Miniquest: Poisoned! [EL6] [Archive] - Wizards Community

Post/Author/DateTimePost
TelinArtho

07-20-06, 01:38 AM
This is a miniquest for Morathor. If you are not Pittbull or myself, please do not post here until the quest's completion. Mortathor is miniquesting for his 1st week of the current cycle and the goal is CEF membership.

Questlog: Poisoned! (EL6)

Week 1: Morathor is unable to save a pegasus and barely escapes with his life when he finds a sinister greater barghest spoiling the nearby lands.

Resources Used: Morathor used Prot. from Evil SLA, a powerstone of Vigor (ML2)A, and 1 PP for Force Screen. He does not gain membership to CEF.
TelinArtho

07-20-06, 01:39 AM
http://www.wizards.com/dnd/images/boed_gallery/75090.jpg




Morathor

Gender: male Race: Zwengerl [Halfcelestial-Dwarf (medium native outsider)]
Sizecategory M , 4'3" tall, 200 wt
Colortype brown hair; colortype bronze eyes; tonetype golden skin
Alignment: LG
ECL-6: 2 CELESTIAL WARRIOR [Psychic Warrior]+4LA
Speaks Common, Dwarfen, and Celestial

XP: 15500

Str 20, +5 0 10pts (temp+4)
Dex 16, +3 6pts (temp+2)
Con 22, +6 10pts (racial+2, temp+4)
Int 12, +1 2pts (temp+2)
Wis 21, +5 8pts (temp+4, enh+2)
Cha 10, +0 0pts (-2racial, temp+4)

Hit Points 24 [8+4,5+12con]
AC 23(+3 dex, 0size, 9armor, 0shield, 0feat, +1 nat), Touch 13, Flat 20
Init +3 (+3dex, +0feat)
BAB +1; Grap +10 (+5str+4feat)
Speed 20ft, fly 40ft (good) (base 20, light|medium|heavy load 0/133/266/400, armorcategory none)

Saves:
Fort +9 ( 3+6con)
Refl +3 ( 0+3dex)
Will +5 ( 0+5wis)
+4 racial bonus on saving throws against poison
+2 racial bonus on saving throws against spells and spell-like effects

Attacks:

+7 [Ma] Greataxe 1d12+7, 20/x3
+5 [Ma] Composite Longbow + 5str 1d8+5, 20/x3, range 110ft
+6 Cold-iron Armorspikes 1d6+5, 20/x2
+7 [Ma] Silverd, spiked Gauntlet 1d4+5, 20/x2

Skills (15 PSYCHIC WARRIOR-points)
Classskills: Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Jump (Str), Knowledge (psionics)* (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).

+8 (2pw) Concentration (+6Con)
+10 (5pw) Craft [armorsmithing] (+1Int, +2racial, +2item)
+10 (5pw) Craft [weaponsmithing] (+1Int, +2racial, +2item)
+ 1 (2pw) Psi-Craft (+1Int)
+ 5 (0) Listen (+5Wis)
+ 5 (0) Spot (+5Wis)
+ 0 (0) Hide ( +3Dex, -3Acp)
+ 0 (0) Move Silently ( +3Dex, -3Acp)
+ 2 (1pw) Knowledge (psionics) (+1Int)


Feats:

- Improved Grapple (Psychic Warrior)
- Improved unarmed strike (1st lvl)
- Deflect Arrows (Psychic Warrior)



Racial Traits:


- Dwarf:
+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.
+2 racial bonus on saving throws against spells and spell-like effects.
+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.
Favored Class: Fighter.

- HALF-CELESTIAL

No matter the form, half-celestials are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic wings, or some other sign of their higher nature.

“Half-celestial” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonevil alignment (referred to hereafter as the base creature).
A half-celestial uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-celestials are normally native outsiders.
Speed: A half-celestial has feathered wings and can fly at twice the base creature’s base land speed (good maneuverability). If the base creature has a fly speed, use that instead.
Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
Special Attacks: A half-celestial retains all the special attacks of the base creature and also gains the following special abilities.
Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will.
Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Spell-Like Abilities: A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.
HD Abilities
1–2 Protection from evil 3/day, bless
3–4 Aid, detect evil
5–6 Cure serious wounds, neutralize poison
7–8 Holy smite, remove disease
9–10 Dispel evil
11–12 Holy word
13–14 Holy aura 3/day, hallow
15–16 Mass charm monster
17–18 Summon monster IX (celestials only)
19–20 Resurrection
Special Qualities: A half-celestial has all the special qualities of the base creature, plus the following special qualities.
Darkvision out to 60 feet.
Immunity to disease.
Resistance to acid 10, cold 10, and electricity 10.
Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
A half-celestial’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Spell resistance equal to creature’s HD + 10 (maximum 35) now: 12.
+4 racial bonus on Fortitude saves against poison.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.
Skills: A half-celestial gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD +3). Do not include Hit Dice from class levels in this calculation—the half-celestial gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always good (any).
Level Adjustment: Same as base creature +4.



PSYCHIC WARRIOR Abilities:


- 2 bonus feat
- Power-Poitns: 6
- Powers known: Grip of Iron; Force Screen

Special:

- Spell Resistance: 12
- Spell-like Abilities: Protection from evil 3/day, bless
- Damage Reduction: 5/magic
- Resistance to acid 10, cold 10, and electricity 10

Buffs:



Equipment: [C means crafted]
Free outfit (worn, ?? weight)
Mithril Fullplate +1 with cold-iron Armorspikes (worn, 25+10 lbs) 5250gpC +1000gp +50gpC
Holy Amulett [Periapt] of Wisdom +2 (neck) 4000gp

Weapons:
[Ma] Greataxe (belt; 8 lbs) 160gpC
[Ma] Composite Longbow +5str (back, 3lbs) 900gp + Quiver 60 arrows (9 lbs) 3gp
[Ma] Ranseur (back, 12lbs) 155gpC
[Ma] Gauntlet, spiked and silvered (worn, 1lbs) 162,5gpC


Expeditures:
[max:1800gp / total:1750gp]

- 3x Expansion (ml3A) 450 gp
- 3x Vigor (ml2A) 150gp
- 3x Animal Affinity (ml3) 450gp
- 3x Claws of the Beast (ml1) 75gp
- 3x Metaphysical Weapon (ml1) 75gp
- 3x Synesthete (ml1) 75gp
- 3x Precognition, offensive (ml1) 75gp
- Potion of Invisibility 300gp

Weight carried: 72 lbs


Other Possessions:

- 14,5 gp
- [Ma] smithingtools 55gp


Past Expenditures (tot. ?? gp):




Total Gold: 13500 gp



Fights results:
TelinArtho

07-20-06, 01:51 AM
The morning sun crept over the hills outside of the city. Morathor, guardian of light and protector of the fair and just, surveyed the land - knowing something was amiss nearby. He didn't know what yet - but for sure the feeling in his heart let him know that someone pure of heart might die today if he did not stop it!

Alighting upon the crest of one of the hills, he notes a trail leading away from the city - a wide swath of crushed plants about 10ft across and leading away. Although Morathor doesn't recognize any tracks specifically, it is apparent that something has been dragged across this area.

Not sure if you had anything specific in mind to develop - so go ahead and do a lengthy intro. I don't expect combat will take too long anyway...
Pittbull

07-20-06, 05:08 AM
It was a long journey, but finally he has reached the city of mortals. Actually was sent to deliver a message as primary duty to Lord Enzoul Ratrani. His secondary task was sent to aid Captain Mellios to build up an army for the CEF, his skills as a smith will be a great help.

It is the first time, he is in the mortals plane and everything looks a little bit strange. His home, the mines beneath Mount Celestia, are so differnet to this place here.

What is this?, the Zwengerl mutters. Looking down to this track, a heavy thing must have been dragged along here, he thinks.

Morathor spreads his wings and flies up to get a better view. Of course he is curious and wants to investigate the circumstances. He flies at a heigth of 35ft and follows the swath. He keeps his eyes open and concentrates to catch up all suspicious sounds.

I'm not sure, if I'm available at weekend. Therefor I'll give you general tactical informations, just at the beginning. This way we will be able to finish this MQ quickly. I'll plan to enhance RP in the guildthread, so there no big need to do this here in the quest. If we can go quickly to the encounter, I'll be fine. Thanks a lot in advance.



General:

You can use all of his equipment, there is no need to save something for later fights, I just want to pass this quest to be able to help the CEF.

Buffing:

- AC: Force Screen and Protection from Evil (Spell-like Ability), use fly-ability to keep good postions (cover).

- Attacks: Animal Affinity, Expansion and bless

- HPs: Vigor

Just use these powerstones/powers/spell-like abilities as you like and think they are necessary to provide a secure win. If he needs to buff savely, use the potion of invisiblity.

Attacking:

The are three different attack-options:

1, Staying at distance, defelecting incoming projectiles and shooting with the bow.
2, If he need quick big damage do dive-attacks with reach (expansion of ranseur) or just hack in melee fully buffed.
3, Grappling might be a clever solution too, expecially against a single weak oponent.

These are general guidelines if you need to run the fight alone. I'll try to post as often as possible to make it a quick run.
TelinArtho

07-20-06, 10:03 AM
From the air, Morathor can see the swath leading another 100 yards away - and disappears into a cave. Reaching the cave, he can see it is likely a natural cave, but the smell from within is nothing that he has ever smelled before.

From within, he hears the sound of an animal-like howling and then the sound of another animal - horse-like - in pain.

The cavern is big enough for a bear to pass through and do combat unhindered (ie 10ft wide, 10ft high), and extends straight back. I am assuming that Morathor is staying aloft and away from the entrance - if you want to head down to the entrance, let me know your approach.
Pittbull

07-20-06, 10:08 AM
Morathor draws his ranseur and looks carefully into the cave. If he doesn't see anything, he'll go into the cave. Of course, he stays at least at 5ft in the air.
TelinArtho

07-20-06, 10:27 AM
After moving all of 10ft into the cave, the smell of rotting flesh is apparent. Morathor sees the dessicated corpses of several creatures around - not the least of which appears to be a noble from Gladius' high circle.

Cautiously, he continues in - noting that the cave descends about 5ft for every 10ft he goes. After 60ft or so, the cave comes to a turn. As he reaches the turn, he hears the horse-like creature breathe a sigh indicating its death.

Peering around the corner - Morathor can see a large wolf bent over the form of some sort of horse... until he notes the horse's wings! A pegasus! Slain by this foul agent of evil. The wolf creature appears to be feasting on the pegasus.

Distance right now is 35ft and you are at a corner.

For future reference, I'll make the rolls and they can be found here (http://www.hwx.it/wizards.com/dice.php?sid=345)

Initiative Morathor (17) vs Opponent (12)

Your action. If you have any questions about the situation - feel free to ask before you post your actions.
Pittbull

07-20-06, 10:41 AM
Morathor manifests force-screen to enhance his AC. Then he shouts, to get the beasts attention. The plan is to lure the beast away from the pegasus and perhaps it'll follow the Zwengerl outside the cave where Morathor is in favor (usually such animals defend their home and prey).

He has still has move-action left, which uses to ready to increase the distance between him and the wolf. Since he is peeking around the corner, I assume a charge as impossible.
TelinArtho

07-20-06, 11:00 AM
To ready an action (even if it is just a move action), you have to use a standard action.

Morathor manifests Force Screen and yells to get the beast's attention. Strangely to him - it seems intent on feasting on the pegasus.

Before his very eyes - the pegasus withers up and turns to dust! The wolf-like creature then turns about to face the intruder - its eyes a beady red and the fangs on its mouth dripping with blood.

Your action - start of round 2
Pittbull

07-20-06, 11:10 AM
Morathor, commiserating with the pegasus, counters the gaze of the beast, he shows no fear. A slight aura of holyness surrounds him (spell-like ability: protection from evil) and he takes cover (is there any?).

If there is a chance the get the fight outside, Morathor will try to make this happen.
TelinArtho

07-20-06, 11:59 AM
You have cover from the corner - but that's pretty much it. With your ranseur it is probably the best place to be at the moment - then withdraw to near the edge of the cave (and ready - so you get 2 attacks in) and then withdraw outside and see if it follows).

Protecting himself some more, Morathor watches calmly as the unnatural wolf-creature approaches. As soon as it comes within reach - he strikes at it with his ranseur, but it dodges aside safely. It lunges at him with its blood filled mouth, but his protections save him from harm AC is 23+4(force screen)+2(prot. from evil)+4(cover)=33.

Morathor withdraws from the beast, hoping to lure it outside. It cackles at him as it moves slightly closer. Suddenly he feels immense dread, but he fends it off when he realizes it is merely a trick. Protection from evil saved you here...

Your action - it is 25 feet from you, you are 20 feet from the entrance. Starting round 4
Pittbull

07-20-06, 12:47 PM
Sorry Telin, I have to leave now. If you want to go on, you are very welcome. The earlier this fight is finished the better it is, just keep in mind that Morathor prefers to bring the fight outside, where he can use his flight-advantage. Whow, an attack-bonus of +13 and +10 CL-check to break SR (feat?) is this really an ECL-6 oponent? I think my hero really need to get outside.

Morathor flies towards the entrance.
TelinArtho

07-20-06, 01:09 PM
Technically, he started as a CR5 actually - and is now CR6 after feeding off of the pegasus...

Morathor withdraws out of the cave and up - stopping about 30ft off of the ground. He waits there to see if his opponent emerges.

2 rounds go by and nothing emerges
Opponent uses Invisibility Sphere and levitation

Not wanting to let his protections run out against this thing, Morathor cautiously moves downward and away from the cave - hoping to get a glimpse of the creature. However, he sees nothing. Readies to move upward on sight

Suddenly, from behind him the creature appears - floating next to him! It bites at him and tears into his side. 13 damage, Morathor doesn't take his ready action for it will provoke. Instead he waits until his action to withdraw.

Morathor withdraws from the beast. He curses it for its craftiness.

The beast moves to the ground - a snarl on its face and moves underneath Morathor.

Morathor moves away and upward, putting away his ranseur and using a powerstone of Vigor to make him feel better. 60ft off of the ground It seems to focus for a minute and then slowly levitates upward 20ft.

Activate Bull's Strength SLA, then levitate on a move action

Morathor makes more room between them and fires an arrow, but his shot is far wide of the target. The wolf-beast suddenly disappears - only to reappear next to Mortathor once more.

Activate Dimension Door SLA

End of round 9. I'll pick it up in a little bit.
TelinArtho

07-20-06, 03:14 PM
Originally, ran it with using your greataxe - not realizing you are better off with your ranseur because of the reach. Editing that in

Moving away slightly, Morathor evades the claws of his opponent carefully, putting away his bow and drawing his ranseur again.

5ft step to the side (safe because your opponent can only move up or down - not horizontally)

The wolf-like creature howls at the annoyance of its prey, and focuses more negative energy onto him, but once again, Morathor's superior will throws back the effects. [Added AoO from using a Spell-like ability - miss]

Morathor moves away once more and readies this time for the beast to come close to him again. When it winks out of sight and then appears - he is ready for it - bringing down his greataxe hard. Unfortunately his swing is wide. He then steps away again, and draws and uses a powerstone from his collection to make his axe swing more true. Morathor attacks the beast - but can't seem to connect with it.

It tries to break his will again, but can't get past his superior defenses. [Another AoO from using a Spell-like ability - miss]

Morathor swings at it, but misses. The creature teleports next to him again.

Wow are you getting some bad rolls here... End of round 13 - Force Shield and Protection from Evil are both gone.

At this point, unless I get really evil and have it use invisibility sphere - you will have no problem killing it, it will just be a matter of time. If I did use invisibility sphere - it would have no problem killing you - hence the dilemma. It is certainly intelligent enough to know that invisibility is to its advantage - but I need to think on this some more.
Pittbull

07-20-06, 03:37 PM
Technically, he started as a CR5 actually - and is now CR6 after feeding off of the pegasus...


Oh, now I realize what oponent I'm facing. Didn't you made a mistake? When a Barghest is using his feed ability, it must be a humanoid oponent, unless it doesn't work.



Feed (Su)

When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.

A barghest advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.

The barghest only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A barghest that reaches 9 Hit Dice through feeding immediately becomes a greater barghest upon completion of the act.
TelinArtho

07-20-06, 03:43 PM
Well that was just my plot device to make it 10HD and make it CR6 - consider it flavor text. Actually - since it used a full round action in order to feed - that actually helps you - since it heard you well before you saw it...

As it turns out, you got pretty unlucky with the draw here. Although I don't roll randomly on a chart or anything - I tend to just pick something that looks like it might be a challenge. In this case, the greater barghest is just nasty for you and is much nastier than I had originally thought. If want to spend some time on tactics - we can work this out some more - but right now, I'm inclined to have you withdraw from it - since I don't see a way for you to succeed.

Ironically enough - the drider I was originally planning on sending up against you would probably be an easier foe...
Pittbull

07-20-06, 03:43 PM
Wow are you getting some bad rolls here... End of round 13 - Force Shield and Protection from Evil are both gone.


Force Screen and protection from evil last two minutes since Morathor has ML2 and 2HDs.


Just go on with the fight, I won't argue about your decision and accept any outcome.
Pittbull

07-20-06, 03:49 PM
As it turns out, you got pretty unlucky with the draw here. Although I don't roll randomly on a chart or anything - I tend to just pick something that looks like it might be a challenge. In this case, the greater barghest is just nasty for you and is much nastier than I had originally thought. If want to spend some time on tactics - we can work this out some more - but right now, I'm inclined to have you withdraw from it - since I don't see a way for you to succeed.


Oh yeah, sending a greater barghest is like giving me not really a chance. Just finish it as you like.
TelinArtho

07-20-06, 03:56 PM
Morathor - sensing the intense power of the beast before him - decides to try to escape from its grasp. Withdrawing once more from it - he is displeased to see it fade from sight - and even more displeased that as he moves further from its lair - that the tell-tale smell stays nearby.

With Gladius in sight - he dives towards the fabled city and for the halls of the Celestial Forces. Once there - the divine powers are able to repel the creature and send it back to its plane of existence.

Sorry about that man. If you want to try a different opponent next week, go ahead and set it up. I promise to find something that isn't quite so unbeatable for a +4 LA character.
Pittbull

07-20-06, 04:06 PM
OK, thanks for this MQ. This is really not ironic, I thank you for the workload and time you put in. Your free choice of the oponent wasn't very nice, I'm pretty dissapointed. In my understanding, a MQ to join a guild shouldn't be an unachievable goal, but only a sign of a member to invest some time to join the guild. I'm really considering not to join guilds anymore under these circumstances, this is not fun for me anymore. Sorry, that I write these harsh words, but I didn't expect such an behaviour. I'm really pretty dissapointed.
TelinArtho

07-20-06, 04:34 PM
OK, thanks for this MQ. This is really not ironic, I thank you for the workload and time you put in. Your free choice of the oponent wasn't very nice, I'm pretty dissapointed. In my understanding, a MQ to join a guild shouldn't be an unachievable goal, but only a sign of a member to invest some time to join the guild. I'm really considering not to join guilds anymore under these circumstances, this is not fun for me anymore. Sorry, that I write these harsh words, but I didn't expect such an behaviour. I'm really pretty dissapointed.

This could be a situation that I am not understanding because of a difference in language, but if you are truly upset about the miniquest - there's nothing I can do but just say that I am sorry.

As Cat has said many times - quests/miniquests/monster fights should not be "giveaways" when compared to regular fights. Unlike a monster fight, I did spend some time choosing an opponent, but its not like I couldn't have gotten a result of a greater barghest had I rolled it up. Sometimes questlords make mistakes - it happens. The only suggestion I can give is to move on and either try again or focus on something else.
Pittbull

07-20-06, 04:57 PM
No, I'm only dissapointed. Yes, Cat said Quest shouldn't be "give-aways", but they shouldn't be "take-aways" too. In my understanding, you made a not nice choice knowing what my character can do. That has nothing to to with CRs or something like that. In every CR-level there is a hydra or a houndarchon or something like that. I think a character should have a real chance to win and I think Morathor(with expandable-cap and all restriction of house-rules) against a Greater Barghest is a real weak match-up. Same goes for the most ECL-6 characters.

But at the end I do not want to offend you, I just want to say this was not very nice.

The game goes on and perhaps I'll do a MQ again.

For me the main problem is that I do not like the mininquest-system for guild-joining, but that are the rules.