MiniQuest: "Under Construction" [TAO Guild Entry] [EL 4] [Archive] - Wizards Community

Post/Author/DateTimePost
Vathelokai

10-26-06, 05:40 AM
This is a Mini Quest for Fnorri the Miser (False_Keraptis) to join TAO. This is the third week of Fnorri's cycle, so anything goes. If you are not the Player or the Questlord, please refrain from interupting. Comments gratefully accepted at the tavern or via Private Message.

Success
This Week...
Fnorri becomes inspects the work on the new wizard tower at TAO. After looking at the blueprints he finds a door that shouldn't be there. Behind it a stair leads to the tunnels below and a vampire spawn making deals. Fnorri uses all his power and manages to burn the vampire down.

Spells Cast: shocking grasp, magic missile, scorching ray, reduce person
Items Used: scroll of scorching ray x2, scroll of expid retreat

XP: 1200
GP: 1200
Vathelokai

10-26-06, 05:41 AM
Ready for Oct 25, 2006 - Miniquest to Join TAO, Questlord Vathelokai [Out-of-cycle, if possible] - Free Activity: Craft:Stonecarving (108 gp)

http://i92.photobucket.com/albums/l24/False_Keraptis/200102_274_1.jpg
Art by Todd Lockwood. Used without permission. Let me know and I'll take it down.

Fnorri the Miser
Gender and Race: Male Deep Dwarf
Size and Type: Medium Humanoid (Dwarf)
Height and Weight: 4'5" 139 lb
Age: 139 (Middle Age)
Alignment: Neutral
ECL: Wizard (Evoker) 4
Experience: 7150/10000


A gratuity? For bringing a few plates? What a bizarre custom!





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



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



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


Attributes
STR 08 (-1) [01 pts] [09 Base, +0 Racial, -1 Age, +0 Enhancement, 0 Advancement]
DEX 14 (+2) [08 pts] [15 Base, +0 Racial, -1 Age, +0 Enhancement, 0 Advancement]
CON 16 (+3) [08 pts] [15 Base, +2 Racial, -1 Age, +0 Enhancement, 0 Advancement]
INT 22 (+6) [16 pts] [18 Base, +0 Racial, +1 Age, +2 Enhancement, +1 Advancement]
WIS 12 (+1) [03 pts] [11 Base, +0 Racial, +1 Age, +0 Enhancement, 0 Advancement]
CHA 07 (-2) [00 pts] [08 Base, -2 Racial, +1 Age, +0 Enhancement, 0 Advancement]

Miscellaneous Statistics
Hit Points: 23
[3 HD] [4 Wizard + (2.5 Wizard x 3) + (4 HD x 3 Con)]
Armor Class (Normal): 12
[10 Base, 2 Dex]
Armor Class (Touch): 12
[10 Base, 2 Dex]
Armor Class (Flat-Footed): 10
[10 Base]
Initiative: +2
[2 Dex]
Base Attack Bonus: +2
[2 Wizard]
Grapple: +1
[2 BAB, -1 Str]
Speed (Land): 20 ft
[20 Base]
Weight Carried: 22.9 lbs, light encumbrance
[0-26 (Light), 26-53 (Medium), 53-80 (Heavy)]

Saves
Fortitude: +7 (+3 vs. Spells, Spell-likes, and Poisons)
[+3 Con, +1 Wizard, +2 Familiar, +1 Resistance]
Reflex: +4 (+3 vs. Spells, Spell-likes, and Poisons)
[+2 Dex, +1 Wizard, +1 Resistance]
Will: +8 (+3 vs. Spells, Spell-likes, and Poisons)
[+1 Wis, +4 Wizard, +2 Feat, +1 Resistance]

Melee Attacks
Dagger +1
[-1 Str, +2 BAB]
Scythe -3, 2d4-1, (20/x4), Piercing or Slashing (The obligatory CDG nonsense)
[-1 Str, +2 BAB, -4 Nonproficiency]

Ranged Attacks
Light Crossbow +4, 1d8, (19-20/x2), Range 80 ft, Piercing
[+2 Dex, +2 BAB]

Special Attacks & Abilities
Darkvision 90 ft
Light Sensitivity (dazzled in bright sunlight or the radius of a daylight spell)
Forbidden Schools: Conjuration and Abjuration

Arcane Spells Readied
Cantrips [DC 16] Touch of Fatigue, Ghost Sound, Touch of Fatigue, Ray of Frost, Ray of Frost
Level 1 [DC 17] Sleep, Magic Missile, Reduce Person, Shocking Grasp, Magic Missile, Magic Missile
Level 2 [DC 18] Blindness/Deafness, Blindness/Deafness, Scorching Ray, Tasha's Hideous Laughter, Invisibility

Spell Levels Available Per Fight: 6 (2 Cantrips)
[16 Total Spell Levels / 3, rounded up]
Total Spell Levels: 16
[(5 x 0), (6 x 1), (5 x 2)]
Arcane Spell Failure: 0%
[0 Armor, 0 Shield]
Caster Level: 4

Feats
Iron WillLvl 1
Craft Wondrous ItemLvl 3
Scribe ScrollWizard 1
Alertness*Familiar


Skills
Total Skill Points: 43
[43 Wizard]
Languages: Dwarven, Common, Undercommon, Goblin, Terran, Giant
[2 Racial, 4 Int, 0 Speak Language]
Armor Check Penalty: -0
[0 Armor, 0 Shield, etc]

Balance: +2
[+2 Dex]
Concentration: +10
[+3 Con, +7 Ranks (7 Wizard)]
Climb: -1
[-1 Str]
Craft (Stonecarving): +17
[+6 Int, +7 Ranks (7 Wizard), +2 Equipment, +2 Racial]
Escape Artist: +2
[+2 Dex]
Hide: +2
[+2 Dex]
Jump: -7
[-1 Str, -6 Speed]
Knowledge (Arcana): +13
[+6 Int, +7 Ranks (7 Wizard)]
Knowledge (Dungeoneering): +7
[+6 Int, +1 Ranks (1 Wizard)]
Knowledge (Local): +7
[+6 Int, +1 Ranks (1 Wizard)]
Knowledge (Nature): +13
[+6 Int, +7 Ranks (7 wizard)]
Knowledge (Religion): +7
[+6 Int, +1 Ranks (1 Wizard)]
Knowledge (The Planes): +7
[+6 Int, +1 Ranks (1 Wizard)]
Listen: +1 +2 When familiar within arm's reach
[+1 Wis, 0 Ranks (0 Wizard)]
Move Silently: +2
[+2 Dex]
Search: +6
[+6 Int]
Spellcraft: +15
[+6 Int, +7 Ranks (7 Wizard), +2 Synergy (Knowledge (Arcana)]
Spot: +3 +2 When familiar within arm's reach
[+1 Wis, +2.5 Ranks (5 Wizardcc)]

Prefight Actions
Load crossbow
Bring Croesus

Equipment Worn and Carried
Basic Outfit
[0 lbs] [0 gp]
Headband of Intellect +2 (CL 3)
[0 lbs][2000c gp]
Cloak of Resistance +1
[1 lbs][1000 gp]
Scythe
[10 lbs][18 gp]
Dagger
[1 lbs][2 gp]
Light Crossbow
[4 lbs][35 gp]
29 Bolts
[0.1 lb each = 2.9 lbs] [0.1 gp each = 2.9 gp]
2 Spell Component Pouches
[4 lbs][10 gp]
Pearl of Power Ic
[0 lbs][500c gp]
Pearl of Power Ic
[0 lbs][500c gp]
Pearl of Power Ic
[0 lbs][500c gp]

Expendable Items
Scroll 1:
1 x Scorching Ray (CL 3)
[75c gp each = 75 gp]

Scroll 2:
3 x Enlarge Person (CL 1)
1 x Reduce Person (CL 1)
[12.5c gp each = 50 gp]

Scroll 3:
4 x Expeditious Retreat (CL 1)
[12.5c gp each = 50 gp]

Scroll 4:
1 x Truestrike
3 x Silent Image (Fnorri)
[12.5c gp each = 50 gp]

Scroll 5:
1 x Scorching Rayc
[75c gp each = 75 gp]

Total: 300 gp
Max total (32 x 50): 450 gp

Equipment at Home
Masterwork Stonecarving tools (+2 Competence bonus)
[55 gp]
Spellbook
1960 gp (under a loose brick in the fireplace)

Results

Cycle 1
Loss vs Joanni (Anaconda) - [300 xp] [375 gp]
"Who is that girl?" Ah yes, she's the lass that broke my jaw with a flail. At least t'wasn't an elf.
Second in all-vs-all with Ash (Niqil) and Valen Sky (Hirumajoe) - [600 xp] [675 gp]
I'd hoped to stand shoulder-to-shoulder with a doughty dwarf. It was not to be.
Win vs Heregifu, the Bronze Enchantress (Usernamer) - [1350 xp] [1425 gp]
Glorious victory, and versus a gray elf wizard, no less!

Crafted Pearls of Power

Cycle 2
Surrender vs Mort Noir Reborn (McJarvis) - [300 xp] [375 gp]
To concede a match stings dwarven pride, but one may as well try to fight a moonbeam.
Win by Default vs Alexander von Wright (Jerrick_QueKiri) - [900 xp] [975 gp]
Will I see actual battle this cycle? Well, as long as the paymaster is prompt, I'll not complain.
Loss vs Reginald Molehusband (hogarth) - [500 xp] [608 gp]
It was a defeat, yes, but by the inextinguishable flames of Moradin's forge, I gave the crowd a show worth the ticket price.




Gender and Race: Male Rat
Size and Type: Tiny Animal
Height and Weight: 4" 2 lb
Age: 8
Alignment: Neutral
ECL: N/A

Attributes
STR 02 (-4)
DEX 15 (+2)
CON 10 (+0)
INT 07 (-2)
WIS 12 (+1)
CHA 02 (-4)


Miscellaneous Statistics
Hit Points: 11
[3 HD] [1/2 x 18]
Armor Class (Normal): 16
[10 Base, 2 Dex, 2 Natural Armor, 2 Size]
Armor Class (Touch): 14
[10 Base, 2 Dex, 2 Size]
Armor Class (Flat-Footed): 14
[10 Base, 2 Natural Armor, 2 Size]
Initiative: +2
[2 Dex]
Base Attack Bonus: +1
[+1 Wizard]
Grapple: -11
[+1 BAB, -4 Str, -8 Size]
Speed (Land): 15'
Speed (Swim): 15'
Speed (Climb): 15'
Weight Carried: 0 lbs
Spell/Power Resistance: N/A


Saves
Fortitude: +2
[0 Con, +2 Animal]
Reflex: +4
[+2 Dex, +2 Animal]
Will: +5
[+1 Wis, +4 Wizard]


Melee Attacks
Bite +5, 1d3-4, (20/x2), (piercing)
[+2 Dex, +1 BAB, +2 Size]



Special Attacks and Abilities
Improved evasion, share spells, empathic link, deliver touch spells


Feats
Weapon Finesse: BiteLvl 1



Skills

Balance: +10
[+2 Dex, +8 Racial]
Climb: +12
Concentration: +7
[+0 Con, +7 Ranks (7 Wizard)]
Craft (Stonecarving): +5
[-2 Int, +7 Ranks (7 Wizard)]
Escape Artist: +2
[+2 Dex]
Hide: +14
[+2 Dex, +4 Racial, +8 Size]
Knowledge (Arcana): +5
[-2 Int, +7 Ranks (7 Wizard)]
Knowledge (Dungeoneering): -1
[-2 Int, +1 Ranks (1 Wizard)]
Knowledge (Local): -1
[-2 Int, +1 Ranks (1 Wizard)]
Knowledge (Nature): +5
[-2 Int, +7 Ranks (7 wizard)]
Knowledge (Religion): -1
[-2 Int, +1 Ranks (1 Wizard)]
Knowledge (The Planes): -1
[-2 Int, +1 Ranks (1 Wizard)]
Listen: +1
[+1 Wis, 0 Ranks (0 Wizard)]
Move Silently: +10
[+2 Dex, +4 Racial, +4 Ranks (4 Animal)]
Spellcraft: +7
[-2 Int, +7 Ranks (7 Wizard), +2 Synergy (Knowledge (Arcana)]
Spot: +3
[+1 Wis, +2 Ranks (2.5 Wizardcc)
Swim +10





Dwarf Traits (Ex): Dwarves possess the following racial traits.

+2 Constitution, –2 Charisma.

Medium size.

A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

Darkvision out to to 60 feet.

Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

+2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.

+2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.

+1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).

+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

+2 racial bonus on Appraise checks that are related to stone or metal items.

+2 racial bonus on Craft checks that are related to stone or metal.

Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.

Favored Class: Fighter.



Deep Dwarf
These dwarves live far underground and tend to be more standoffish with non-dwarves.

Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.

Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon.

Deep Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.

Racial bonus on saves against spells and spell-like abilities increases to +3.

Racial bonus on Fortitude saves against poisons increases to +3.

Darkvision out to 90 feet.

Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.



Try and blind them, then attack from range. If they're blind and they seem to be effective in sensing me by sound, deafen them.



Fnorri is a gruff, bald, red-bearded dwarf who has just arrived in Gladius from the Underdark settlement of Stjol's Fane. His constant boasts that he's twice the wizard any gray elf is mostly just amuse the locals. He fills any spare moment by carving exquisite chess pieces from fine stone.




Cantrips: Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Touch of Fatigue
Level 1: Sleep, Magic Missile, Shocking Grasp, Silent Image, Expeditious Retreat, Ray of Enfeeblement, Enlarge Person, True Strike, Reduce Person
Level 2: Fox's Cunning [300 gp], Scorching Ray, Blindness/Deafness, Tasha's Hideous Laughter, Invisibility


Total Pages Available: 100
Total Pages Used: 36
[(17 Cantrips), (9 x 1), (5 x 2)]
Gold Spent Copying Spells: 300





Starting: 3200 XP
Earned: 3950 XP
Spent: 0 XP
Remaining: 7150 XP




Starting: 3000 gp
Earned: 4433 gp
Spent: 5473 gp
Familiar 100
Gear 5073
Spellbook 300
Remaining: 1960 gp





None 0 gp received
[0 gp originally spent]




2 x Scroll of Scorching Rayc [150 gp]
2 x Scroll of Diminish Personc [25 gp]
2 x Scroll of Expeditious Retreatc [25 gp]
1 x Crossbow Bolt
Total: 200.1 gp
Vathelokai

10-26-06, 10:45 AM
Fnorri is assigned a comfortable room on the staff floor of Magister Hall, the main administrative buiiliding of the campus. Over the next couple days he finds out that 'Magister' is actually a title for the headmaster of the school. There have been 4 Magister's in the last 2 years (including the current Magister, Quinton).

There are 6 other buildings on the campus, excentricly build to different styles. The illusions building is simply one epic illusion in and of itself. The necromacy building is a long low dark structure that seems to still be undergoing renovations. Abjurations and Divinations seem to be cramed into the top floor of the Magister Hall. Fnorri saves scouting the other halls for later, and tracks down the evocations building.

The bottom floor of evocations is almost all huge lecture halls that can seat a hundred people with much room to demonstrate. The walls are reinforced and buffered for sound. The construction seems to be a mix of dwarvish and human. The second and top floor has many smaller classes, closets, small empty rooms. There are classes going on, but not all the rooms are full.

Over the couple days Fnorri finds out some of the recent history of the Order, as they call it. Two years ago a gladiator by the name of Angosh conquered the city with an army of demons. He reigned as king for a year. The school was one of the first places in the city to be locked down by the demons, and it stayed so for most of the year. One Magister was killed in the taking of the school, and another steped up to become an underground leader for the imprisoned mages. After the city freed itself of Angosh, the new Magister (whose name seems to be removed from all records and memories), set to rebuilding the school.

All went well for one school year, until the undertunnels of the school were invaded by devils working with a family of black dragons who lived (still live?) in the sewers of the city. The Magister was kidnapped. It took the remaining faculty (who hadn't fleed or been captured themselves) almost six months to clear out the enemies and take the campus back. Vandalar, the magister's assistant, took over headmastership of the school durring the battle. A local tavern and inn, The Red Lion, became famous as the HQ of the TAO 'war council', after giving free lodging to the arcanists.

Recently Vandalar and an older human named Quinton had recovered the body of the Magister, unfortunately still in a coma. After such a tough year, Vandalar decided to step down as headmaster, and Quinton is now the defacto leader.

While recieving this piecemeal history lesson from dozens of sources, Fnorri's attention is always brought back to the giant construction in the center of the courtyard between all the halls. The wizards are building a tower. A very large, tiered affair that dosn't seem to have any arcitectural features that Fnorri is familiar with. Rumor has it that the city complained about the height of the tower, so TAO is building the extra floors as basements instead of at the top. The dwarf can't see any evidence of that, but can't rule it out.

Link to past TAO quests
You can check out some of the past quests if you are inclined; most of the meat of TAO is in there. They are pretty much in cronological order.

Toss me some RP, then I'll move this quest along...
False_Keraptis

10-26-06, 06:56 PM
Fnorri takes a seat on a solid stone bench beneath an ancient ash tree and removes the wide-brimmed hat he's lately taken to wearing to shield his sensitive eyes from the burning sun of the surface world. He takes a wax paper bundle from his pack and unwraps it, revealing sausage, cheese, and a crusty baguette. He breaks off a hunk of sausage and gives it to his constant companion, the rat Croesus, who takes in his tiny paws, and he begins eating himself.

"Croesus, I must say this place is growing on me," the dwarf says, crumbs tumbling from his mouth, "And that halfling in the corner deli certainly knows how to fix a lunch... After observing Master Zodiac's Basic Enchantments lecture, I am favorably impressed; one certainly can't say they're coddling the students. High standards, that's exactly what these youngsters need! And did you notice, Croesus, the secret doors in the evocation building? Why, I'd wager the university administration itself doesn't know all of them. We'll have to examine them more carefully when the opportunity presents itself."

Fnorri brushes off his hands and, loathe to waste anything with the slightest monetary value, carefully folds up the wax paper his lunch was wrapped in, placing it in his pack for future use as writing paper.

"Now then Croesus, let us have a look at the excavations beneath yonder tower; the workmen will be grateful for an expert Dwarven perspective on the project."
Vathelokai

10-28-06, 11:47 AM
At first the workmen refuse Fnorri entry, but after a long discussion it is discovered that the foreman of the worksite is Fnorri's seventh cousin and the dwarf is allowed special guest privilages.

Inside the tower is very unfinished, but the base of the structure is mostly completed. The supports of the tower are built from a multiple materials, presumably to make them safer against magical attacks. Fnorri notes that it might help against transmutations, but against a solid sonic blast they would need something stronger.

He works his way to the top of the tower first. The entire place is solid. Even at the top floor there is no swaying that is common to the tall human builidings. Without all the walls put in yet, Fnorri is reminded of the wide low rooms of underground cities.

Working his way back down to the basement, he grudgingly admits that the srtucture is very well made, if a bit bland (even by dwarven standards). The thought of the humans and elves moving in and 'decorating' the place made him appreciate it even more.

Searching around he finds a number of secret passages. As he goes up to leave the building he stops with his cousing to look over the blueprints and notices that no passages are listed. Fnorri makes an off comment about the doors not being on public record, and his cousin gives him a funny look. Something immediately strikes Fnorri as odd about the reaction. The foreman seems like he really dosn't know about them. Just as quickly the forman changes the subject and seems to forget the conversation.

If Fnorri didn't know better he might that the foreman was under some type of enchantment. Or did he know better?
Vathelokai

10-30-06, 01:45 AM
Fast forward...

Fnorri decides to investigate himself. He borrows the blueprints and heads down into the basement. He finds two secret passages unmarked on the map. One connects a number of rooms on both underground levels. The other is on the bottom floor and leads downward.

He sees nothing peculiar in the room beyond the doorway, or the stairwell. He moves slowly analyzing the stonework. It seems to him that the passage was built at the same time as the rest of the structure, and most likely by the same people.

At the bottom of the stairs, about 100 feet below the surface, the corridor connects to older construction. From the smell Fnorri guesses it's part of the city's sewer cannals.

There is a 10 ft walkway on either side of the tunnel, with 30 ft of stagnant water between. Fnorri moves slowly along the wall. He thinks he hears something off in the distance. Presuming that his dwarven darkvision is superior to most anything that could be in a city, he inches forward to get a look. His plan works. At the end of his vision he spots two humans talking. One nods a couple times then leaves, headed away from Fnorri. Looking at the other closer, he realizes that it is actually an undead human from the pale boney features and the glow in the eyes. That would make it immune to sleep, blindness and laughter. And it probably eats up life force to boot., he mutters to himself.

It hasn't detected you you yet. No initiative yet. You have suprise. Please give a couple rounds at a time to speed things.
False_Keraptis

10-30-06, 03:42 AM
Fnorri holds his breath, then resolves to press on.
Whatever this thing is, I've got a couple evocations that should sort it out, he thinks as he mouths the words to an invisibility spell.

Here's the plan:
Round 1: Move silently away from it and cast invisibility from memory; share it with Croesus.
Round 2: Cast reduce person from memory, share it with Croesus.
Round 3: Draw scroll 3, cast expeditious retreat from it.
Round 4: Cast shocking grasp from memory, designate Croesus as the toucher; drop the scroll and draw dagger.
Round 5 (or whenever we're close enough):Hold action while Croesus charges. If he hits and discharges the shocking grasp, cast magic missile at the creature in the same round.
Round 6: Croesus moves away from it (withdraw action if possible) and Fnorri casts scorching ray at it from memory. If Croesus missed last round, forget this and just try the round 5 plan again.

If I'm under pressure, forget about ex. retreat; it's the least important part of the sequence.
Vathelokai

10-31-06, 06:50 AM
Fnorri moves all the way back into the stairwell and coats himself in magical auras before moving back out into the sewer. He inches along the walkway until he catches back up with the stranger who is pacing back and forth. Just as the man becomes visible to the dwarf, Fnorri trips over some debris on the ground. The man looks up and sprints in his direction.

As the man gets within 20 ft, Fnorri's rat leaps down and charges, becoming visible as he moves away from his master. The man takes a swing at Croesus, but misses the tiny creature. The rat tries to tackle the man's foot, and as he does arcs of electrictiy engulf both of them. The man seems mostly annoyed and only mildly bothered by the electricity. Fnorri unleshes a hail of magical force at the man, which he also seems to mostly repel. Then Fnorri backs away.

The man sprints after the now visible wizard. He barely catches up with Fnorri. Fnorri takes a step back and summons a beam of fire to his hands, but completely misses the man. The man steps forward and tries to slam his shoulder into the dwarf. Fnorri evades and backs away as far as he can, to the very edge of his ability to see the man. The man continues chasing. Fnorri notices that the scorch marks from his initial assault have almost disappeared from the man's skin.

Fnorri has deduced that it must have some kind of electrictity resistance, and also that it seems to be healing itself. The magic missiles hit fine; just a bad damage roll. Rolled a one to hit with the scorching ray; awful luck.

Next bit of strategy? You can outrun it, but you're a bit limited by darkvision. The man seems content to keep using run actions to chase you down.
False_Keraptis

10-31-06, 01:41 PM
Fnorri curses in dwarven and starts unrolling a scroll.

Alright, I want to hit him with both my scrolls of scorching ray, followed by another magic missile missile from memory (provided I last that long). Use 5-foot steps to avoid AoO's, of course. Not much I can do for defense other than hope for good luck.
Vathelokai

11-01-06, 10:45 AM
Fnorri pulls out his scrolls and begins quick stepping away from the stranger. He blasts him with one ray of fire. The man steps in and stares the dwarf straight in the eye. Fnorri quivers as blackness begins to overtake his mind. With a growl of dwarven rage he pulls himself together and fires another lance of flame at the man.

As the fire hits him he begins to shrivel up then spontaneously turns into a cloud of gas as though he was vaporized from the shot. The green cloud floats upward to the top of the tunnel where it seeps out through cracks in the ceiling.

Fnorri catches his breath and calls to Croesus that the coast is clear.

Congrats. You defeated a vampire spawn... barely. Welcome to TAO.

RP can continue in the guild thread. It might take me a day or two to respond, but it will happen. I've got 2 quests to run this pairings and 2 fights after that. :rolleyes:

Sorry the quest was so sporatic and late. They are not always like that, but the timing just didn't work out.

If you want to send feedback on the quality, etc. of the quest, I'd appreciated it; via PM.
False_Keraptis

11-03-06, 12:07 PM
Fnorri's eyes widen as he recognizes the telltale mist cloud of a defeated vampire or vampire spawn; breathing rapidly, he dusts off hands. "Well done, Croesus," he whispers, "Our friend there will be back tomorrow, and those scrolls cost a pretty penny, so let us get to the bottom of this now while we can." The dwarf pads stealthily down the passage way after the figure he saw conversing with the vampire spawn, trusting in his superior darkvision to alert him to danger and give him precious seconds to escape if need be.