Miniquest: ECL6 - "Shadows of the Early Morning" [Archive] - Wizards Community

Post/Author/DateTimePost
waywreth

06-15-06, 10:29 AM
This is a miniquest for Sir Valkin (TelinArtho) to rejoin the CEF; please do not post in this thread unless you are TelinArtho or myself.


Result: Sir Valkin successfully defeats "Sherri" the non-critting chain-devil, and continues his quest to find the Silver Sun Edicts. The CEF welcomes him back with open arms as a result of his valor.

Items used:
20hp/20hp of Lay on Hands ability used.
1/2 Smite evils used
Summon Special Mount (4 rounds used of 10 hours)
Memorized spells: Bless Weapon

Rewards:
1688xp (1,800xp-6.25%), 1875gp (2000gp-6.25%)


male human, Humanoid (human)
Medium size, Height 5', Weight 120lbs
Lawful Good
Fighter 1/Paladin 5, ECL 6
XP: 18917 / XP for Next Level: 21000

STR 16 [+3] (10 pts)
DEX 12 [+1] (4 pts)
CON 14 [+2] (6 pts)
INT 10 [--] (2 pts)
WIS 12 [+1] (4 pts)
CHA 18 [+4] (10 pts) [16, +1 @4th, +1 enh]

Hit Points: 49.5 [6d10 HD +12 Con]
AC 22 [+1 dex, +8 armor, +3 shield], Touch 11, Flat 21
Initiative: +1
BAB/Grap: +6/+9 [+6bab, +3str]
Speed 20ft

Saves:
Fort +12 [+2 Fighter, +4 Paladin, +4 Cha, +2 Con]
Refl +6 [+1 Paladin, +4 Cha, +1 Dex]
Will +6 [+1 Paladin, +4 Cha, +1 Wis]

Attacks:
[Ma] Lance +10/+5 melee, 1d8+3 dmg, x3 crit (+6 BAB, +3 Str, +1 enh) [reach weapon] [triple dmg on mounted charge (x5 on critted charge)]
[Ma] Long Sword +10/+5 melee, 1d8+3 dmg, 19-20/x2 crit (+6 BAB, +3 Str, +1 enh)
[Ma] Mighty (+3 Str) Composite Long Bow +8/+3 ranged, 1d8+3 dmg, 20/x3 crit, 110ft range increment (+6 BAB, +1 Dex, +1 enh)

[+1 hit when on higher ground (mounted vs a medium or smaller-sized character)]
[+4 hit/+5 dmg from Smite Evil for one attack]

Feats:
Mounted Combat [human]
Quickdraw [1st]
Ride-by-Attack [Ftr1]
Spirited Charge [3rd]
Power Attack [6th]


[b]Racial Abilities: Human
+1 skill point/lvl
1st level bonus feat

Class Abilities: Fighter
Bonus feat at 1st and even levels
All Simple and Martial Weapon proficiencies, All Armor and All shields (including tower)

Class Abilities: Paladin
Aura of Good (radiates good aura equal to his Paladin class levels)
Detect Evil, at will, to 60 foot radius, as spell
Smite Evil (2/day, +4 to hit (Cha), +5 damage vs Evil creature for 1 attack)
Divine Grace (add Charisma bonus to all saving throws)
Lay on Hands (heal up to 20hp/day, divide as needed)
Aura of Courage (Immune to fear; Allies within 10ft gain +4 morale bonus to save vs fear)
Divine Health (Immune to all diseases (supernatural and magical too))
Turn Undead (7/day, as a 2nd level cleric)
Spells (CL 2)
Special Mount (full round action, CL1, 10 hours, dismiss as a free action)


Skills (27: 12 points Fighter, 15 points Paladin)
+10 Craft (armorsmithing) [4 fighter, 4 paladin, +2 tools] [8 ranks]
+7 Craft (weaponsmithing) [5 paladin, +2 tools] [5 ranks]
+9 Handle Animal [4 fighter, 1 paladin, +4 cha] [5 ranks]
-4 Hide [0 ranks, +1 dex, -5 ACP]
+1 Listen [0 ranks, +1 wis]
-4 Move Silently [0 ranks, +1 dex, -5 ACP]
+12 Ride [4 fighter, 5 paladin, +1 dex, +2 syn (handle animal)] [9 ranks]
+1 Spot [0 ranks, +1 wis]

Speaks Common
Speak Language [1] [1 total language]

Spells memorized: [1] [Spell levels: 1; Cast: 1] [CL2]
1: [DC 12] Bless Weapon

Equipment:
Traveler's Outfit [5lbs]
[Ma] Full Plate [50lbs] [825gpC]
Darkwood Heavy Shield +1 [5lbs] [128gp, 5spC +1000gp for enchantment]
[Ma] Lance [10lbs] [310gp]
Cold Iron Lance [10lbs] [10gpC]
[Ma] Long Sword [4lbs] [315gpC]
Silver Long Sword [4lbs] [52gp, 5spC]
Cold Iron Long Sword [4lbs] [15gpC]
[Ma] Mighty (+3 Str) Composite Long Bow [3lbs] [700gp]
Cloak of Charisma +1 [2lbs] [1000gp, 5° (http://boards1.wizards.com/showpost.php?p=7174313)]
Hand of Glory [2lbs] [8000gp]]
Silver Holy Symbol of Pelor [1lbs] [25gp]

[100lbs] [12381gp, 0sp]

Expendable Items:
60 arrows [9lbs] [3gp]
20 silver arrows [3lbs] [41gp]
20 cold iron arrows [3lbs] [2gp]
Oil of Magic Weapon [0.1lbs] [50gp]
Potion of Protection from Evil [0.1lbs] [50gp]
Potion of Shield of Faith +2 [0.1lbs] [50gp]
Wand of Cure Light Wounds [0.1lbs] [750gp]

[15.4lbs] [946gp]

Allies and Equipment:
"Overseer" - Special Mount: Heavy Warhorse
Riding Saddle [25lbs] [10gp]
Bit and Bridle [1lb] [2gp]
Horseshoes of Speed [12lbs] [3000gp] (+30 ft speed for mount)
Studded Leather Barding +1 [40lbs] [125gpC +1000gp for enchantment]

[78lbs] [4137gp]

"Foreman" - Light Warhorse [150gp]
Riding Saddle [25lbs] [10gp]
Bit and Bridle [1lb] [2gp]

[26lbs] [162gp]

"Flagon" - Mule [8gp] (non-combatant - not to be brought into arena)
Pack Saddle [15lbs] [5gp]
Bit and Bridle [1lb] [2gp]
2 Saddlebags [16lbs] [8gp]
In Flagon's Saddlebags
3 Weeks of Trail Rations [21lbs] [10gp, 5sp]
50ft Silk Rope [5lbs] [10gp]
3 Sacks [1.5lbs] [3sp]
Flint and Steel [1gp]
3 weeks of feed [210lbs] [1gp, 5cp]
5 Torches [5lbs] [5cp]
Tent [20lbs] [10gp]
10 Pitons [5lbs] [1gp]
Grappling Hook [4lbs] [1gp]

[303.5lbs] [57gp, 9sp]

Equipment at home:
[Ma] Weapon smithing tools [55gp]
[Ma] Armor smithing tools [55gp]
1516gp, 1sp, 5cp

[110gp]

[66gp, 9sp, 5cp] Past Expenditures (see below)

[17860gp, 8sp, 5cp]

Miscellaneous Statistics:
Encumberance: 0-76 (light), 77-153 (medium), 154-230 (heavy)
Weight carried: 115.4 lbs



HD 6d8+18; hp 45; init +1; speed 80ft; AC 22 (-1 sz, +1 dex, +8 nat, +4 armor), touch 10, flat-footed 21
BAB +4; Grapple +12;
2 Hooves +7 melee (1d6+4) and Bite +5 melee (1d4+2); Saves +9/+6/+3
S 19 D 13 C 17 I 6 W 13 Ch 6
Skills: Listen +6, Spot +5; Feats: Endurance, Run, Multiattack
Specials: Low-light vision, scent, Empathic Link, Improved Evasion, Share Spells, Share Saving Throws

Encumbrance for Overseer: 0-348 (light), 349-699 (medium), 700-1050 (heavy)
Weight carried: 313.4lbs [120lbs + 115.4lbs + 78lbs (barding, saddle, bit)]



Foreman, Light Warhorse
HD 3d8+9; hp 22; init +1; speed 60ft (40ft if total encumbrance >= 230lbs); AC 14 (-1 sz, +1 dex, +4 nat), touch 10, flat-footed 13; 2 Hooves +4 melee (1d4+3 dmg, x2), Bite -1 melee (1d3+1, x2); Saves: +6/+4/+2; S 16 (+3) D 13 (+1) C 17 (+3) I 2 (-4) W 13 (+1) Ch 6 (-2); Skills: Listen +4, Spot +4; Feats: Endurance, Run; Specials: Low-light vision, Scent;

Encumbrance for Foreman: 0-230 (light), 231-460 (medium), 461-690 (heavy)
Weight carried: 26lbs or 261.4lbs [120lbs + 115.4lbs + 26lbs (barding, saddle, bit)]
Tricks: Combat Riding (attack, come, defend, down, guard, and heel)



Flagon, Mule
HD 3d8+9; hp 22; init +1; speed 20ft (30ft base); AC 13 (-1 sz, +1 dex, +3 nat), touch 10, flat-footed 12; 2 Hooves +4 melee (1d4+3 dmg, x2); Saves +6/+4/+1; S 16 D 13 C 17 I 2 W 11 Ch 6; Skills: Listen +6, Spot +6; Feats: Alertness, Endurance; Specials: Low-light vision, Scent;

Encumbrance for Flagon: 0-230 (light), 231-460 (medium), 461-690 (heavy)
Weight carried: 288.5lbs [23lbs (saddle, bit, saddlebags) + 55.5lbs (Equipment, excluding feed) + 210lbs (Feed)
Tricks: Heavy Labor (come, work)




Sir Valkin has such a slight build that he is often mistaken for a child when unarmored. However, when mounted upon his trusty steed, "Foreman," and armored in his full plate - he is often a sight to behold. He inspires goodness in all around him and desires to do deeds in the name of Pelor.

Sir Valkin is an accomplished horseman and for this reason has come to the arena - to prove that horseman will rule over those who stand normally.

Sir Valkin is also in search of the precious ancient texts of Pelor. Although he has not found them yet, it is a search that he was asked to do by none other than his father, himself. With desires of meeting his father's quest, he only seeks to find it and earn his admiration.

Some details: Father's name is Redgaven, a high priest of Pelor in Primethia.
Searching for Silver Sun Edicts (ancient Pelorian text - They are described as being bound by silver plates and the pages are of the purest gold and platinum laced together)



Buffs and Prefight actions:
Bring Foreman (light warhorse) with his equipment.


If Overseer has not been prebuffed - first action of the fight is to summon him. If he has already been used and is no longer available - Sir Valkin will ride on Foreman.

In general, Sir Valkin desires to fight in melee and will work towards that end at most cost. If his opponent is flying however, he will settle to attacking with his bow and using his mount in order to aid him in staying alive.

Sir Valkin prefers to charge into melee with his lance and ride by if possible. Barring that possibility - he just wants to fight - so let him.

He will use his lay on hands ability as needed on Overseer/Foreman first - on himself if he is injured as well.
waywreth

06-15-06, 10:43 AM
Please make all rolls under "earlyshadows" using invisible castle. Rolls don't have to be be linked, but please provide the number. OOC text should be in grey or silver.
______________________

With the sun setting, Sir Valkin astride Foeman heads towards the tavern he's staying, only a few minutes away. He has returned from his long pilgrimage, weary from the travel.

The faded sign to the inn, aptly named "The Missing Link" swings silently back and forth on well oiled chains holding it up. As heget closer, he feels a slow chill down his spine, as if someone or something was watching him, and waiting. A quick glace to the right sees the shadow of something slip into the side door of the tavern...

That's your cue, post away.
TelinArtho

06-15-06, 12:44 PM
What was that? Sir Valkin said to himself as he neared the inn. The chill on his spine was no help on his weary form - for he desired rest and trouble always seemed to get him when he wanted to sleep...

Hopefully, it was nothing. Here my good friend, rest here for a moment whilst I see about getting a room.

Before dismounting, Sir Valkin is trusting of his senses - and will detect evil while in front of the inn. If anything is detected - he will continue to concentrate until more information is known before doing anything more. If nothing is detected, he will dismount and leave Foreman at the front of the inn with his lances - and enter.
waywreth

06-15-06, 12:55 PM
Sir Valken is somewhat surprised to find that he detects a palpable and somewhat powerful aura of evil from inside the inn. Although unable to pinpoint where exactly, he can feel the disspating tendrils of an evil presence lurking therein.


Detect Evil results:
1st Round - Yes
2nd Round - One (strong)
3rd Round - Inside the inn
TelinArtho

06-15-06, 01:06 PM
That can't be good. And from the form jumping in through the side door - it would seem that my presence is already known... You best stay here old friend - but be ready if I call for you. Sir Valkin pats Foreman on the back as he dismounts and draws a potion from his pack. Foreman whinnies in acknowledgement and sets to grazing near the entrance.

Sir Valkin approaches the door and listens before opening it.

He'll still open the door no matter what the sound, but he is mostly checking if there are voices inside of possible "innocent bystanders." Potion of Protection from evil in one hand (after opening the door slightly), shield in the other; Swords at my side and bow over my shoulder.
waywreth

06-15-06, 01:37 PM
Sir Valken does indeed hear multiple voices in the tavern. Although muted, he can tell there are at least 5 distinct voices. Upon opening the door in the south, he quickly counts those inside -

http://i4.photobucket.com/albums/y138/waywreth/missinglink.jpg

Orange = Barkeep (male, ruddy complexion, wearing apron, behind bar.
Purple = Keeping to him(her) self, dark cloak, corner not well lit
Blue = Older man
Green/Yellow = Elven couple (male/female) in green garb
Also wandering around is a younger female, cleaning tables

Please make a spot check if you wish further details.

The Barkeep glances up when you open the door, but the others seem to ignore you. The bar itself is decorated with a variety of chains, polearms, and a variety of maces.
TelinArtho

06-15-06, 01:41 PM
Sir Valkin stands at the door cautiously, taking a second look (http://invisiblecastle.com/find.py?id=478011) around the room and seeing nothing more that would catch his eye.

Which side of the inn is the side door - behind the bar or on the other side - and perhaps out of sight?
waywreth

06-15-06, 01:59 PM
Which side of the inn is the side door - behind the bar or on the other side - and perhaps out of sight?

It would be in the room beyond the door the barkeep is near, thus not on the map at this time.
TelinArtho

06-15-06, 02:10 PM
Sir Valkin enters the inn and heads to the corner of the bar and waits for the barkeep to attend to him patiently. He keeps an eye around the inn, and examines the wall mounts with genuine interest.

Assuming the barkeep attends to him, Sir Valkin will order a pint and sit down at the corner of the bar. Assuming the bartender leaves him be after that, Sir Valkin will concentrate again on the detect evil to see if it is beyond the main room or if the evil has entered here (bear in mind that strong auras have a lingering effect - so I'd actually have a good idea of where this person's been - in the last few minutes anyway). Sir Valkin will do this will sipping away at the beer.
waywreth

06-15-06, 02:44 PM
After doing a poor job of cleaning a mug, the barkeep wordlessly pours an ale for Sir Valken and slides it down.

Having noticed him looking at the wall mounts he remarks, "Quite a few years collecting those I've been, got most of 'em in trade, but a few of the exotic ones I got when I traveled to Kara-Tur a few years ago."

The detect evil once again proves that something came in here, but somehow the aura seems to stop at the door behind the barkeep. Glancing behind the man, Sir Valken can see a closed door he guesses leads outside, that is locked from the inside, the room has no signs of life in it.
TelinArtho

06-15-06, 02:51 PM
A very fine collection from what I can tell...

So tell me - when I approached - I thought I saw someone duck into the back entrance over there. I have to admit - whoever it was didn't look like he was meaning to do goodwill - it seemed that he jumped inside once I came into view.

Are you sure everything is alright back there? Sir Valkin's voice drops down to a whisper so that the barkeep will need to be close.
waywreth

06-15-06, 03:42 PM
"Doors been shut so far as I know. Only ones been back there is Sherri the barmaid or myself." He leans backwards glancing in the room, seemingly happy it's quiet. "Has been pretty quiet around here. We had one of those singing folk in and Sherri really liked him", he says with a wink and a nudge, "but other than that nothing really".
TelinArtho

06-15-06, 04:01 PM
Curious - because I get a very peculiar feeling about that back room of yours. Mind if I have a look? Never hurts to be cautious.

If the bartender declines, Sir Valkin will excuse himself after paying for the beer and leave the building. Once outside, he'll mount Foreman and inspect the outside of the building - looking for further information about this evil presence.
waywreth

06-15-06, 04:31 PM
Aware of Valkin's (sorry for spelling it wrong) reputation, the barkeep shrugs and points over his shoulder. "Feel free, not much back there anything 'cept supplies."
TelinArtho

06-15-06, 04:41 PM
No prob - it happens

Standing up, Sir Valkin makes his way around the bar - concentrating once again on evil presences that might be lurking. Once at the doorway, he pauses and looks around (http://invisiblecastle.com/find.py?id=478224).

Spot 17, Listen 11. Sir Valkin will leave the beer at the bar and resume holding his potion of protection from evil.
waywreth

06-15-06, 05:00 PM
Ooh bad roll (http://invisiblecastle.com/find.py?id=478251). You lucky paladin!

Sir Valkin, when scanning the room notices that the barkeep "Sherri" has been keeping a close watch on him, and more importantly that she walks like someone who usually has a larger presence.

He also notices that barkeep tends to keep his distance from her, but never leaves her range of sight.
TelinArtho

06-15-06, 05:10 PM
Ah you must be Sherri. Don't mind me - just taking a quick look to make sure everything's going okay. You haven't seen anything... out of the ordinary have you?

Sir Valkin takes in the position of himself and the door leading outside and back into the barroom. He also non-chalantly moves in such a way as to be able to keep the barkeep in his range of sight while he talks with Sherri.

"This room screams trap... the unsuspecting adventurer walks right in..." (old dragon magazine article...)
waywreth

06-16-06, 08:40 AM
"No sir, nothing going on here tonight. Quiet as always", says Sherri. As she walks away, she slips slightly and bumps into you.



Please make a will save and a sense motive check.
TelinArtho

06-16-06, 10:49 AM
Sir Valkin stumbles from being bumped (http://invisiblecastle.com/find.py?id=479147) and helps the woman stand again.

Will 14, Sense Motive 5 - although if the will save was for something I would notice - I don't think I would need the sense motive...
waywreth

06-16-06, 10:56 AM
After stumbling past him, Sir Valkin confirms something very important... Sherri isn't likely human, nor a little girl. He can tell that something or someone has cast a spell that makes her appear as something else. There is definately illusionary magic in place.

He is however unable to decipher if she intentionally bumped him.


The will save was the first piece of information, sense motive the 2nd.
TelinArtho

06-16-06, 11:07 AM
Something is definitely not right here. Show yourself!

Sir Valkin pops open the potion bottle in his hand and downs the contents.

If Sherri or the barkeep happens to "threaten" him, Sir Valkin will take a step back first.
waywreth

06-16-06, 11:18 AM
With a inhuman snarl Sherri gestures towards the walls and the chains begin to almost hypnotically dance, as well as their length's increased to 15 feet and sprouting razor-edged barbs.

"Foolish mortal! You should have never returned to Gladius. Your father failed in his quest and so shall you!"

The barkeep dives behind his bar, and most of the patrons dive under tables. The elven couple go running for the door...

http://i4.photobucket.com/albums/y138/waywreth/missinglink2.jpg
And rolling for initiative would be a good idea methinks.
Red = Sir Valkin
Dark Red = Sherri
Dark Red Lines = Controlled chains

Suprise round
Sir Valkin - Quaffs his potion of protection from evil
Sherri - Activates the chains on the wall
TelinArtho

06-16-06, 11:38 AM
Initiative 10 (http://invisiblecastle.com/find.py?id=479208) (looks like I'm going second). If I do get first action, I'll cast bless weapon on my [Ma] Longsword and quickdraw it, hopefully 5ft stepping towards the devil and allowing the escape of the innocents. If it goes first (which is likely), I may have to adjust this...
waywreth

06-16-06, 11:53 AM
With lightning speed (http://invisiblecastle.com/find.py?id=479214) borne of unnatural reflexes, "Sherri" commands the chains on the wall to attack and two of them swing at the elven man in front, while the other pair go streaking towards Sir Valkin, one slamming into his shoulder digging in, other battering his shield but not hurting him.
1d20+10-> [18,10] = (28), 2d4+2-> [3,2,2] = (7)
1d20+10-> [11,10] = (21)

The other pair skewer the elven male, dropping his limp body to the ground.

Sir Valkin gasps and draws his longsword while blessing it with holy power.

Sir Valkin 42/49, Protection from Evil (ends TBA)
Sherri the Chain Devil ??/??

You're correct, the ones by the door are out of range. I realized that after posting the map. Just ignore those.
Per threatening - I'm counting the ability as an "Animate Object" meaning the chains act as constructs, do threaten and can take AoO as appropriate.
That being said - Valkin can take his 5' step south and cast his spell safely and quickdraw his weapon. The chain to his right could otherwise reach.
TelinArtho

06-16-06, 12:09 PM
A small point - but Sherri can only control up to 4 chains at once and the power has a max range of 20ft - so I would think the chains coming from the entrance are too far away. Also, I'm not sure if they actually threaten - since they are not creatures - but they might since they are under the kyton's control...

Assuming Valkin could find a 5ft step that will take him out of threatened territory, he will cast his spell and quickdraw. If he can cast his spell safely where he is - he'll cast, quickdraw and 5ft step towards the devil.
waywreth

06-16-06, 03:43 PM
Round 2

Sherri the Chain Devil: Orders her chains to continue the slaughter, slamming 2 into the helpless and grieving elven female and two towards Sir Valkin. Valkin is hit once, but his divine protection from evil prevents the 2nd hit.
1d20+10-> [15,10] = (25), 2d4+2-> [3,2,2] = (7)
1d20+10-> [13,10] = (23)

Sir Valkin: Sir Valkin steps forward and slices his sword down against the semi-humanlike form of Sherri. After the blade seems to cause little harm to her - he calls upon Pelor and strikes again - this time cutting a mighty gash across her abdomen.

Sir Valkin 35/49, Protection from Evil (ends round 10)
Sherri the Chain Devil ??-16/??
TelinArtho

06-16-06, 04:09 PM
Sir Valkin steps forward and slices his sword down against the semi-humanlike form of Sherri. After the blade seems to cause little harm to her - he calls upon Pelor and strikes again - this time cutting (http://invisiblecastle.com/find.py?id=479438) a mighty gash across her abdomen.

1st attack: 1d20+10=14, miss
2nd attack (with smite evil): 1d20+5+4=27, Dmg 1d8+3+5=16

Man! 1 off of a crit with the smite...

As Sherri hisses in pain, Sir Valkin sets up for more strikes from the chains.

Get back to whence you came foul thing! This inn is of no use to you - and death will only greet you if you linger.
waywreth

06-18-06, 12:02 PM
Round 3

Sherri the Chain Devil: Orders her chains to continue the slaughter, sending them flailing towards Valkin, connecting (http://invisiblecastle.com/find.py?id=481535) once.


Sir Valkin: Swings but is unable to connect.



Sir Valkin 26/49, Protection from Evil (ends round 10)
Sherri the Chain Devil ??-16/??
TelinArtho

06-18-06, 03:09 PM
Reeling from the last strike of the chains, Sir Valkin slices his sword at Sherri, but is amazed when the sword's blade doesn't leave a mark on her (http://invisiblecastle.com/find.py?id=481743)

15 and 17 on the attack rolls
TelinArtho

06-18-06, 11:56 PM
Reading in the FAQ - it seems that you might be wrong about the animated chains - they are animated by a standard action used each round (which is interesting - since the standard action can give the kyton 4 attacks each round, assuming chains are present...). I didn't read it fully - but if you want to take a look at it - let me know.

Anyway - just as a theoretical - if I did a withdraw action out of the inn - just how many AoO would I be looking at? These 4 attacks per round are slicing me up - so I'm thinking getting outside might be worthwhile...
waywreth

06-19-06, 08:26 AM
Round 4

Sherri the Chain Devil: Orders her chains to continue the slaughter, sending them flailing towards Valkin, one connects (http://invisiblecastle.com/find.py?id=482582), and one rebounds off due to his divine protection from good.
1d20+10-> [18,10] = (28), 2d4+2-> [3,4,2] = (9)

Sir Valkin: Makes a strategic withdraw to the outside.


Sir Valkin 17/49, Protection from Evil (ends round 10)
Sherri the Chain Devil ??-16/??

If you took a "withdraw" action you would only be moving through the reach of 1 chain, since the ones near the door aren't active. If you attack then just move outside, you'd provoke from 3. Oh and feel free to post the FAQ stuff - but do recall she gets 2 attacks normally from the chains she wears.
TelinArtho

06-19-06, 11:09 AM
Page 55: Treat a kyton's dancing chains like a spell effect. They have a location on the battlefield, but they don't take up any space. Dancing chains can attack anything within 15ft of their location. They attack only when the kyton uses a standard action to make them attack and do not make attacks of opportunity.

Sir Valkin sees that this is not going well, and so withdraws from the creature and immediately heads outside.

As to the kyton still getting 2 attacks per round - I'd rather have 2 attacks against me per round - than 4...
waywreth

06-19-06, 11:20 AM
Round 5

Sherri the Chain Devil: Chases Sir Valkin outside, lashing out one chain once she catches up, sending it whistling past (http://invisiblecastle.com/find.py?id=482731) his shoulder, and taking a chunk out the doorframe. "Coward, come back here, and I shall flay your flesh from your bones."

Sir Valkin: Withdraws again, beginning to summon some divine help.

Sir Valkin 17/49, Protection from Evil (ends round 10)
Sherri the Chain Devil ??-16/??

Your horse will go on your initiative, and thanks for the update on the chains - this means you don't provoke any AoO on your move outside.
TelinArtho

06-19-06, 11:27 AM
This is very important to my decision - is she 5ft away or 10ft away? Can the horse move between us if I took a 5ft step back?
waywreth

06-19-06, 11:44 AM
Considering she has a 10' reach with the chains, I see no reason why she wouldn't use it, yes the horse can, but he'd provoke an AoO from Sherri.


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02-|| | | | |*| | | | | | | | | | | |*| | | | | | | ||--
03-|| | | | |*| | | | | | | | | | | |*| | | | | | | ||--
04-|| | | | |*| | | | | | | | | | | |*| | | | | | | ||--
05-|| | | | |*|*|*|*|*|*|*| | |*|*|*|*| | | | | | | ||--
06-|| | | | | | |F|F| | |d|C| |d| | | | | | | | | | ||--
07-|| | | | | | |F|F| | | | | | | | | | | | | | | | ||--
08-|| | | | | | | | | | | |V| | | | | | | | | | | | ||--
09-|| | | | | | | | | | | | | | | | | | | | | | | | ||--
10-|| | | | | | | | | | | | | | | | | | | | | | | | ||--
11-|| | | | | | | | | | | | | | | | | | | | | | | | ||--
----------------------------------------------------------


F = Foreman
V = Sir Valkin
C = Sherri
d = Open doorway
TelinArtho

06-19-06, 11:58 AM
Well, here goes - Foreman - you have served me well old friend...

Sir Valkin takes a step back and calls upon Pelor to bring forth Overseer. As he does so, Foreman moves in to protect his valiant rider, charging at the chain-wielding Sherri. He stomps (http://invisiblecastle.com/find.py?id=482749) a hoof at her, but she knocks aside Foreman's attack with little care.

The end result is this:


. d C . d
F F . . .
F F . . .
. V . . .


Which hopefully gives Sir Valkin cover from her chain attacks while he summons Overseer. If I do successfully summon Overseer, he will appear so it should look like this:


. d C . d
F F . . .
F F O O .
. V O O .
waywreth

06-19-06, 12:41 PM
Round 6

Sherri the Chain Devil:
Swings once as Foreman closes upon her, then swings at him twice more. Sherri's shock is obvious on her face, as she flails at Foreman but is unable to knock the powerful horse down, connecting only once.
1d20+10-> [12,10] = (22), 2d4+2-> [2,2,2] = (6)

Foreman attacks back with a fury, and although able to connect, he is unable (http://invisiblecastle.com/find.py?id=482818) to pierce the fiendish resistance of the unholy creature.

Sir Valkin's impressive companion emerges from the whisps of clouds, standing right next to him. Sir Valkin, pleased to see his friend, vaults up onto his back, steps forward and attacks in a flurry of blade and hoof.

Sir Valkin 17/49, AC24, Protection from Evil (ends round 10)
Foreman 16/22, AC14
Overseer 45/45, AC22
Sherri the Chain Devil ??-27/??
waywreth

06-19-06, 12:41 PM
Double post removed.
TelinArtho

06-19-06, 12:55 PM
Just a small point, but my ac is 24, not 23.

Also, since it seems that Sherri will be attacking Foreman, I'll go ahead and roll for Sir Valkin's fast mount

Sir Valkin's impressive companion emerges from the whisps of clouds, standing right next to him. Sir Valkin, pleased to see his friend, vaults up (http://invisiblecastle.com/find.py?id=482782) onto his back, steps forward and attacks in a flurry of blade (http://invisiblecastle.com/find.py?id=482787) and hoof (http://invisiblecastle.com/find.py?id=482790).


Sir Valkin 29 (again 1 short of a critical...), 8 - 1 hit for 1d8+3=11 dmg
Overseer 11, 18, 24 - bite hits for 1d4+2=4 - 5= 0 dmg
waywreth

06-19-06, 01:53 PM
Round 7

Sherri the Chain Devil: Seeing the new threats, she will still flail her chains out at the only target that has hurt her - Sir Valkin. Both chains catch hold under his armor tearing flesh and bone, leaving the holy warrior barely able to stay on his mount.
1d20+10-> [17,10] = (27), 2d4+2-> [1,3,2] = (6)
1d20+10-> [19,10] = (29), 2d4+2-> [1,4,2] = (7) Confirm?: 1d20+10-> [5,10] = (15)

Sir Valkin, hurting badly, tells his companions to protect him. Laying his hands across his chest, he feels better as some of the wounds disperse.

Sir Valkin 24/49, AC24 (26), Protection from Evil (ends round 10)
Foreman 16/22, AC14
Overseer 45/45, AC22
Sherri the Chain Devil ??-17/?? (added the 10 hp back she regen'd and I forgot about)
TelinArtho

06-19-06, 02:00 PM
Not sure if Foreman could do this without a push (if he can - then Sir Valkin will use a move action to handle it; if not he'll let Foreman continue to attack), but Sir Valkin will tell Overseer to Aid his defense (Aid Another +2 to AC versus next attack from the kyton).

Sir Valkin, hurting badly, tells his companions to protect him. Laying his hands across his chest, he feels better as some of the wounds disperse.

Lay on hands - 20 hp healed.

Aid Another for Overseer (vs AC10): 19 (http://invisiblecastle.com/find.py?id=482836) - success (+2 AC to Sir Valkin for next melee attack from Sherri)

Aid Another for Foreman (assuming you allow it without a push): 9 - fail

If you don't allow the aid from Foreman, I'll roll up the attacks using the aid roll as his first attack.

[EDIT] Sherri doesn't regenerate the damage from my sword since I cast Bless Weapon earlier...
waywreth

06-19-06, 02:11 PM
No problem with the aid another without a push. However - on the regen - why would she not regen the damage take, no matter the source - Bless Weapon just allows you to bypass the DR5 I thought.
waywreth

06-19-06, 02:16 PM
Round 8

Sherri the Chain Devil: Seeing the new threats, she will still flail her chains out at the only target that has hurt her - Sir Valkin. Her chain, almost alive as it winds it's way past the protective horses, slams into his chest, causing a gaping wound...
1d20+10-> [20,10] = (30), 2d4+2-> [3,4,2] = (9), Confirm? = 1d20+10-> [8,10] = (18)
Sir Valkin's allies work together in unison, trying to distract Sherri from her attacks and defense. Meanwhile, Sir Valkin swings his sword down on her again and again, cutting another gash in her side.

Sir Valkin 15/49, AC24 (26), Protection from Evil (ends round 10)
Foreman 16/22, AC14
Overseer 45/45, AC22
Sherri the Chain Devil ??-37/??
TelinArtho

06-19-06, 02:17 PM
Because of the text of the spell: The weapon also becomes good, which means it can bypass the damage reduction of certain creatures.

Notice that while it mentions the DR part - the primary focus is that the weapon becomes good. Once it becomes good, they give an example that it bypasses DR. I do not believe that the example is the only case where the spell helps.
waywreth

06-19-06, 02:26 PM
Because of the text of the spell:
Notice that while it mentions the DR part - the primary focus is that the weapon becomes good. Once it becomes good, they give an example that it bypasses DR. I do not believe that the example is the only case where the spell helps.

You make a good point, I looked up the troll - and while it says Regen 5, and Fire/Acid does "normal damage" to the troll, it doesn't say that it wouldn't regen anyway - which I'd rule it wouldn't from Fire/Acid dmg. Of course the troll doesn't have DR AND Regen. I'll remove those 10 hp, and any she takes from the sword (although she would regen the dmg your horses do).

Certain attack forms, typically fire and acid, deal damage to the creature normally; that sort of damage doesn’t convert to nonlethal damage and so doesn’t go away. The creature’s description includes the details. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.
TelinArtho

06-19-06, 02:51 PM
Sir Valkin's allies work together in unison, trying to distract (http://invisiblecastle.com/find.py?id=482944) Sherri from her attacks and defense.

Meanwhile, Sir Valkin swings his sword down on her again and again, cutting (http://invisiblecastle.com/find.py?id=482950) another gash in her side.

Overseer Aid for Sir Valkin to +2 attack = 9 vs AC10, fail
Foreman Aid for Sir Valkin to get +2 AC for one attack = 15 vs AC10, success (+2 ac)

Sir Valkin full attack 20, 15 vs AC 20, 1 hit; Dmg 1d8+3 = 10
waywreth

06-19-06, 03:26 PM
Round 9

Sherri the Chain Devil: Once again the chains are launched out at the only target that has hurt her - Sir Valkin, but with the help of his horses and protections, is finally unable (http://invisiblecastle.com/find.py?id=483034) to penetrate his armor. With a hiss at him, she says, "Foolish one, you fell into my trap! I was able to convince that feeble bard who was here earlier to protect me from your powers! Surrender now, and I may spare one of your beasts of burden."

Sir Valkin swings twice, but is unable to penetrate her fiendish hide.

Sir Valkin 15/49, AC24 (26), Protection from Evil (ends round 10)
Foreman 16/22, AC14
Overseer 45/45, AC22
Sherri the Chain Devil ??-37/??
TelinArtho

06-19-06, 03:38 PM
Sir Valkin laughs at her bluff. No mere bard can protect you from the might of Pelor's influence. Bow down now in defeat and face your judgement!

Overseer Aid for attack 19 vs AC 10, success
Foreman Aid for defense 21 vs AC10, success

Sir Valkin full attack 17,14 vs AC20, 2 misses! (BAH!)

Sir Valkin's sword rains down on her some more, but somehow (http://invisiblecastle.com/find.py?id=483062) he fails to hurt her further.
waywreth

06-19-06, 03:46 PM
Round 10

Sherri the Chain Devil: The chains swing towards the mighty Sir Valkin, the first easily deflected, but it is proves to be only a disraction, as the 2nd comes in to impact his sword arm, drawing blood.
1d20+10-> [15,10] = (25), 2d4+2-> [3,4,2] = (9)

Sir Valkin

Sir Valkin 06/49, AC24 (26), Protection from Evil (ends at end of round)
Foreman 16/22, AC14
Overseer 45/45, AC22
Sherri the Chain Devil ??-37/??
TelinArtho

06-19-06, 04:03 PM
As the chain comes down on Sir Valkin, just before it strikes true, he drops (http://invisiblecastle.com/find.py?id=483116) to Overseer's side, making the blow miss.

Wow - first time this combat that the maneuver comes into play...

Ride for Cover 22 vs DC15, success - +4 AC

Overseer and Foreman continue to do their best to distract (http://invisiblecastle.com/find.py?id=483123) Sherri.

Overseer 17 vs AC10, success (+2 to hit)
Foreman 7 vs AC10, fail

Sir Valkin, in grim determination, prays to Pelor and continues his attempts at taking this foe to her maker. Pelor's might blesses (http://invisiblecastle.com/find.py?id=483124) the blade - aiming it true in two magnificent strikes! Sir Valkin's sword bursts through the devil's protective chains, cleaving it to the ground.

May you find a better life in another realm, devil.

Sir Valkin 33!, 25! (two crits - auto-confirmed by bless weapon): 2d8+6=11+7=18, 9+10=19; 37 damage total

Heh heh...
TelinArtho

06-19-06, 04:08 PM
With the devil laying dead on the ground, Sir Valkin wastes no time returning into the inn and seeing if any of the wounded could be cared for. For those that could be saved, he tended their wounds. For those that he couldn't, he whispered their praises and apologized that he could not save them.

Resources used:

all 20hp of my Lay on Hands ability.
1 out of 2 smite evils
Summon Special Mount (1/day, lasts 10 hours minus four rounds)
Memorized spells: Bless Weapon
waywreth

06-19-06, 04:28 PM
Your critical hits defeat the beast anyway (who was wearing a hat of disguise) - but the "cover action" is a mite confusing. It says that it doesn't take an action, but you can't attack or cast spells? Which is it. Personally as a DM I'd say you can do one or either, not as a reactionary action.

Cover
You can react instantly to drop down and hang alongside your mount, using it as cover. You can’t attack or cast spells while using your mount as cover. If you fail your Ride check, you don’t get the cover benefit. This usage does not take an action.

Anyway congrats on the crits. Certainly a tough quest - and I would've been partial to burning that inn to the ground if I were you (and not a paladin =)).
TelinArtho

06-19-06, 04:40 PM
The ride for cover action has been clarified here in any case. Essentially it means that you take an immediate action for cover if you need to, but that if you take that cover you cannot make attacks or cast spells until your next action.

It is restrictive - because that means - if you have a readied action - you don't want to take cover. It also would prevent you from taking AoO if you were offered them. I've actually had a few situations with mounted characters that I didn't want them to use cover because of this.

Anyway - yeah - those crits sure helped bring an end here... this quest has outlined one of my problems with Sir Valkin... his AC is just too low and his ability when not mounted is pretty limited.
TelinArtho

06-19-06, 04:59 PM
Just to correct the resources used - Sir Valkin did not prebuff with the Summon mount, so the time roll for week 1 does not apply - he should have the full 10 hours minus 4 rounds left for the next two weeks.

The only reason I mention this is it is the express reason why I didn't prebuff him for the week. If I had, there's a slight chance he won't have Overseer for the second fight and a good chance he won't have him for the 3rd. By using my time during the fight this week, I have him available automatically for the 2nd fight and have a slight chance of not having him in the 3rd.