing is a half-fiend Sahaugin Mutant Cleric of Darkness and Evil 7.

Equipment: Chain Shirt +1 of Quickness, Periapt of Wisdom +2, Cloak of Resistance +2, 20 Javelins, 2 Silver Holy Symbols, Potion of CSW, Potion of Bull's Strength.

(Nice knowledge...)



http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,9,31;b=N ame,M,23,31
Vathelokai

08-08-07, 11:13 PM
The blood flows away like silk in water, revealing the shark coming toward her through a gateway, a tunnel, a portal. It is the sign of Denth. He comes... a disembodied voice like the water itself.

They wait, watching each other, circling without moving. It's seen to twitch and wiggle with a life of their own, independent of the solid waiting eyes and claws. Auburn whispers to herself, "You're waiting for me to run... so you can chase me... aren't you, puppy." She grins slowly, barring teeth. Faint lights appear below the shark, as Auburn focuses her mind, penetrating the veil between worlds with razor intellect.



Has init been rolled yet? The following assumes I win init; I loose and it's move might change things entirely...

Cast summon monster 4 for 1d4+1 augmented cel. riding dogs (from summon 2 list). Move back to cover. Dogs will charge and surround. Something like this...
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=A,S,9,31,7,28,A uburn;b=F,M,23,31,Fiend;c=D,M,19,32,19,3 1,19,30,18,29,CDogs;d=DD,M,23,32,22,31,2 2,30,24,30,Dogs-after-move;los=9,31,19,31,2
TelinArtho

08-09-07, 10:32 AM
The shark leaps upward in the water, and suddenly disappears in blackness.

Sorry - forgot to roll initiative. The sahaugin casts Blacklight and moves 20ft up and 15ft closer.

This is still the arena though - so the celestial dogs won't be able to attack - so obviously if you want to change that - please do.
Vathelokai

08-09-07, 10:50 PM
Question: is the movement 3D? That is, is this being treated as underwater? Is the shark-cleric technicly flying? I'm a bit confused on that.
Vathelokai

08-10-07, 12:30 AM
"Ohhh... we know that game!" Clouds of otherworldly lights begin to rise from the planar rift below the ocean surrounding her in a mist that defies the currents. She raises her arms, floating slowly along.


cast obscuring mist from memory and move (half speed)
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=A,S,9,31,10,29, Auburn;b=S,M,23,31,20,31,Shark-20ft;n=Effect,8,29,4;o=Effect,19,31,4
TelinArtho

08-10-07, 11:46 AM
Question: is the movement 3D? That is, is this being treated as underwater? Is the shark-cleric technicly flying? I'm a bit confused on that.

He is flying - that's what I am meaning. This is "underwater" in terms of the dream - but in game terms - you are in a regular arena and are bound by physics. Sorry about the confusion.
TelinArtho

08-13-07, 09:52 AM
In the obscurment of the cloudy water around her, Auburn can't see her opponent. She does hear him cast an Armor of Darkness spell though - so she knows the blacklight around it is strengthening.

As stated, you hear the Armor of Darkness, but do not hear movement other than that. Also - in your image - just a correction - Blacklight is only a 10ft radius - not 20ft.
Vathelokai

08-13-07, 12:18 PM
Activate boots of fly and move up to the top of the cloud at half speed. dispel the blacklight and move back into the fog. If it works out hit him with baleful polymorph; if that doesn't work, or things go awry, I'll get more tactics.
TelinArtho

08-13-07, 12:42 PM
Auburn moves to the top of the mist and finds the blacklight is much closer than it was before. Auburn hears the creature attempt to dispel the mist, but is unsuccessful. The cloud moves ever closer and soon Auburn is bathed in the darkness.

Horrifying images of Sdentch being killed flood her mind as the darkness envelops her. And then - she hears the creature gasp - as if it had just discovered her.

Another thing I just noticed - Obscuring mist starts off centered on you - so the image you have up there is incorrect as well. Not a biggie in any case though.


Auburn activates winged boots and moves up 15ft (to top of cloud) and successfully hides.

Next round:
Sahaugin tries to dispel the mist but fails and moves closer and by chance, bases Auburn. The blacklight surrounds her, but the movement of the blacklight suggests that the sahaugin is more in front of her rather than above her.

Auburn is up.
Vathelokai

08-13-07, 01:20 PM
Was thrown off by the 'range 20 ft.' line in the spell block for obscuring mist. Move back into the mist and dispel from memory. Can't target anything while it's going. Keep moving slow for move silent..
TelinArtho

08-13-07, 01:50 PM
Bit of an issue. Can you do a targetted dispel on a blacklight spell that you have no LOS to? I don't think you can - so in order to dispel the blacklight you either need to be within 5ft of the outer edge of it or move out of the mist completely. I'll assume the former, since you are a sitting duck outside of the mist.

Auburn moves just outside of the pitch darkness, but as she moves away, an icy claw scratches her back, leaving a wound that festers and boils. She tries to dispel the darkness surrounding her foe, but finds the magic too strong to undo.

Soon, the darkness washes over her again and she hears the casting of a poison spell. The creature lashes out again at her, touching her arm. The effect is immediate, but Auburn's will rejects the poison.

Give in Auburn. All your friends are dying about you. Because of you. Resistance just is a delay to your death, and a short delay only.

The shark's mocking words cut deeply into her as another flash of a memory invades her mind - a hellspider eating a young child left behind by a fleeing mother.

Auburn moves away, drawing an AoO that hits for 9 and casts Dispel Magic (failure) on the blacklight.

[Next round]
Sahaugin moves to base and casts Poison and touches successfully. Auburn resists the effect (repeats in round 13).


http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,S,9,31,10, 29,8,29;b=Name,M,20,31,13,31,11,30,9,30; n=Effect,10,30,4
Vathelokai

08-13-07, 02:36 PM
No dice love.

tumble back and cast web between the two pillars. Then I need to run and hide until that blacklight wears off. Flee and use invis from scroll.
TelinArtho

08-13-07, 05:11 PM
Auburn tumbles away in the darkness, but not deftly enough to avoid another claw striking at her back. The wound stings some more - the blood clouding up the darkened water.

She casts forth another spell, hoping to delay the creature while the blacklight expired, the webs sprouting forth and catching everything around it.

The creature, unseen to Auburn, doesn't come out of the webs that she can see.

AoO on the failed tumble hits for another 9. No LOS or LOE, so you don't know what's going on. Up to you now.
Vathelokai

08-13-07, 05:36 PM
It's it's move right?

If the blacklight moves (ie, it changes the square it's in) or if I hear it cast freedom of movement or a fire spell then cast invis from scroll and move into the center pillars.

If the blacklight doesn't move, cast stinking cloud on it.
TelinArtho

08-13-07, 09:06 PM
You have no LOS to the blacklight effect. So you cannot tell if it moved or not. You do know that it didn't move out towards you and you certainly did not hear it cast a spell.

It did do something - but what that something is - you do not know.
Vathelokai

08-14-07, 09:39 AM
I tumbled 30 ft, then cast web on the area, but I cannot see the area now?

Webs are only 20 ft radius and need 2 opposing anchors, so the web should only be connecting the two pillars (line instead of globe).

What am I missing here?
TelinArtho

08-14-07, 10:27 AM
Oh I get you. I have never really worked out how the effect has a radial area and yet needs the opposing anchors. I suppose I could allow that.

Okay - then in that case you do see the blacklight effect, but it did not move.
Vathelokai

08-14-07, 11:37 AM
It's it's move right?

If the blacklight moves (ie, it changes the square it's in) or if I hear it cast freedom of movement or a fire spell then cast invis from scroll and move into the center pillars.

If the blacklight doesn't move, cast stinking cloud on it.

Then we'll be doing this then.
TelinArtho

08-14-07, 11:44 AM
Luck smiles on thee fair adventurer.

As the noxious clouds invade the webbed area - Auburn waits for a moment for some indication of whether the shark-creature is affected. About to cast off the threads of an invisibility spell, she sees and hears the telltale signs of the spell working - the shark retching all over the webs - the sound of sickness.

Congratulations - but can you finish it off before the effect is done... ? :)
Vathelokai

08-14-07, 11:52 AM
The durrations of the cloud and the web are longer then the blacklight; so wait until I can target the damned thing, then try baleful polymorph.

Note: it takes a full round action to get out of webs, but with stinking cloud, it can only take a move action.
TelinArtho

08-14-07, 12:27 PM
Except remember that Stinking Cloud acts like Fog Cloud - so no LOS again...
Vathelokai

08-14-07, 04:24 PM
Sorry for the delays; at work.

Since stinking cloud has a medium range, can't it be placed so that the globe of blackness is at the edge of it; thus the monster is only 5 ft from the edge and can be spotted.
TelinArtho

08-14-07, 05:30 PM
Auburn waits patiently for the darkness to fade and for his foe to come into view. Once the shark is there - Auburn tries to curse the creature into a small animal, but it resists the spell without any effort.

Failed vs. SR
Vathelokai

08-15-07, 12:49 AM
Looks like I prepared too much for group/campaign stuff...

round 4
auburn casts stinking cloud

round 5-7
AUburn waits (delays initiative so that her action happens before the stinking cloud will evaporate; important to round 13)

round 8
blacklight disappears
Auburn casts polymorph

...

Round 9-12
auburn uses wand of MM (cl9); draws scroll

Round 13
auburn casts greater invis from scroll.
Stinking cloud dissipates

Round 14-19
Auburn moves and uses wand of MM (move to stay out of invis purge area).


playing the odds, that should work out.
TelinArtho

08-15-07, 10:30 AM
Magic Missile rolls (http://invisiblecastle.com/find.py?id=1209711) - two pass SR for a total of 32 damage (rounds 9-12)
Duration of Stinking Cloud (http://invisiblecastle.com/find.py?id=1209719) - 4 rounds extra nausea
Magic Missile rolls (http://invisiblecastle.com/find.py?id=1209720) - none pass SR (rounds 14-16)
Shark fails to move out of web (http://invisiblecastle.com/find.py?id=1209725)
Magic Missile fails to break SR (http://invisiblecastle.com/find.py?id=1209727)
Shark breaks free, Magic Missiles fail (http://invisiblecastle.com/find.py?id=1209729)

[Rounds 9-12]
Magic Missiles at the shark - two pass SR for 32 damage.

[Round 13]
Cast Greater Invisibility from scroll, Stinking Cloud dissipates (4 rounds extra nausea)

[Round 14-16]
Magic Missiles at the shark - none pass SR.

[Round 17]
Shark tries to escape webs, but fails.
Magic Missiles at the shark, fail SR.

[Round 18]
Shark tries to escape webs and succeeds.
Magic Missiles fail to break SR.

[Round 19]
Shark casts Spell Immunity.

(what a bad string of SR rolls... Sorry man)
Vathelokai

08-15-07, 11:51 AM
Ouch. Well....

Summon monster 5 for a group of lantern archons (1d3 from summon monster 4). If 3 arrive, surround cleric and shoot first round. If 1-2 arrive, surround auburn and ready to shoot.

Then pull out my regular colossal arrows and shoot him with TK.
TelinArtho

08-15-07, 12:40 PM
[Round 19]
Shark casts Spell Immunity
Auburn casts SMV for 1d3 Lantern Archons and gets 1 (http://invisiblecastle.com/find.py?id=1209829)
It fires a light ray (http://invisiblecastle.com/find.py?id=1209831) at the shark and confirms a critical for 3 damage (http://invisiblecastle.com/find.py?id=1209833)
Auburn draws some arrows.

[Round 20]
Shark casts invisibility purge and moves towards Auburn.
[Greater Invisibility ends - heh - just in time for the shark to cast Invisibility purge...]
Auburn casts TK and thrusts the arrows (http://invisiblecastle.com/find.py?id=1209836) at the Shark. Only 2 hit for 20 damage. No critical (http://invisiblecastle.com/find.py?id=1209843)
Lantern Archon fires off 2 light rays, but hits only once (http://invisiblecastle.com/find.py?id=1209859) for 1 damage.

[Round 21]
Shark uses Unholy Blight (http://invisiblecastle.com/find.py?id=1209865) SLA. Both Auburn and the archon make their saves, but the archon is destroyed none-the-less.
[Status]
Shark xx-56/xx, Armor of Darkness, Spell Immunity, Invisibility Purge
Auburn 24/56, Mage Armor, Greater Invisibility (ended)
-- Lantern Archon -10/6, destroyed
Vathelokai

08-15-07, 12:49 PM
What a frustrating little baddie... Scorching ray and retreat to cover.

Leaves me with 2 spell levels for the fight...:eek:
TelinArtho

08-15-07, 12:57 PM
Don't get too discouraged - he's very nearly dead.

Auburn casts Scorching Ray, but the cloak of darkness around the shark protects it from harm (missed the touch by 2 :( ). She then moves away.

[Round 22]
Shark moves closer and activates a Poison SLA. (Range 40ft).
Vathelokai

08-15-07, 01:07 PM
Problem is I've run out of dmg effects. And silly me I have no weapons (not that my 1d4-1 dmg would do much anyway).

I've got two options it looks like. Use truestrike and arrows as improvised spears or try another shot of magic missile and hope it used spell immunity vs. something else.

Hrmmmm...

Thoughts? Am I missing something?

Edit: rollers down so I can't check; did you roll both scorching rays; high CL and all...
TelinArtho

08-15-07, 02:19 PM
I did forget, but unfortunately it missed as well...

I'm not sure what you can do here myself.

I really thought you had a decent chance here, but getting only 2 out of 8 magic missiles through on a 55% chance is a major cause of your failure here - in other words, my dice had it in for another player... again.

Feel free to look around for other options if you like though.
Vathelokai

08-15-07, 02:34 PM
I'd need your rules interpretation: can I throw colossal arrows as though they are spears? Usually you cannot use a weapon that much larger than yourself, but ammo is kind of a gray area I think. If that works I have 2 more shots; double move, then truestrike/move, then move and throw a 'spear' at it.

Otherwise it's a retreat.
TelinArtho

08-15-07, 02:37 PM
Arrows are treated as improvised daggers in melee, so that would be a light weapon.

Medium (one-handed) -> Large (two-handed) -> Huge (unwieldable) -> Gargantuan (unwieldable) -> Colossal (unwieldable).

I'm sorry - I don't see that working for you.

Questlog updated - if you see something that would've made a difference, let me know.
Vathelokai

08-15-07, 02:46 PM
Guess it's time to wake up then.

No worries. Vandalar is covering the guild end of the campaign as well.