MiniQuest: Nothing Here but Dust and Shadows [EL 6] [Archive] - Wizards Community

Post/Author/DateTimePost
Vathelokai

08-11-06, 05:07 AM
This is a MQ for Varjo (stormwind) to join WAR.

Goal: Join WAR

Results: Success
XP: 1950
GP: 2164

Fight Cycle Info:

Time Between Fights: 5 hrs
Abilities used: Create Spawn (x2)
Items used: None
Power points used: None
Prebuffs/Ongoing effects: Shadow Spawn ???
Vathelokai

08-11-06, 05:12 AM
Varjo
Danger lurks in the shadows
http://www.wizards.com/dnd/images/mmiii_gallery/83074.jpg

Female Shadow
Chaotic Evil
Undead 3, +3 LA, ECL 6

Initial XP: 15500 XP
Experience gained (Fight 1(Week 1)): +? XP

Current XP: 15500 XPAge: -
Height: 5'1"
Weight: 0lbs

STR... - [--]...(0 pts)
DEX...22 [+6]...(16 pts) [18, +4 racial]
CON... - [--]...(0 pts)
INT....10 [--]...(6 pts) [14, -4 racial]
WIS...14 [+2]...(4 pts) [12, +2 racial]
CHA...18 [+4]...(10 pts) [16, +2 racial]

Hit Points: 25 [12+2x6.5]
AC 20 [+6 dex, +4 deflection], Touch 20, Flat 14
Initiative: +6 [+6 dex]
BAB/Grap: +1/-
Speed: 30, Fly 40 (Good)

Saves
Fort +1 [1 undead +0 con]
Refl +7 [1 undead +6 dex]
Will +5 [3 undead +2 wis]

[Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects]
[Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)]

Attacks
Incorporeal touch +7 melee touch, 1d6 Str, 20/x2
[+6 Dex, +1 BAB]

Combat modifiers
Dissipating touch: +6d6 damage
Dissolving touch: +4d6 damage
Incorporeal: any attack or spell (except force attacks) from a corporeal source has a 50% miss chance

Feats
Dodge [1st lvl]: +1 dodge bonus to AC vs. designated opponent
Mobility [3rd lvl]: +4 dodge bonus to AC when moving through a threatened area

Racial Abilities
Ability adjustments: +4 Dex, -4 Int, +2 Wis, +2 Cha
Medium Undead (Incorporeal)No Constitution score.
Darkvision (60 feet)
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Uses its Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Proficient with its natural weapons, and all simple weapons.
Undead do not breathe, eat, or sleep.An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
Incorporeal creatures are present on the same plane as the characters, and characters have some chance to affect them.
Incorporeal creatures can be harmed only by other incorporeal creatures, by magic weapons, or by spells, spell-like effects, or supernatural effects. They are immune to all nonmagical attack forms. They are not burned by normal fires, affected by natural cold, or harmed by mundane acids.
Even when struck by magic or magic weapons, an incorporeal creature has a 50% chance to ignore any damage from a corporeal source — except for a force effect or damage dealt by a ghost touch weapon.
Incorporeal creatures are immune to critical hits, extra damage from being favored enemies, and from sneak attacks. They move in any direction (including up or down) at will. They do not need to walk on the ground. They can pass through solid objects at will, although they cannot see when their eyes are within solid matter.
Incorporeal creatures hiding inside solid objects get a +2 circumstance bonus on Listen checks, because solid objects carry sound well. Pinpointing an opponent from inside a solid object uses the same rules as pinpointing invisible opponents (see Invisibility, below).
Incorporeal creatures are inaudible unless they decide to make noise.
The physical attacks of incorporeal creatures ignore material armor, even magic armor, unless it is made of force (such as mage armor or bracers of armor) or has the ghost touch ability.
Incorporeal creatures pass through and operate in water as easily as they do in air.
Incorporeal creatures cannot fall or take falling damage.
Corporeal creatures cannot trip or grapple incorporeal creatures.
Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
Incorporeal creatures do not leave footprints, have no scent, and make no noise unless they manifest, and even then they only make noise intentionally.Turn resistance (Ex): +2
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.

Class Abilities
...

Skills (24 Points Undead)
+5 Concentration [1 cc, +4 Cha] [2 undead]
+13 Hide [7 rnks, +6 Dex] [7 undead] [+4 in Shadowy illumination, -4 in brightly lit area]
+13 Listen [9 rnks, +2 Wis, +2 racial] [9 undead]
[Autosucceed] Move Silently [0 cc, +6 Dex]
+4 Search [0 rnks, +0 Int, +4 racial]
+10 Spot [6 rnks, +2 Wis, +2 racial] [6 undead]
Does not speak intelligibly

Powers Known [ML: 0] [None] [Power Points: 0; Use: 0]

Buffs and Prefight actions
Dissipating touch [ML6] (6d6 damage)
Dissolving touch [ML3] (4d6 acid damage)

[u]Equipment (Weight: 0lbs; Value: 0gp)
...

Expendables (Weight: 0lbs; Value: 0gp) [Max: ECL2x50=1800gp]
...

Spellcasting/Manifesting services (Value: 120gp)
Dissipating touch [ML6] (6d6 damage) [60gp]
Dissolving touch [ML3] (4d6 acid damage) [60gp]

Equipment at home (Weight: 0lbs; Value: 0gp)
...
Gold: 13380gp

...
[u]Miscellaneous Statistics
Encumberance: 0 lb
Weight carried: 0 lb

[i]It was dark. An oppressive darkness, brooding and alive ... yet there was no life in this dank tomb except that of a young woman, her footsteps echoing on the cold stone steps as she descended into the dark. She had a torch with her, but the shadows it cast were more disturbing than the dark. She paused at the bottom of the steps, unsure and uneasy. Then the shadows gathered ... a soft gasp, prelude to a scream that never came ... just one more shadow in the darkness.

---

Why do shadows gather within the walls of Gladius? You'd have to ask the shadows ... and they don't answer. Danger lurks in the shadows.

Cold ... focused ... hard and unforgiving. Resolute ... unbound by law, natural or otherwise.

A shadowy feminine form. Formed of the very shadows, it fades into them with equal ease.

Default starting position: behind cover

Against a single opponent: Attack from the shadows

Against several opponents: Kill the weak and thus form shadow spawn. Then send in the spawn to overwhelm whatever is left.


Fights results (Earned: 0gp):
1:(Week 1) (Win/Loss) vs. ???, [Pitlord]: [+? XP/+? gold] ...

Quest results (Earned: 0gp):
1: (???), [Questlord]: [+? XP/+? gold] ...


Time Between Fights: .. hrs
Abilities used: ...
Items used: ...
Power points used: ...
Prebuffs/Ongoing effects: ...
Time Between Fights: .. hrs
Abilities used: ...
Items used: ...
Power points used: ...
Prebuffs/Ongoing effects: ...
Vathelokai

08-11-06, 05:48 AM
The two of them sat on the balcony, second floor of the hotel. They were sipping their wine slowly, watching the crowds come and go below them. Down the street was the massive Festhall, where most of the revelers were comming or going from. The smaller ones pet wolf paced back and forth on the wooden planks. "Soon now... said the taller woman. You sure tonights the best? replied the shorter man. She did not reply; only gazed in the general direction of the fest hall.

Some time in the middle of the night the party was winding down. The streets finally cleared. No one else came out of the hall. They waited another hour until the signal occured. A giant metal man stepped out of the front doors of the hall, turned to close them, clanked down the street. Same as every night, just like clockwork. You think that guys operated by clockworks or magic? The woman waited for the metal man to leave her sight. You have the scroll? The man got up and went inside the hotel room. The wolf followed There was no more speaking. A few incantations later, all three of them were invisible and nearly weightless. Picking up the wolf, they all jumped over the balcony to the street and headed for the festhall.

After a few remarkably silent conjurations there was an opened window and a disarmed trap lying in the trail of the interlopers. Echoes... this places is so quiet and creepy when it's empty. In a whisper she responded, There's nothing here... let's get the loot and hurry. The boys at the temple are waiting.

They found the largest room and slid behind the bar. The smaller man began to analyze the locked door that led to the back rooms, the offices, the vaults. If he could find the lock, he could pop it with another spell, but he had to make sure of no traps and illusional locks. The woman stood next to the bar, hunched over a bit keeping watch. The wolf was circling, whimpering a little. They all felt nervous, but the wolf could smell something unnatural about.

Varjo is completely undetected and could be anywhere in the area. There is dim moonlight through the windows. The dog has a colar. The man appears to be a spell caster of some sort. The woman is finer dressed and has an amulet around her neck.

Rolls under "dust and shadow" at Drac's roller.

*EDIT* forgot to mention that the dog is quite large, larger than the man even.
Stormwind

08-11-06, 12:33 PM
Varjo has been following the three intruders for a few minutes, tracking them by the changes that they have left behind them, ... the open window, ... the disarmed trap, ... and occassionally footprints in the dust. Finally their invisibility wears off and she sees them slip behind the bar.

An evil idea slowly comes to life within Varjo's mind and she smiles to herself.

Taking note of where the woman is standing guard, Varjo sinks into the floor and then moves through the cold stone until she is directly below the woman. Varjo's head and shoulders emerge from the floor beneath the tall woman and her hands reach out to touch the woman.

Incorporeal touch attack +7, 1d6 Strength damage +6d6 dissipating touch +4d6 dissolving touch (standard action)
Use the cover provided by the floor and the woman's body to to rehide from the other two(move action) (The idea is that the woman's body should provide more cover for Varjo as it falls to the ground (If the woman actually dies). I haven't found anything in the rules that would directly relate. Your call as to what effect, if any, this would have.)

Notes
- According to the rules of the game article here (http://www.wizards.com/default.asp?x=dnd/rg/20041005a), an incorporeal creature has total cover while within an object at least two size categories larger than itself.
- If an incorporeal creature makes a melee attack outside a larger object's space, it only has cover unless it can retreat back into the object after the attack.
- The miss chance for being incorporeal stacks with other miss chances.
- Since there is 'dim moonlight', I assume that the lighting level classifies as shadowy illumination which means that Varjo should gain a +4 modifier on her hide checks. (Doesn't matter now, but it might matter later).
Vathelokai

08-11-06, 04:17 PM
The woman begins tapping her foot, impatient to get into the vaults. The man focuses more intently on the lock. The oversized wolf, stops, turns to the woman and growls. What is your dogs problem? As soon as she finishes speaking she notices a faint tingle in the bracers under her fine dress. Her magical armoring bracers. She looks about and sees the tentril of shadow reaching up from the floor, but cannot react in time. The cold rushes through her muscles, she slouches. Pieces of her begin to disappear, reapearing and splattering the room. A coating of green light engulfs her, sizzling away her skin. She collapses on the floor dead, an unrecognizeable pile toped with an amulet dedicated to Denth the world consumer.

The man looks over, gasps. Cripes! He jumps onto the back of the dog. The dog takes a step back from the mess, still growling, waiting for something to bite into.

Rules question: I'm not sure if you can get NPC manifest services for your touch powers. Was this discussed anywhere? I'll go with it for now.

Since she was killed by the damage instead of str drain, she does not become spawn.

Forgot the illumination in the hide rolls. The dog noticed your brief appearence with scent.

You lost initiative, but are hidden under the floor, total concealment.

Man is mounted on the large wolf.
Stormwind

08-11-06, 06:47 PM
Regarding the Rules question: I don't recall this having been discussed and I can't find anything in the Court rulings. I had simply assumed that since the range was touch rather than personal that it was possible. I may be wrong.

Note that the scent ability does not work against incorporeal creatures as incorporeal creatures have no scent (see here (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#Incorporeali ty))

Varjo moves silently within the cold stone, then up through the wall, and along the ceiling. As she moves, she sticks her head out from the cover of the ceiling to ascertain the position of the small man and the dog.

She will then wait and watch from cover to see what the man does.
Vathelokai

08-11-06, 08:52 PM
The surviving duo look all over for a culprit before slowly moving over to the body of the woman. The man has no idea what happened. A trap... a spell... my god. They are completely unaware of the gathering shadow on the ceiling.
Missed the scent thing when I read over the incorporeal stuff. It was more for dramatic effect anyway; animals reacting to the unnatural while humans ignore it.

As for the touch spells, the target entries seem wierd. I'll look into it, but for now I allow it.
Vathelokai

08-12-06, 04:55 AM
Well then, once again, from the top...

The woman begins tapping her foot, impatient to get into the vaults. The man focuses more intently on the lock. The oversized wolf, stops, turns to the woman and growls. What is your dogs problem? As soon as she finishes speaking she notices a faint tingle in the bracers under her fine dress. Her magical armoring bracers. She looks about and sees the tentril of shadow reaching up from the floor, but cannot react in time.

The icy touch of the shadow slithers through her bones and she nearly falls. Staggering she steps back. Shadows! she barks in a loud but hoarse whisper. The man turns, not sure what she's talking about, but knowing her tone of voice. He hops up, sprints to the wolf and jumps onto its back.

The woman steps back, clutching her amulet. You will be consumed, you will be consumed... she chants. The shadow ceases to move, transfixed by rythem and words it does not comprehend.

"I have to go back, back in there."
"She's not comming back, hon. Don't go."
"She could still be alive!"
"No, she can't...*sob* I'm sorry. I don't want to lose you too"
"No one's loosing anyone, dammit."
"Stop"
"You're not stopping me. Don't make me..."
"She was my daughter too! I hurt too! But she's gone"
"Stop it! She's not..."
The two of them stand there in the windy doorway. She's geared up, ready to go out and fight the universe. They are both holding back tears and she wavers just a moment, before leaving the town, heading toward the shadowy caverns. Somewhere in the back of her mind she knew that she would probably die there. But that would be better than living with this. She didn't think while walking. Too painfull. She was mildly supprised when she came across the steps downward...All the dust. No one had passed this way in a while.

In the darkness the shadow could see a flicker of light and followed it. It grew and became brigher but less blurry. There was a bright light hovering in the air. There was a man on top of a wolf. The wolf was biting at the shadow, dancing around it, clawing, trying everything. There was a woman also. She had the taint of shadow running through her. I touched her.... what is that pain? The sound of the shadow in incomprehensible, yet audible. The woman's eyes go wide.

You have got to look at those rolls. The cleric got a lucky shot with the rebuke undead, but after that... wow.
Stormwind

08-12-06, 04:58 AM
I have to agree with MW's argument regarding the NPC manifesting and the two powers. I think that I was wrong on this one. Let me know how you want to proceed.

I'm fine if you retrospectively remove both powers and we simply edit them out. If we were to continue from Varjo's attack, then the woman would survive the first attack, but nothing much else would change. If the woman rolls a low initiative then Varjo will simply attack her again (from the ground), until she drops or something else happens.

Sorry for causing problems on this one.
Vathelokai

08-12-06, 05:03 AM
No problems.

To recap, the woman (a cleric) made a lucky turn check in response to your attack. Note, you only get a standard action on the suprise round and got bad luck on the initiative, so you didn't get cover before the retaliation.

Meanwhile, Varjo had a flashback to being alive while under the rebuke power.

The woman attacked with spiritual weapon, which totaly missed. You took two magic missles, and the wolf failed to do anything to you. About the wolf; it has a colar of magic fang, that is why it is attacking you.

The rebuke wore off, now they have no idea what to do. Your move.
Stormwind

08-12-06, 08:30 AM
Wow ... I'm amazed ... it seems the dice favour Shadows ;)

Nice flashback sequence. It's well written and fits perfectly with the character. Is it okay with you if I incorporate it into Varjo's history?

The Shadow seems to gather itself as it lunges at the woman, reaching out with incorporeal, shadowy hands. Cold fury and hatred are plainly visible on Varjo's shadowy face as she moves forward.

Move to base the woman (move action)
Incorporeal touch attack +7, 1d6 Strength damage (standard action)

Dodge buddy is wolf (AC21)
Mobility gives AC24 vs AoO's from the man when moving.
Mobility and dodge gives AC25 vs AoO's from the wolf when moving.
Vathelokai

08-12-06, 11:42 AM
The shadow lunges and the wolf continues to bite at thin air. The woman stumbles backward but cannot evade the pressing attack of the shadow. The man orders the wolf to continue attacking and concentrates hard to cast a spell from the back of the bucking wolf. He manages and Varjo faintly registers another tinge of pain in the back of her mind.

The woman grasps again at her holy symbol but fear and the cold pain in her bones from the shadow make her too weak for her gods favor anymore. The shadows wash over her and she falls. Varjo turns her attention to the two remainders.

That's what the flashback was for :) I always imagined something strange going on in the mind of undead durring a turning attempt.

Recap. Wolf missed. Man fired another magic missle. Cleric lady failed her turn check.

I had Varjo attack again immediately. Woman dies and will respawn as shadow in 3 rounds.
Stormwind

08-12-06, 05:41 PM
Varjo sinks into the floor. She then moves silently within the cold stone, then up through the wall, and along the ceiling. As she moves, she sticks her head out from the cover of the ceiling to ascertain the position of the small man and the dog.

She will then wait and watch from cover to see what the man does.

withdraw action into the floor (full-round action)
then move actions until on the ceiling.

Question: In the SRD under the Shadow's create spawn ability, it states that the spawned shadow is under the control of it's killer. Since Shadows cannot speak intelligibly, would this mean that the killer has direct mental control over the new shadow?
Vathelokai

08-12-06, 09:42 PM
The man and wolf wait a moment before approaching the corpse. Once assured that she is no longer living they move toward the door, keeping frightened eyes moving in all directions. They are completely unaware of the shadow peaking from the ceiling just as they are exiting the doorway, back toward their point of entry into the building. The body of the woman still lies on the floor, sinking deeper into the shadows of the room.
I'd say that shadows have a language that only other shadows understand, and that everyone else finds unintellegible.
Stormwind

08-13-06, 02:12 AM
Varjo moves along the ceiling to the doorway which the man and wolf have just passed through. As another Shadow arises from the corpse of the woman, a terrible noise is heard, a noise that makes the hair on the back of your neck shiver in terror, a noise that, although unintelligible, is heard on a primal level by both man and wolf.

Move to doorway and follow (staying in the ceiling)(move actions)
Command the other Shadow to kill the man (free action)

As the other Shadow attacks, Varjo comes down from the ceiling like a vengeful spirit and attacks the man (flanking position)
Shadow: Incorporeal touch attack +3, 1d6 Strength damage(move actions)
Varjo: Incorporeal touch attack +7, 1d6 Strength damage (standard action)

Shadow: AC 14

Note: The fly speed of the Shadow in the SRD is incorrect. It should be fly 40ft (good) (8 squares). The number of movement squares in the speed entry is correct.
Vathelokai

08-13-06, 04:02 AM
Clutching at the wolf's fur, the man keeps muttering for the wolf to go faster. They round the corner and he sees the door to the room that had the trap in it, near the entrance, or exit. They both have a flicker of hope as they skid to a halt and scamper through the door.

In the room they see nothing. The doorway is closed, but still unlocked. They begin to move. They cross the room filled with nothing but shadows. And that is when they know. Some movement draws their attention upward. Flowing down from the ceiling like silk cloth on the wind, like hair underwater, the shadow comes down to meet him. It hits him hard, like the rush of air in front of an avalance. He nearly slides from the back of his canine steed, but fear reaches through his hands and latches on.

Barely his numb lips produce words, indecipherable sylables. The wind rushes a bit and the door swings open of its own accord. He closes his eyes. He knows that there is nothing more he can do. The wolf leaps forward, but the coils of shadow are wraped around the man. He is pulled back, he slides off the wolf to the floor. The wolf hesitates for a moment before lunging through the doorway.

More shadows enter the room, anonomously circling the new body, watching as it begins to crumble to dust and spread out in the breeze.


In order to keep up with the speed of the wolf you have to full run, even with the better fly speed, since the wolf is double moving 50 ft every round. I'm ruling that an incorporeal creature can make a run action through walls.

As for the spawn, it takes one more round, and that is a bit of a head start (the exit is only a couple rounds away). If you wait on the other shadow, then they can be at the doorway and capable of full running; thus I assume you would follow and command the new shadow to follow you.

Also, since shadows are intellegent, I'll allow commanding your spawn as a free action.

So, round 13 Varjo moves to the door. Round 14 the woman/shadow gets up and chases while Varjo full runs to the exit room. Round 15 Varjo attacks, and the other shadow full runs to the place. Round 16 the man casts the cantrip open/close and tries to move through but is killed by AOO. The dog makes it out the door.
Stormwind

08-13-06, 05:50 AM
The two young Shadows circle the body and the doorway, eager to release their wrath on another living creature, but they abide by the will of their killer and let the wolf go.

Varjo stands at the doorway and watches as the wolf runs off into the night. Dark thoughts flow through her mind, ephemeral and swift.

They mentioned a temple ... she hurt me, forced me ... not her, her god ... dangerous ... kill the followers ... lessen the influence of the god.

Varjo then moves back to the room with what is left of the womans body. She then looks at the amulet that the woman wore in life, examining the symbol upon it and committing it to memory.

I am unsure of what happens to my Shadows now. I know that to gain them as (permanent) allies, I must quest for them, however since it is a racial ability are the spawned Shadows available just for the single fight in which they are killed, or are they available for the entire 3FC. I would think that since things like poison persist for the 3FC (or until used), that the spawned Shadows would too.

I have asked this in the Ask an Elder thread, but haven't gotten an elder ruling on this yet. I will post it there again.
Vathelokai

08-13-06, 05:58 AM
Indeterminate time passes before the sound of clanking intrudes on the makeshift crypt. The metal man, hardly noticeable to the shadows stomps through the room on its way to the vault. It stops at bar, noticeing the pile of dust and the amulet on top of it. He picks up the amulet, examinine it. The metal man smiles, looks around the room. It proceeds to the vault where it deposits the amulet and grabs a bag. It is not long before Gwar finds the open door and begins putting things back in their righful place.

I can see two sides of the spawn question. It makes sense that you would keep the spawn for the fight cycle, but in a regular cycle you are fighting PCs who regenerate at the end of the fight, which would negate the spawn ability. Hopefully the elders will be quick.

Perhaps a quest later to get the allies, and leave these two here for RP use.

I'll post the questlog stuff tomorrow. I have to double check rewards info; I vaguely remember that a fight against multiple opponents gives different rewards than one EL6 opponent.

For your info; it was a lv 4 cleric of denth, a lv 2 sorcerer, and an advanced wolf; all three with 25 pt. buy. Incredible luck against that cleric!
Stormwind

08-13-06, 10:01 AM
In a fight against multiple opponents you calculate the xp for each opponent individually and add them together.
If I'm not mistaken, the rewards should be:
Cleric of denth (level 4): 900xp
Sorcerer (level 2): 450xp
Wolf (advanced to large, 25pt buy: CR3): 600xp

Total: 1950xp
XP|Gold ratio: 1|1.11 -> 2164gp


That was an amazing run of luck against the Cleric and the Wolf. The Sorcerer actually ended up doing all of the damage to Varjo.
Vathelokai

08-25-06, 05:00 AM
Was waiting on the board upgrade to go through before fixing this.

For some reason I was thinking that the wolf was still CR2. Rewards fixed.