MiniQuest: "Renovations at Dargenfest Hall" [EL 4] [Archive] - Wizards Community

Post/Author/DateTimePost
Vathelokai

08-16-06, 05:25 AM
This is a MQ for Osiris to join TAO.
Iced and Vathelokai own this thread.

Results: [Success]
Osiris finds the lair of an Otugh and exhausts the beast using only her concentration.

XP: 1200
GP: 1200

Notes
Items used: Scroll: web, Scroll: summon swarm, Scroll: Silent Image
Spells cast: None
Vathelokai

08-16-06, 05:26 AM
http://www.vikingmud.org/guilds/necromancers/art/royo25.jpg

Osiris
"Death Is Only the Beginning"
Female Human
Lawful Neutral
Necromancer 4
6,636/10,000xp

STR...08 [-1]...(00 pts)
DEX...16 [+3]...(10 pts)
CON...16 [+3]...(10 pts)
INT....19 [+4]...(16 pts)[+1 @ 4th]
WIS...08 [-1]...(00 pts)
CHA...08 [-1]...(00 pts)

Hit Points: 23.5 (4+2.5+2.5+2.5+12 Con) [4 HD]
AC 13 [+3 Dex], Touch 13, Flat 10 [+4 Mage Armor (Armor)][+4 Shield (Shield)][+5 Alter Self: Lizardfolk (Natural Armor)]
Initiative: +3 [+3 Dex]
BAB/Grap: +2/+1 [+2 BAB, -1 Str]
Speed 30'

Saves:
Fort +05 [+1 Wiz, +3 Con, +1 Enhancement]
Refl +05 [+1 Wiz, +3 Dex, +1 Enhancement]
Will +04 [+4 Wiz, -1 Wis, +1 Enhancement]

Attacks:
Cerimonial Bone Dagger +0 Melee, 1d4-1 [19-20/x2]
[Ma] Light Crossbow +06 Ranged, 1d8 [19-20/x2][80' Range]
Scythe -4 Melee, 2d4-1 [20/x4][CDG Only]

Feats:
Scribe Scroll Wizard Bonus
Spell Focus: Necromancy Human Bonus
Alertness Familiar
Tatoo Focus: Necromancy Level 1
Craft Wondrous Item Level 3

Racial and Class Abilities:
Bonus Feat
Bonus Skill Points
Arcane Spellcasting
Summon Familiar
Scribe Scroll
Specialist Wizard: Necromancy, Opposed Evocation and Enchantment

Skills (49 Points Wizard):
+13 Craft: Painting [7 Wiz, +4 Int, +2 Tool] [6 Ranks]
+11 Spellcraft [7 Wiz, +4 Int] [6 Ranks]
+10 Knowledge: Arcana [6 Wiz, +4 Int] [6 Ranks]
+10 Concentration [7 Wiz, +3 Con] [6 Ranks]
+06 Ride [6 Wizcc, +3 Dex] [3 Ranks][+2 Stay In Saddle]
+06 Tumble [6 Wizcc, +3 Dex] [3 Ranks]
+06 Escape Artist [6 Wizcc, +3 Dex] [3 Ranks]
+01 Spot [-1 Wis, +2 Alertness] [0 Ranks]
+04 Listen [-1 Wis, +2 Alertness, +3 Familiar] [0 Ranks]
+08 Knowledge: Local [4 Wiz, +4 Int] [6 Ranks]

Speaks Common, Elven, Draconic, Giant, Infernal

Spells Memorized: [5/5/3]
0: [DC 10 +4 Int] Disrupt Undeads, Touch of Fatigues, Acid Splash, Acid Splash, Acid Splash
1: [DC 11 +4 Int] [s]Chill Touchs, Chill Touchs, Chill Touchs, Cause Fears
2: [DC 12 +4 Int] Ghoul Touchs, Ghoul Touchs, Ghoul Touchs
s = Specialty School +2 DC, +1 on CL Checks to Overcome SR, +1 Spell/Level

Spellbook:
0: All cantrips excluding those from the schools of Evocation and Enchantment.
1: Chill Touch, Ray of Enfeeblement, Shield, Mage Armor, Obscuring Mist, Cause Fear, Silent Image, Feather Fall, True Strike
2: Ghoul Touch, Summon Swarm, Web p, Invisibility p, Spider Climb p, Alter Self p
p = Indicates spell was purchased, * Spell Guides: TAO (http://boards1.wizards.com/showpost.php?p=7660565&postcount=13), Spells (http://www.systemreferencedocuments.org/35/sovelior_sage/wizardSpells.html), Class (http://www.systemreferencedocuments.org/35/sovelior_sage/wizard.html)

Buffs and Prefight actions:
- All Scrolls Deciphered
- Feed Ornerus and Oscuria
- Bring Ornerus and Oscuria into combat

Equipment:
Clothing - Tattered Cerimonial Robes
Weapon - Cerimonial Dagger [1 wt][2 gp]
Weapon - Scythe [10 wt][18 gp]*
Weapon - [Ma] Light Crossbow [4 wt][335 gp]
Ammunition - 28x Crossbow Bolts [3 wt][3 gp]
Magic - Cloak of Resistance +1 [1 wt][500 gp/40xp]c
Gear - Millitary Saddle [30 wt][20 gp]*
Gear - Spell Component Pouch [2 wt][5 gp]
Ally - Ornerus the Light Warhorse [-- wt][150 gp]
Ally Armor - [Ma] Chain Barding [50 wt][550 gp]*
* = Borne by Ornerus

Expendable Items: [CL]
2x Caltrops [4 lbs][2 gp]

Scroll:
(1x) 1x Spider Climb [CL3], 1x Invisibility [CL3], 1x Alter Self (Lizardfolk) [CL3], 1x Silent Image [CL1], 1x Shield [CL2], 1x Mage Armor [CL1] [275gp/22xp] Each

Scroll:
(1x) 6x Ray of Enfeeblement [CL1] [75gp/6xp] Each

Scroll:
(1x) 6x 5x Obscuring Mist [CL1] [75gp/6xp] Each

Equipment at Home:
Gold: 748.5gp
[Ma] Artisan's Tools [5 wt][55 gp]
Tome of the Long Death [3 wt][15 gp] (Treat as Spellbook)
Scroll:
(1x) 3x True Strike [CL1] [32.5gp/3xp] Each
Scroll:
(1x) 3x Web [CL3], 3x Summon Swarm [CL3] [450gp/36xp Each]
Scroll:
(2x) 6x Chill Touch [CL3] [225gp/6xp] Each

Miscellaneous Statistics:
Encumbance: 0-26 (light), 27-53 (medium), 54-80 (heavy)
Weight carried: 15 lb
Mount weight carried: 224 lb


[B]Oscuria the Bat Familiar
Diminutive Animal
Hit Dice: 3HD (9 hp)
Initiative: +2
Speed: 5 ft (1 square), fly 40 ft. (good)
Armor Class: 18 [+4 size, +2 Dex, +2 Natural], Touch 16, Flat-Footed 16
Base Attack/Grapple: +1/–16
Attack: Melee Touch +7
Full Attack: Melee Touch +7
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Blindsense 20 ft., low-light vision, Alertness, Improved Evasion, Share Spells, Empathetic Link, Deliver Touch Spells
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Hide +14, Listen +8*, Move Silently +6, Spot +8*
Feats: Alertness
Environment: Temperate deserts
Organization: Colony (10–40) or crowd (10–50)
Challenge Rating: 1/10
Advancement: —
Level Adjustment: —

Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats.

Combat:
Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.

Skills: *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.


Ornerus the Light Warhorse
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 18 [–1 size, +1 Dex, +4 natural, +4 Armor], Touch 10, Flat-Footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —

These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.


http://www-eleves.int-evry.fr/clubsf/dossiers/images/necromancer.jpg

coming soon...

Default Tactics
Ride Ornerus and Cast Spells

Fights results:
1: (http://boards1.wizards.com/showpost.php?p=9277052&postcount=636) FFA - Uhinoskeli (Creole) vs Osiris (Iced) vs Rinzwind (Anaconda): (1/0) [+1,500 XP][+1,500 gp][FA: Painting (66gp)]
Agility and Strength-Sapping Magic Bring Victory without a spell component pouch or allies.
C1: (http://boards1.wizards.com/showpost.php?p=9637912&postcount=753) (2x) 6x Chill Touch [CL3], 6x Obscuring Mist [CL1], 3x True Strike [CL1], 3x Web [CL3]/3x Summon Swarm [CL3]
Osiris channels her incantations into physical form to grant herself greater power.
2: (http://boards1.wizards.com/showpost.php?p=9731891&postcount=794) Osiris vs Ilendil (TelinArtho) (2/0) [+675 xp][+675 gp][FA: Painting (66gp)]
Oscuria Brought Death on Swift Wings

Past Expenditures (400 gp):
Summon Familiar [100 gp]
Scibed Web into spellbook [300 gp]
Scibed Invisibility into spellbook [300 gp]
Scibed Spider Climb into spellbook [300 gp]
Scibed Alter Self into spellbook [300 gp]

Fight 1:
- 1x Spider Climb [CL3], 1x Invisibility [CL3], 1x Alter Self [CL3], 1x Silent Image [CL1], 1x Shield [CL1], 1x Mage Armor [CL1] [262.5gp/21xp]
- 2x Crossbow Bolts [--]

Fight 2:
-1x Scroll of Invisibility [CL3] [75gp]


Time Between Fight: 5 hrs
Prebuffs/Ongoing Effects: None.
Items Used: Scroll of Invisibility [CL3]
Spells or Powerpoints Used: Ghoul Touch [2nd level spell]
x/day Abilities Used: N/A
Free Activity: Painting 66gp

Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: None (Mage Armor ends in less than 1 hour.)
Items Used: Mage Armor and Shield from Scroll of Protection, 1 casting of Obscuring Mist from scroll, 7 bolts (13 shot, 7 hit, 6 missed, 6 recovered.)
Spells or Powerpoints Used: Ghoul Touch, Chill Touch (3 SL)
x/day Abilities Used: N/A
Free Activity: None

Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx
Vathelokai

08-19-06, 11:19 AM
Continued from the TAO thread...

After a couple days of wandering the halls of the Arcane Order, Osiris found herself skiming the shelves of the front library. Hi there. Cali had snuck in unnoticed. Osiris kept scanning the titles. We have an assignment for you.

That didn't take long.

You know, this is our public library. The more entertaining books are kept in the seperate buildings. Osiris nodded and continued reading titles. Cali waited a second before continuing. The construction crew has been working to renovate our necromancy building, Dargenfest Hall. They uncovered a secret room in the basement and now they won't go near the building. The Magister just left town. He's our most skilled necromancer you know. Actually the last two Magisters before him were necromancers. Anyway, we need a specialist to go and check the room out so we can finish the renovations.

Osiris turned to look at Cali. What did they find?

No idea. Probably just got scared of the unknown.

Osiris could think of plenty of reasons to be cautious in a building devoted to necromancy. Sounds reasonable enough.

It's the black stone building on the far side of the campus. Any time today will be fine. I have to be going now.

The place is easy to find. There are ten or so commoners near the building with construction tools. Any preperations?
Iced

08-21-06, 04:34 AM
send silent image in first from scroll and ride the horse if possible
Vathelokai

08-21-06, 05:13 AM
Osiris grabs her things and heads across the campus to the imposing black stone building. There are construction workers, obviously worried, milling about outside. She gathers from them that there is an awful stentch comming from the area they found.

She looks at the stairs down to the basement to see if her horse could navigate the way. The passages are wide enough, so she gives a shot at coaxing the horse down the stairs, but the horse will have none of it. Maybe it was scared of stairs, or maybe it was scared of the strange smell.

Slightly annoyed, Osiris pulls out a scroll and uses it to create an illusion of herself. The illusion leads the way and Osiris follows. The further she travels along, the stronger the odor gets. She soon finds the knocked down wall. There is no light inside of the rough looking hallway beyond it.

Osiiris moves behind a corner and sends her illusion into the dark hall to investigate. After half a minute or so, a greenish grey tentacle flashes from somewhere out of sight and flies through the illusion. Osiris has the illusion drop from the impact, but the creature, what ever it is, dosn't continue the attack.


I'm ruling that you have to push the horse to get it to navigate stairs.

You know the monster made its will save vs the illusion. You do not recognize the tentacle from anywhere (no appropriat know skill).

The tunnel is 10 x 10 and at least 40 ft deep.

If you want to throw a couple rounds of tactics at me, I can try to run this out quickly.
Vathelokai

08-25-06, 04:37 AM
I forgot to add her at home scrolls to her effective usable ones. If you'll allow it i'll cast web from my scroll and entangle it in the passage and then summon a swarm on it.

If not use following:

Using her familiar's blindsight to pinpoint her opponent she'll have it tell her the thing's relative size while she draws a scroll of enfeeblement and blasts it.

If it's not some creature type immune to it she'll then cast ghoul touch designating her familiar as the toucher and walk forward to provoke an AoO giving her familiar a clear run at a touch attack free of an AoO. After it's unable to attack Osiris will draw her scythe and CDG. (I'm assuming it has reach here so just walk into its effective range)

Since your 'home' is across the courtyard, I'll allow the home scrolls to be in your inventory.

Osiris moves a little down the hall to get a better view of the dark passage while she pulls out a scroll. With a word she fires magic from the scroll and into the hall. A white explosion of webs fills the entire space. The webs continue to vibrate and pull loose from the walls. Something large must be in there to be ripping at the webbing like that.

Osiris continues chanting, and soon each of the words on the scroll lifts up from the page and flies out, turning into a swarm of bats that fly into the webs, looking for whatever creature is there. The tiny bats flutter between the strands and into the webs. The strange tentacle lashes at them as they approach. Osiris concentrates on keeping the bats together while slowly backing away from the opening.

There is a sickly, choking, howling noise and the lumbering beast stumbles into the doorway.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG204.jpg
Osiris has never seen anything like it. It's just a puddle of mouths and tentacles. It's spitting up some kind of slime, but she isn't sure if its the bats poison or just a natural thing for the beast to do. She keeps backing away and keeping the bats on it.

The reeling monster rolls the rest of the way out of the webed hallway, but it is still tangled up in the sticky white threading. It flails maddly and disperses the bats for a second. Then it turns toward Osiris and lunges toward her.

Monster hp ??-10/?? [entangled]
Osiris hp 23/23 [concentrating]
Monster saves vs web (rolled a 20). It is entangled.

I assume you want the bat swarm (wounding damage). If you prefer the spider swarm (str damaging poison), let me know.

Monster takes 6 damage from the swarm, is wounded, and is nauseated.
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.Next round the monster beats the nausea and takes 2 more swarm damage; also 1 more wound damage. It seems to identify you as the enemy.

Rules question: From the wording of the web spell, I am not sure if the entangle effect ends at the end of the spell durration, or if it leaves the area of effect. What do you think?


Osiris smiles grimly as the creature thrashes in the midst of her bat swarm. Clutching her scroll tightly in one hand she concentrates on maintaining her focus.I think that the entangling effect is broken once the creature exits the webs judging from the first paragraph of the spell description. Since the creature managed to roll a natural 20 on his reflex save:rolleyes: he can move around in the web area but only 5' per round devoted entirely to moving per 5 he beats a dc10 strength check. If he's nauseated i don't think he'll be able to move - the strength check is a full-round action. Since it's at the extreme edge of the webs it has something like 30' worth of movement before it reaches the edge of the web so i think i'll be good. If it gets within 5' of the edge of the webs make sure i start up the stairs to make it difficult terrain ending concentration if i have to so he can't charge. At that point my tactics will depend largely upon how damaged he is. Web
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20-ft.-radius spread
Duration: 10 min./level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: No

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled.

Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

Material Component: A bit of spider web.

Finding a good spot, Osiris continues commanding the bats to ravage the aberration in the tunnel. It keeps flailing, but the more the bats confuse it, the less progress it makes through the webs. After a full minute of thrasing the beast begins to slow and finally colapses from tiny bites and exhaustion.

Misread the web rules (thought movement slowness applied only if you fail the reflex save) It never got out of the web. At round 11, it drops to 0 hp. It will bleed to death from the bat wounds in 10 rounds (or faster if you decide to kill it.) You could heal it at the last second and cage it up :D
Iced

08-26-06, 05:21 AM
Reaching the monster Osiris stabalizes it as she calls to the workers, "It's safe now, the beast has been defeated!" Tentatively a worker pokes his head in the passage and spots the beast. Soon they have it caged up and transport it to the TAO reasearching facilities, a creature for the students to study and test spell effects on.